Use multidraw for opaque meshes when GPU culling is in use. #16427
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This commit adds support for multidraw, which is a feature that allows multiple meshes to be drawn in a single drawcall.
wgpu
currently implements multidraw on Vulkan, so this feature is only enabled there. Multiple meshes can be drawn at once if they're in the same vertex and index buffers and are otherwise placed in the same bin. (Thus, for example, at present the materials and textures must be identical, but see #16368.) Multidraw is a significant performance improvement during the draw phase because it reduces the number of rebindings, as well as the number of drawcalls.This feature is currently only enabled when GPU culling is used: i.e. when
GpuCulling
is present on a camera. Therefore, if you run for examplescene_viewer
, you will not see any performance improvements, becausescene_viewer
doesn't add theGpuCulling
component to its camera.Additionally, the multidraw feature is only implemented for opaque 3D meshes and not for shadows or 2D meshes. I plan to make GPU culling the default and to extend the feature to shadows in the future. Also, in the future I suspect that polyfilling multidraw on APIs that don't support it will be fruitful, as even without driver-level support use of multidraw allows us to avoid expensive
wgpu
rebindings.