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. |
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| .. | ||
| voxelCommon.hlsli | ||
| voxelCullCS.hlsl | ||
| voxelMeshCS.hlsl | ||
| voxelPS.hlsl | ||
| voxelVS.hlsl | ||