Commit graph

1 commit

Author SHA1 Message Date
45af49a659 Phase 2.2: MDI rendering with CPU-filled indirect args
Replace per-chunk DrawInstanced loop with a single DrawInstancedIndirectCount.
CPU fills indirect args buffer with same frustum+backface cull logic as Phase 2.1.

Key discoveries:
- Wicked Engine command signature includes push constant (20-byte stride, not 16)
- SV_VertexID does not reliably include startVertexLocation with ExecuteIndirect
- Solution: pack chunkIndex|(faceIndex<<16) in push constant, VS reconstructs
  quad offset from GPUChunkInfo lookup
- No explicit DX12 barriers needed (implicit promotion from COMMON suffices)

Also adds voxel_engine_spec.md and updates references from .docx to .md.
2026-03-25 22:07:22 +01:00