Refactor material palette system with GPU indirection

Major overhaul of material palette management:
- Added two-buffer indirection (PaletteOffsetBuffer, MaterialIndexBuffer) for GPU material lookup, with incremental upload and resizing.
- MaterialPaletteStore now tracks dirty ranges, supports deferred slot reclamation, and exposes CPU-side arrays for upload.
- ResourceManager manages persistent GPU buffers and uploads only dirty subranges per frame.
- Updated HLSL and C# structs to use palette indices.
- Refactored systems/components to use new palette index and release logic.
- Added RenderContext.UploadBufferRange for partial uploads.
Minor: Fixed StbIApi interop signatures, updated test namespaces, and performed code cleanups.
This commit is contained in:
2026-04-28 18:22:09 +09:00
parent 631638f3fb
commit 0eaf7cd51d
19 changed files with 390 additions and 30 deletions

View File

@@ -29,6 +29,8 @@ struct FrameData
{
BYTE_ADDRESS_BUFFER instanceBuffer;
BYTE_ADDRESS_BUFFER userBuffer;
BYTE_ADDRESS_BUFFER paletteOffsetBuffer; // global PaletteOffsetBuffer
BYTE_ADDRESS_BUFFER materialIndexBuffer; // global MaterialIndexBuffer
};
struct ViewData
@@ -46,7 +48,7 @@ struct InstanceData
{
float4x4 localToWorld;
BYTE_ADDRESS_BUFFER meshBuffer;
BYTE_ADDRESS_BUFFER materialBuffer;
uint materialPaletteIndex; // index into PaletteOffsetBuffer
};
struct MeshData
@@ -59,6 +61,7 @@ struct MeshData
BYTE_ADDRESS_BUFFER meshletBuffer;
BYTE_ADDRESS_BUFFER meshletVerticesBuffer;
BYTE_ADDRESS_BUFFER meshletTrianglesBuffer;
uint materialSlotCount;
};
#if defined(__GRAPHICS__)