feat: GPUDriven 实例化渲染——draw 数与实体数解耦
- UniformBuffer ring 支持 eStorageBuffer usage(GPUDriven 实例矩阵 per-frame-slot,正确性保证与 UBO 一致:fence 等待后写入) - DescriptorManager 加 UpdateStorageBuffer;池补 STORAGE_BUFFER 类型 - Set0 新增 binding1 = 实例矩阵 SSBO(vertex 读取,std430) - Forward pass 重写:每帧从 ECS 收集实例矩阵(按 mesh 聚合 batch, 两趟遍历保证 batch 区间连续),同 mesh 的 N 个实体合并为 一次 drawIndexed(instanceCount=N),firstInstance 指向 batch 起点; vertex shader 经 gl_InstanceIndex 取模型矩阵,forward 不再用 push - draw 数 = 唯一 mesh 数,与实体数量解耦(4096 实例上限, 超出截断告警;聚合改哈希为后续 TODO) 验证:8 pass 全活,validation 0 error 0 warning,GPU Timings 面板 实测各 pass 毫秒,场景渲染与阴影正确
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@@ -55,10 +55,10 @@ namespace Engine
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STATS.RemoveMesh(m_VertexBytes, m_IndexBytes);
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}
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void Mesh::Draw(vk::CommandBuffer cmd) const
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void Mesh::Draw(vk::CommandBuffer cmd, u32 instanceCount, u32 firstInstance) const
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{
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cmd.bindVertexBuffers(0, m_VertexBuffer->Get(), {0});
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cmd.bindIndexBuffer(m_IndexBuffer->Get(), 0, vk::IndexType::eUint32);
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cmd.drawIndexed(m_IndexCount, 1, 0, 0, 0);
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cmd.drawIndexed(m_IndexCount, instanceCount, 0, 0, firstInstance);
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}
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} // namespace Engine
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