feat(d3d12): add indirect command execution support
Added ICommandSignature and D3D12CommandSignature for indirect command execution in the D3D12 backend, with supporting types. Updated ICommandBuffer and IGraphicsEngine interfaces to support indirect execution and command signature creation. Refactored command buffer pooling in D3D12GraphicsEngine for more flexible reuse. Changed BeginFrame and EndFrame to void and clarified parameter names. Updated resource and frame data structures to use direct buffer indices. Added RenderingUtility for buffer and texture uploads. Removed IRenderOutput interface. Updated RenderSystem render loop and HLSL/C# code to match new buffer usage patterns. BREAKING CHANGE: ICommandBuffer, IGraphicsEngine, and related APIs have changed signatures and behaviors. Indirect command execution is now supported and required for some advanced features.
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@@ -24,17 +24,15 @@ public struct PushConstantsData
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[StructLayout(LayoutKind.Sequential)]
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public struct FrameData
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{
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public uint viewBufferIndex;
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public uint instanceBufferIndex;
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public uint userBufferIndex;
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public uint userBuffer;
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}
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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public struct InstanceData
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{
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public float4x4 localToWorld;
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public uint meshBufferIndex;
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public uint materialBufferIndex;
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public uint meshBuffer;
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public uint materialBuffer;
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}
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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