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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@@ -10,23 +10,22 @@ public static class RootSignatureLayout
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public const int ROOT_PARAMETER_COUNT = 1;
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}
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[StructLayout(LayoutKind.Sequential, Size = 20)]
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[StructLayout(LayoutKind.Sequential, Size = 16)]
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public struct PushConstantsData
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{
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public uint globalIndex;
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public uint viewIndex;
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public uint objectIndex;
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public const uint NUM_32BITS_VALUE = 16u / sizeof(uint);
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public uint frameBuffer;
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public uint viewBuffer;
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public uint instanceBuffer;
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public uint instanceIndex;
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public uint materialIndex;
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}
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[StructLayout(LayoutKind.Sequential, Size = 20)]
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public struct GlobalFrameData
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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 viewBufferCount;
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public uint instanceBufferCount;
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public uint userBufferIndex;
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}
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@@ -34,10 +33,12 @@ public struct GlobalFrameData
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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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}
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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public struct PerViewData
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public struct ViewData
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{
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public float4x4 viewMatrix;
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public float4x4 projectionMatrix;
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@@ -49,7 +50,7 @@ public struct PerViewData
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};
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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public struct PerObjectData
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public struct MeshData
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{
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public float3 worldBoundsMin;
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public uint vertexBuffer;
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