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
This commit is contained in:
2026-03-27 22:23:44 +09:00
parent 0a2eb619eb
commit d8a7b07624
495 changed files with 51961 additions and 892 deletions

View File

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