feat(render): add meshlet rendering and ECS query ref API
Introduces meshlet-based rendering pipeline with new HLSL structures and push constant layouts. Refactors meshlet upload/cooking, updates RenderGraphContext for global/view/instance data, and enhances ECS QueryBuilder with ref returns and [UnscopedRef] for fluent chaining. Improves resource management and disposal patterns, updates D3D12 interop for compatibility, and refines test/app infrastructure. Includes dependency updates, bug fixes, and code cleanups.
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@@ -92,6 +92,7 @@ public class RenderExtractionSystem : ISystem
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var rtSize = new uint2(rtResult.Value.TextureDescription.Width, rtResult.Value.TextureDescription.Height);
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var aspectScreen = (float)rtSize.x / rtSize.y;
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// TODO: Classify transparent objects into a separate render list and render via oit.
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var renderList = new RenderList(1, 64, Allocator.FreeList);
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var transparentRenderList = new RenderList(1, 64, Allocator.FreeList);
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var shadowCasterRenderList = new RenderList(1, 64, Allocator.FreeList);
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@@ -215,7 +216,7 @@ public class RenderExtractionSystem : ISystem
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depthTarget = camRef.depthTarget,
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opaqueRenderList = renderList,
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shadowCasterRenderList = shadowCasterRenderList,
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transparentRenderList = default, // TODO: Classify transparent objects into a separate render list and render via oit.
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transparentRenderList = transparentRenderList,
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renderFunc = camRef.renderFunc,
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view = new RenderView
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{
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