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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@@ -1,27 +1,26 @@
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#ifndef BUILTIN_PROPERTIES_HLSL
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#define BUILTIN_PROPERTIES_HLSL
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#ifndef GHOST_PROPERTIES_HLSL
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#define GHOST_PROPERTIES_HLSL
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#include "F:/csharp/GhostEngine/src/Runtime/Ghost.Graphics/Shaders/Includes/Common.hlsl"
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// TODO: This should be auto generated to match the c# side.
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struct PushConstantData
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{
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uint globalIndex;
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uint viewIndex;
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uint objectIndex;
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BYTE_ADDRESS_BUFFER frameBuffer;
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BYTE_ADDRESS_BUFFER viewBuffer;
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BYTE_ADDRESS_BUFFER instanceBuffer;
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uint instanceIndex;
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uint materialIndex;
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};
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struct GlobalFrameData
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struct FrameData
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{
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uint viewBufferIndex;
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uint instanceBufferIndex;
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uint viewBufferCount;
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uint instanceBufferCount;
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uint userBufferIndex;
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BYTE_ADDRESS_BUFFER viewBuffer;
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BYTE_ADDRESS_BUFFER instanceBuffer;
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BYTE_ADDRESS_BUFFER userBuffer;
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};
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struct PerViewData
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struct ViewData
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{
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float4x4 viewMatrix;
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float4x4 projectionMatrix;
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@@ -32,17 +31,20 @@ struct PerViewData
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float4 screenSize; // xy: size, zw: 1/size
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};
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struct PerInstanceData
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struct InstanceData
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{
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float4x4 localToWorld;
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BYTE_ADDRESS_BUFFER meshBuffer;
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BYTE_ADDRESS_BUFFER materialBuffer;
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};
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struct PerObjectData
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struct MeshData
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{
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float3 worldBoundsMin;
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BYTE_ADDRESS_BUFFER vertexBuffer;
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float3 worldBoundsMax;
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BYTE_ADDRESS_BUFFER indexBuffer;
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BYTE_ADDRESS_BUFFER meshletBuffer;
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BYTE_ADDRESS_BUFFER meshletVerticesBuffer;
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BYTE_ADDRESS_BUFFER meshletTrianglesBuffer;
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@@ -50,4 +52,4 @@ struct PerObjectData
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PushConstantData g_PushConstantData : register(b0);
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#endif // BUILTIN_PROPERTIES_HLSL
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#endif // GHOST_PROPERTIES_HLSL
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