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

@@ -2,6 +2,7 @@ using Ghost.Core;
using Ghost.Graphics.Test.Windows;
using Microsoft.UI.Xaml;
using Misaki.HighPerformance.LowLevel.Buffer;
using System.Runtime.InteropServices;
// To learn more about WinUI, the WinUI project structure,
@@ -32,22 +33,22 @@ public partial class UnitTestApp : Application
OperatingSystem.IsMacOS() ? "osx" : "unknown";
var arch = Environment.Is64BitProcess ? "x64" : "x86";
var nativeDllDir = Path.Combine(currentDir, "runtimes", platform + "-" + arch, "native");
//if (Directory.Exists(nativeDllDir))
//{
// foreach (var dll in Directory.EnumerateFiles(nativeDllDir, "*.dll"))
// {
// NativeLibrary.Load(dll);
// }
//}
NativeLibrary.SetDllImportResolver(typeof(UnitTestApp).Assembly, (libraryName, assembly, searchPath) =>
if (Directory.Exists(nativeDllDir))
{
if (libraryName == "dxcompiler")
foreach (var dll in Directory.EnumerateFiles(nativeDllDir, "*.dll"))
{
NativeLibrary.Load(Path.Combine(nativeDllDir, "dxil.dll"));
NativeLibrary.Load(dll);
}
}
//NativeLibrary.SetDllImportResolver(typeof(UnitTestApp).Assembly, (libraryName, assembly, searchPath) =>
//{
// if (libraryName == "dxcompiler")
// {
// NativeLibrary.Load(Path.Combine(nativeDllDir, "dxil.dll"));
// }
return IntPtr.Zero;
});
// return IntPtr.Zero;
//});
}
/// <summary>
@@ -58,6 +59,15 @@ public partial class UnitTestApp : Application
{
LoadDll();
var opts = new AllocationManagerInitOpts
{
ArenaCapacity = 1024 * 1024 * 1024, // 1GB
StackCapacity = 1024 * 1024 * 32, // 32MB
FreeListConcurrencyLevel = Environment.ProcessorCount,
};
AllocationManager.Initialize(opts);
_window = new GraphicsTestWindow();
_window.Activate();