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.
This commit is contained in:
2026-03-25 20:27:46 +09:00
parent b729ca86f5
commit 447a4e6904
28 changed files with 407 additions and 165 deletions

View File

@@ -8,18 +8,6 @@ struct PixelInput
float4 uv : TEXCOORD0;
};
struct Meshlet
{
float4 boundingSphere;
float3 boundingBoxMin;
float3 boundingBoxMax;
uint vertexOffset;
uint triangleOffset;
uint groupIndex;
float parentError;
uint packedCounts; // byte vertexCount, byte triangleCount, byte localMaterialIndex, byte lodLevel
};
[numthreads(128, 1, 1)] // 128 threads to cover max 64 vertices and 124 triangles
[outputtopology("triangle")]
void MSMain(
@@ -50,7 +38,9 @@ void MSMain(
// Basic MVP transform not needed if already in world space, but usually we need localToWorld and ViewProj
PerViewData perViewData = LoadData<PerViewData>(g_PushConstantData.perViewBuffer, 0);
float4 worldPos = mul(perObjectData.localToWorld, float4(v.position.xyz, 1.0f));
PerInstanceData perInstanceData = LoadData<PerInstanceData>(g_PushConstantData.perInstanceBuffer, 0);
float4 worldPos = mul(perInstanceData.localToWorld, float4(v.position.xyz, 1.0f));
outVerts[groupThreadID.x].position = mul(perViewData.viewMatrix, worldPos);
outVerts[groupThreadID.x].position = mul(perViewData.projectionMatrix, outVerts[groupThreadID.x].position);
@@ -62,7 +52,7 @@ void MSMain(
if (groupThreadID.x < triangleCount)
{
uint triangleIndex = groupThreadID.x;
// Load the packed 32-bit integer containing the 3 local indices
uint packedIndices = meshletTrianglesBuffer.Load((m.triangleOffset + triangleIndex) * 4);
@@ -76,13 +66,13 @@ void MSMain(
float4 PSMain(PixelInput input) : SV_TARGET
{
PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
float4 color1 = SAMPLE_TEXTURE2D(perMaterialData.texture1, perMaterialData.tex_sampler, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D(perMaterialData.texture2, perMaterialData.tex_sampler, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D(perMaterialData.texture3, perMaterialData.tex_sampler, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D(perMaterialData.texture4, perMaterialData.tex_sampler, input.uv.xy);
float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return perMaterialData.color * blendedColor + input.color;
// PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
//
// float4 color1 = SAMPLE_TEXTURE2D(perMaterialData.texture1, perMaterialData.tex_sampler, input.uv.xy);
// float4 color2 = SAMPLE_TEXTURE2D(perMaterialData.texture2, perMaterialData.tex_sampler, input.uv.xy);
// float4 color3 = SAMPLE_TEXTURE2D(perMaterialData.texture3, perMaterialData.tex_sampler, input.uv.xy);
// float4 color4 = SAMPLE_TEXTURE2D(perMaterialData.texture4, perMaterialData.tex_sampler, input.uv.xy);
//
// float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
// return perMaterialData.color * blendedColor + input.color;
}