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    动态绑定组绘制命令

    1、需要绑定的父对象为drawCommandInfo的parent;

    2、pipeline 是传入已经创建好的pipeline

    3、绘制命令编码;

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    _isDestroy: boolean = false
    bindGroups: (undefined | null | GPUBindGroup)[] = []
    device: GPUDevice
    drawMode: undefined | T_drawMode
    indexBuffer: undefined | I_pointerStruct | I_VertexBufferEntry
    indexFormat: GPUIndexFormat = "uint32"
    inputValues: IV_BaseDrawCommand
    label: string
    parent: { getBindGroups(): GPUBindGroup[] }

    drawInfo的dynamicLoadBindGroup为true时,需要绑定的父对象

    pipeline: GPURenderPipeline
    renderPassDescriptor:
        | undefined
        | GPURenderPassDescriptor
        | (() => GPURenderPassDescriptor)

    渲染pass描述符 1、非必须,只有在需要完整渲染过程时才需要,例如:基础功能测试 2、为什么不需要: renderManager会按照:commandEncoder->RPD->pipeline->setXXX->draw的模式调用

    vertexBuffers: (I_pointerStruct | I_VertexBufferEntry)[] = []
    viewport?: I_viewport

    Accessors

    Methods