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Implement 'baseVertex' in drawIndexed() on D3D12, Metal and Vulkan
This patch adds the support of the parameter 'baseVertex' of drawIndexed on D3D12, Metal and Vulkan back-ends. BUG=dawn:51 TEST=dawn_end2end_tests Change-Id: Ibd25884ad2abceaaed744d74c4ee6b0ae6b3fa1b Reviewed-on: https://dawn-review.googlesource.com/c/3221 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@@ -537,7 +537,7 @@ namespace {
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}
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const auto& oIndicesBuffer = buffers.at(iIndices.bufferView);
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pass.SetIndexBuffer(oIndicesBuffer, static_cast<uint32_t>(iIndices.byteOffset));
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pass.DrawIndexed(static_cast<uint32_t>(iIndices.count), 1, 0, 0);
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pass.DrawIndexed(static_cast<uint32_t>(iIndices.count), 1, 0, 0, 0);
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} else {
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// DrawArrays
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pass.Draw(vertexCount, 1, 0, 0);
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