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dawn_native: Indirect draw/dispatch
Adds indirect draw and dispatch for all backends (without validation). Tests for opengl negative offset are skipped since there is no easy way to add the index buffer offset. Current idea is to use a compute shader to modify the indirect draw buffer. Change-Id: I1d3eec7c699b211423f4b911769cca17bfbcd045 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7481 Commit-Queue: Idan Raiter <idanr@google.com> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@@ -35,6 +35,10 @@ static constexpr uint32_t kMaxColorAttachments = 4u;
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static constexpr uint32_t kTextureRowPitchAlignment = 256u;
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// Dynamic buffer offsets require offset to be divisible by 256
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static constexpr uint64_t kMinDynamicBufferOffsetAlignment = 256u;
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// Indirect command sizes
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static constexpr uint64_t kDispatchIndirectSize = 3 * sizeof(uint32_t);
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static constexpr uint64_t kDrawIndirectSize = 4 * sizeof(uint32_t);
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static constexpr uint64_t kDrawIndexedIndirectSize = 5 * sizeof(uint32_t);
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// Non spec defined constants.
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static constexpr float kLodMin = 0.0;
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