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.
This commit is contained in:
2026-03-25 13:13:03 +09:00
parent 7860e5e341
commit b729ca86f5
12 changed files with 455 additions and 120 deletions

View File

@@ -22,7 +22,7 @@ public sealed partial class GraphicsTestWindow : Window
private bool _isFirstActivationHandled;
public unsafe GraphicsTestWindow()
public GraphicsTestWindow()
{
InitializeComponent();
@@ -43,7 +43,8 @@ public sealed partial class GraphicsTestWindow : Window
_renderSystem = new RenderSystem(new RenderSystemDesc()
{
FrameBufferCount = 2,
GraphicsAPI = GraphicsAPI.Direct3D12
GraphicsAPI = GraphicsAPI.Direct3D12,
InitialRenderPipelineSettings = new RenderPasses.TestRenderPipelineSettings()
});
_swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc
@@ -56,7 +57,6 @@ public sealed partial class GraphicsTestWindow : Window
Target = SwapChainTarget.FromCompositionSurface(Panel)
});
_renderSystem.RenderPipelineSettings = new RenderPasses.TestRenderPipelineSettings();
_renderSystem.Start();
// ECS Setup
@@ -76,7 +76,7 @@ public sealed partial class GraphicsTestWindow : Window
_world.EntityManager.SetComponent(cameraEntity, new Camera
{
colorTarget = _swapChain.GetCurrentBackBuffer(), // TODO: This should be updated every frame to the current back buffer.
colorTarget = _swapChain.GetCurrentBackBuffer(), // NOTE: This should be updated every frame to the current back buffer.
depthTarget = Handle<Texture>.Invalid,
nearClipPlane = 0.1f,
farClipPlane = 1000.0f,
@@ -91,33 +91,15 @@ public sealed partial class GraphicsTestWindow : Window
matrix = float4x4.TRS(new float3(0.0f, 0.0f, -5.0f), quaternion.identity, new float3(1.0f, 1.0f, 1.0f))
});
// var cameraEntity = _world.EntityManager.CreateEntity();
// _world.EntityManager.AddComponent(cameraEntity, new Camera
// {
// colorTarget = _swapChain.GetCurrentBackBuffer(),
// depthTarget = Handle<Texture>.Invalid,
// nearClipPlane = 0.1f,
// farClipPlane = 1000.0f,
// focalLength = 50.0f,
// sensorSize = new float2(36.0f, 24.0f),
// gateFit = GateFit.Fill,
// renderingLayerMask = new RenderingLayerMask(uint.MaxValue),
// });
//
// _world.EntityManager.AddComponent(cameraEntity, new LocalToWorld
// {
// matrix = float4x4.TRS(new float3(0.0f, 0.0f, -5.0f), quaternion.identity, new float3(1.0f, 1.0f, 1.0f))
// });
// Create Mesh Entity
var meshEntity = _world.EntityManager.CreateEntity();
MeshBuilder.CreateCube(0.75f, default, Allocator.Persistent, out var vertices, out var indices);
var directCmd = _renderSystem.GraphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
// TODO: Put this to the beginning of the frame without createing another command buffer?
using var directCmd = _renderSystem.GraphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
var ctx = new RenderingContext(_renderSystem.GraphicsEngine, _renderSystem.ResourceManager, directCmd);
directCmd.Begin(_renderSystem.GraphicsEngine.CreateCommandAllocator(CommandBufferType.Graphics));
using var cmdAllocator = _renderSystem.GraphicsEngine.CreateCommandAllocator(CommandBufferType.Graphics);
directCmd.Begin(cmdAllocator);
var meshHandle = ctx.CreateMesh(vertices, indices, true);
@@ -128,20 +110,23 @@ public sealed partial class GraphicsTestWindow : Window
}
ctx.UploadMeshlets(meshHandle);
ctx.UpdateObjectData(meshHandle, float4x4.identity);
ctx.UpdateObjectData(meshHandle);
directCmd.End().ThrowIfFailed();
_renderSystem.GraphicsEngine.Device.GraphicsQueue.Submit(directCmd);
_renderSystem.GraphicsEngine.Device.GraphicsQueue.WaitIdle();
_world.EntityManager.AddComponent(meshEntity, new MeshInstance
var meshSet = new ComponentSet(scope.AllocationHandle, ComponentTypeID<MeshInstance>.Value, ComponentTypeID<LocalToWorld>.Value);
var meshEntity = _world.EntityManager.CreateEntity(meshSet);
_world.EntityManager.SetComponent(meshEntity, new MeshInstance
{
mesh = meshHandle,
renderingLayerMask = new RenderingLayerMask(uint.MaxValue),
shadowCastingMode = Engine.ShadowCastingMode.On
});
_world.EntityManager.AddComponent(meshEntity, new LocalToWorld
_world.EntityManager.SetComponent(meshEntity, new LocalToWorld
{
matrix = float4x4.identity
});
@@ -200,10 +185,15 @@ public sealed partial class GraphicsTestWindow : Window
if (_renderSystem.CPUFenceValue < _renderSystem.GPUFenceValue + _renderSystem.MaxFrameLatency)
{
// TODO: In a real system, the camera target would be updated correctly.
// For now, let's just make sure it renders to the correct back buffer.
var queryID = new QueryBuilder().WithAll<Camera>().Build(_world);
ref var query = ref _world.ComponentManager.GetEntityQueryReference(queryID);
_world.SystemManager.UpdateAll(default); // This runs RenderExtractionSystem, extracting data and queueing RenderRequests
foreach (ref var cam in query.GetComponentIterator<Camera>())
{
cam.colorTarget = _swapChain.GetCurrentBackBuffer();
}
_world.SystemManager.UpdateAll(default);
_renderSystem.SignalCPUReady();
}
}