bvle-voxels/shaders
Samuel Bouchet 1bfadc2f7c Phase 2.3: GPU compute culling with frustum + backface cull
Compute shader fills indirect args buffer, replacing CPU cull loop.
Single DrawInstancedIndirectCount renders all visible face groups.

Key fixes:
- Compute shader: pack chunkIndex|(faceIndex<<16) in push constant,
  startVertexLocation=0 (aligned with Phase 2.2 SV_VertexID fix)
- PushConstants must be called AFTER BindPipelineState, not before.
  Wicked Engine dispatches to SetGraphicsRoot32BitConstants only when
  active_pso is set; after BindComputeShader it targets compute instead.
- Barriers: UNDEFINED(COMMON)→UAV before compute, UAV→INDIRECT_ARGUMENT after
- Buffer decay: DX12 buffers always return to COMMON between frames,
  no cross-frame state tracking needed
2026-03-25 22:30:50 +01:00
..
voxelCommon.hlsli Phase 2.2: MDI rendering with CPU-filled indirect args 2026-03-25 22:07:22 +01:00
voxelCullCS.hlsl Phase 2.3: GPU compute culling with frustum + backface cull 2026-03-25 22:30:50 +01:00
voxelMeshCS.hlsl Phase 2: GPU-driven voxel rendering pipeline 2026-03-25 14:24:05 +01:00
voxelPS.hlsl Phase 2: GPU-driven voxel rendering pipeline 2026-03-25 14:24:05 +01:00
voxelVS.hlsl Phase 2.2: MDI rendering with CPU-filled indirect args 2026-03-25 22:07:22 +01:00