- Depth buffer
- Debug display basics
- Basic vector + matrix maths
Made partially with gemini + antigravity
This commit is contained in:
2026-01-11 22:07:38 -05:00
parent fa1933c169
commit bfd042abbf
28 changed files with 959 additions and 67 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -0,0 +1,4 @@
float4 main(float4 Color : TEXCOORD0) : SV_Target0
{
return Color;
}

View File

@@ -0,0 +1,27 @@
struct Output
{
float4 Color : TEXCOORD0;
float4 Position : SV_Position;
};
#include "RootConstants.hlsl"
Output main(uint vertexIndex : SV_VertexID)
{
Output output;
// Retrieve the vertex buffer using SM6.6 bindless syntax
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
// Vertex layout: float3 Position (12 bytes) + float4 Color (16 bytes) = 28 bytes stride
uint stride = 28;
uint offset = vertexIndex * stride;
float3 pos = asfloat(buffer.Load3(offset));
float4 col = asfloat(buffer.Load4(offset + 12));
// Standard row-major transformation
output.Position = mul(ViewProjection, float4(pos, 1.0f));
output.Color = col;
return output;
}

View File

@@ -0,0 +1,11 @@
#ifndef ROOT_CONSTANTS_HLSL
#define ROOT_CONSTANTS_HLSL
cbuffer RootConstants : register(b0, space0)
{
row_major float4x4 ViewProjection;
uint BufferIndex;
uint _Padding[3];
};
#endif // ROOT_CONSTANTS_HLSL

View File

@@ -1,34 +1,25 @@
struct Input
{
uint VertexIndex : SV_VertexID;
};
struct Output
{
float4 Color : TEXCOORD0;
float4 Position : SV_Position;
};
// Bindless storage buffer access
// We assume DescriptorIndex 0 is our buffer for this example, or passed via push constant
// Since we don't have push constants hooked up in the C++ simplified example yet,
// we will assume the First descriptor in the heap is our buffer (Index 0).
// In a real app, 'bufferIndex' would be passed as a Root Constant.
#include "RootConstants.hlsl"
Output main(Input input)
Output main(uint vertexIndex : SV_VertexID)
{
Output output;
// Retrieve the buffer using SM6.6 bindless syntax
// heap index 0 is used for simplicity.
uint bufferIndex = 0;
// We use index 0 as the sample app doesn't pass push constants yet.
uint bufferIndex = 0;
ByteAddressBuffer buffer = ResourceDescriptorHeap[bufferIndex];
// Read position from buffer (Index * stride)
// Stride = 2 float (pos) + 4 float (color) = 6 * 4 = 24 bytes ?
// Let's assume just position 2D (8 bytes) + Color (16 bytes)
uint stride = 24;
uint offset = input.VertexIndex * stride;
uint offset = vertexIndex * stride;
float2 pos = asfloat(buffer.Load2(offset));
float4 col = asfloat(buffer.Load4(offset + 8));