we
    Preparing search index...

    1、不考虑system的情况,如果有system,使用DrawCommand 2、不考虑dynamic的情况,如果有dynamic bind group 情况,使用DrawCommand

    interface IV_SimpleDrawCommand {
        ColorTargetStat: GPUColorTargetState[];
        data?: {
            color?: number[];
            indices?: number[];
            normal?: number[];
            position?: number[];
            uv?: number[];
        };
        depthStencil?: GPUDepthStencilState;
        drawMode: I_drawModeIndexed
        | I_drawMode;
        label: string;
        parent: any;
        primitive: GPUPrimitiveState;
        renderPassDescriptor?:
            | GPURenderPassDescriptor
            | (() => GPURenderPassDescriptor);
        scene: Scene;
        shaderCode: { code: string };
        uniforms?: T_uniformGroupsEntryOfSimple[][];
    }
    Index

    Properties

    ColorTargetStat: GPUColorTargetState[]
    data?: {
        color?: number[];
        indices?: number[];
        normal?: number[];
        position?: number[];
        uv?: number[];
    }

    绘制数据,position,uv,normal,color,indices 非必须,比如quad 1、position ,xyz 2、uv,xy 3、normal,xyz 4、color, rgb 5、indices, 索引数组

    depthStencil?: GPUDepthStencilState

    深度测试和深度写入状态,非必须,配套RPD使用

    label: string
    parent: any
    primitive: GPUPrimitiveState
    renderPassDescriptor?: GPURenderPassDescriptor | (() => GPURenderPassDescriptor)
    scene: Scene
    shaderCode: { code: string }

    1、VSFS都必须存在,默认入口 vs(),fs() 2、必须有targets 3、必须由RPD