bvle-voxels/shaders
Samuel Bouchet 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
..
voxelCommon.hlsli Phase 2.2: MDI rendering with CPU-filled indirect args 2026-03-25 22:07:22 +01:00
voxelCullCS.hlsl Phase 2.2: MDI rendering with CPU-filled indirect args 2026-03-25 22:07:22 +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