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.
This commit is contained in:
2026-04-05 23:11:08 +09:00
parent effd33b285
commit c6bdbe0710
21 changed files with 488 additions and 220 deletions

View File

@@ -241,8 +241,8 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
instanceDataArray[instanceIdx++] = new InstanceData
{
localToWorld = record.localToWorld,
meshBufferIndex = resourceDatabase.GetBindlessIndex(mesh.Get().ObjectDataBuffer.AsResource()),
materialBufferIndex = resourceDatabase.GetBindlessIndex(mat.Get()._cBufferCache.GpuResource.AsResource())
meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().ObjectDataBuffer.AsResource()),
materialBuffer = resourceDatabase.GetBindlessIndex(mat.Get()._cBufferCache.GpuResource.AsResource())
};
}
@@ -287,18 +287,14 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
HeapType = HeapType.Upload,
};
var frameBufferHandle = resourceManager.CreateTransientBuffer(in frameBufferDesc, "Frame Buffer");
var frameBufferResource = frameBufferHandle.AsResource();
//var frameBufferHandle = resourceManager.CreateTransientBuffer(in frameBufferDesc, "Frame Buffer");
//var frameBufferResource = frameBufferHandle.AsResource();
var frameData = new FrameData
{
viewBufferIndex = resourceDatabase.GetBindlessIndex(viewBufferResource),
instanceBufferIndex = resourceDatabase.GetBindlessIndex(instanceBufferResource),
};
//var frameData = new FrameData();
ctx.CommandBuffer.Barrier(BarrierDesc.Buffer(frameBufferResource, BarrierSync.Copy, BarrierAccess.CopyDest));
ctx.UploadBuffer(frameBufferHandle, new ReadOnlySpan<FrameData>(in frameData));
ctx.CommandBuffer.Barrier(BarrierDesc.Buffer(frameBufferResource, BarrierSync.AllShading, BarrierAccess.ShaderResource));
//ctx.CommandBuffer.Barrier(BarrierDesc.Buffer(frameBufferResource, BarrierSync.Copy, BarrierAccess.CopyDest));
//ctx.UploadBuffer(frameBufferHandle, new ReadOnlySpan<FrameData>(in frameData));
//ctx.CommandBuffer.Barrier(BarrierDesc.Buffer(frameBufferResource, BarrierSync.AllShading, BarrierAccess.ShaderResource));
if (request.renderFunc != null)
{
@@ -311,7 +307,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
var backBuffer = _renderGraph.ImportTexture(rt, "BackBuffer");
MeshletDebugPass(backBuffer, request.opaqueRenderList,
resourceDatabase.GetBindlessIndex(frameBufferResource),
uint.MaxValue,
resourceDatabase.GetBindlessIndex(viewBufferResource),
resourceDatabase.GetBindlessIndex(instanceBufferResource));