feat(graphics): improve rendering pipeline and docs
- Refactor D3D12 backend and RenderGraph module - Update graphics RHI and core rendering components - Add Random.hlsl shader include - Regenerate API documentation and update user guides
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@@ -6,19 +6,21 @@ struct PixelInput
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float4 position : SV_POSITION;
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float4 color : COLOR;
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float4 uv : TEXCOORD0;
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nointerpolation uint meshletID : MESHLET_ID;
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};
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[numthreads(128, 1, 1)] // 128 threads to cover max 64 vertices and 124 triangles
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[outputtopology("triangle")]
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void MSMain(
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uint3 groupThreadID : SV_GroupThreadID,
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uint groupID : SV_GroupID,
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uint3 groupID : SV_GroupID,
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out vertices PixelInput outVerts[64],
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out indices uint3 outTris[124])
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{
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PerObjectData perObjectData = LoadData<PerObjectData>(g_PushConstantData.perObjectBuffer, 0);
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InstanceData instanceData = LoadData<InstanceData>(g_PushConstantData.instanceBuffer, g_PushConstantData.instanceIndex);
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MeshData meshData = LoadData<MeshData>(instanceData.meshBuffer, 0);
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ByteAddressBuffer meshletBuffer = GET_BUFFER(perObjectData.meshletBuffer);
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ByteAddressBuffer meshletBuffer = GET_BUFFER(meshData.meshletBuffer);
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Meshlet m = meshletBuffer.Load<Meshlet>(groupID.x * sizeof(Meshlet));
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uint vertexCount = m.packedCounts & 0xFF;
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@@ -26,26 +28,27 @@ void MSMain(
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SetMeshOutputCounts(vertexCount, triangleCount);
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ByteAddressBuffer meshletVerticesBuffer = GET_BUFFER(perObjectData.meshletVerticesBuffer);
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ByteAddressBuffer meshletTrianglesBuffer = GET_BUFFER(perObjectData.meshletTrianglesBuffer);
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ByteAddressBuffer meshletVerticesBuffer = GET_BUFFER(meshData.meshletVerticesBuffer);
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ByteAddressBuffer meshletTrianglesBuffer = GET_BUFFER(meshData.meshletTrianglesBuffer);
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// Write vertex output
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if (groupThreadID.x < vertexCount)
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{
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uint vertexIndex = meshletVerticesBuffer.Load((m.vertexOffset + groupThreadID.x) * 4);
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ByteAddressBuffer vertices = GET_BUFFER(perObjectData.vertexBuffer);
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ByteAddressBuffer vertices = GET_BUFFER(meshData.vertexBuffer);
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Vertex v = vertices.Load<Vertex>(vertexIndex * sizeof(Vertex));
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// Basic MVP transform not needed if already in world space, but usually we need localToWorld and ViewProj
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PerViewData perViewData = LoadData<PerViewData>(g_PushConstantData.perViewBuffer, 0);
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PerInstanceData perInstanceData = LoadData<PerInstanceData>(g_PushConstantData.perInstanceBuffer, 0);
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FrameData globalFrameData = LoadData<FrameData>(g_PushConstantData.frameBuffer, 0);
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ViewData viewData = LoadData<ViewData>(g_PushConstantData.viewBuffer, 0);
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float4 worldPos = mul(perInstanceData.localToWorld, float4(v.position.xyz, 1.0f));
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outVerts[groupThreadID.x].position = mul(perViewData.viewMatrix, worldPos);
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outVerts[groupThreadID.x].position = mul(perViewData.projectionMatrix, outVerts[groupThreadID.x].position);
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float4 worldPos = mul(instanceData.localToWorld, float4(v.position.xyz, 1.0f));
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float4 viewPos = mul(viewData.viewMatrix, worldPos);
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outVerts[groupThreadID.x].position = mul(viewData.projectionMatrix, viewPos);
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outVerts[groupThreadID.x].color = v.color;
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outVerts[groupThreadID.x].uv = v.uv;
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outVerts[groupThreadID.x].meshletID = groupID.x;
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}
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// Write triangle output (1 thread processes 1 triangle)
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@@ -66,7 +69,7 @@ void MSMain(
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float4 PSMain(PixelInput input) : SV_TARGET
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{
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// PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
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// PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.materialIndex, 0);
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//
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// float4 color1 = SAMPLE_TEXTURE2D(perMaterialData.texture1, perMaterialData.tex_sampler, input.uv.xy);
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// float4 color2 = SAMPLE_TEXTURE2D(perMaterialData.texture2, perMaterialData.tex_sampler, input.uv.xy);
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@@ -75,4 +78,14 @@ float4 PSMain(PixelInput input) : SV_TARGET
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//
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// float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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// return perMaterialData.color * blendedColor + input.color;
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}
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// TODO: Randome color on meshlet.
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// return float4(1, 0, 0, 1);
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uint hash = PCGHash(input.meshletID);
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float r = float((hash & 0xFF0000u) >> 16) / 255.0;
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float g = float((hash & 0x00FF00u) >> 8) / 255.0;
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float b = float((hash & 0x0000FFu)) / 255.0;
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return float4(r, g, b, 1.0);
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}
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