feat(meshlet): refactor meshlet pipeline and add render pass
Refactor meshlet data structures to use packed uint triangle indices, update meshlet cooking and upload logic, and align HLSL mesh shader. Add MeshRenderPass with bindless rendering and blit support. Improve RenderExtractionSystem, RootSignatureLayout, and TestRenderPipeline. Update GraphicsTestWindow for new pipeline and meshlet logic. Includes code cleanups and comments.
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@@ -1,13 +1,14 @@
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#ifndef BUILTIN_PROPERTIES_HLSL
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#define BUILTIN_PROPERTIES_HLSL
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#include "F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl"
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#include "F:/csharp/GhostEngine/src/Runtime/Ghost.Graphics/Shaders/Includes/Common.hlsl"
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struct PushConstantData
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{
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BYTE_ADDRESS_BUFFER globalBuffer;
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BYTE_ADDRESS_BUFFER perViewBuffer;
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BYTE_ADDRESS_BUFFER perObjectBuffer;
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BYTE_ADDRESS_BUFFER perInstanceBuffer;
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BYTE_ADDRESS_BUFFER perMaterialBuffer;
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};
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@@ -24,7 +25,6 @@ struct PerViewData
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struct PerObjectData
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{
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float4x4 localToWorld;
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float3 worldBoundsMin;
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BYTE_ADDRESS_BUFFER vertexBuffer;
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float3 worldBoundsMax;
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