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Allow using no vertex buffers for render pipeline layouts #10307
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// Different MeshVertexBufferLayouts can produce the same final VertexBufferLayout | ||
// We want compatible vertex buffer layouts to use the same pipelines, so we must "deduplicate" them | ||
let vertex_key = descriptor.vertex.buffers.get(0).cloned(); |
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Does this clone have any negative performance consequences?
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I don't see a good way to avoid it, but it should be a fairly small clone?
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To avoid the clone, I think we would have to wrap it in a Cow. Let me try that.
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Can't get it working, rip.
Don't know if I'm going to go through with this PR, as the move to visibility buffers obviated the need for this. |
I think it’s a good change to make. Vertex buffers shouldn’t be required. |
Going to cancel this PR, as I think they should be required. I realized if you don't care about the vertex buffer layout part, you can just use the material pipeline specialization directly 😅. |
Again I disagree. Vertex buffers should not be required. You can render without any index or vertex buffer. |
Right, but what I realized is you don't have to go through SpecializedMeshPipelines in that case. You can just use MeshPipeline directly. Up to you, we can keep this if you want still. |
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