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Seele/res/shaders/StaticMeshBasePass.spirv
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2023-10-07 19:29:53 +02:00
#pragma pack_matrix(column_major)
#ifdef SLANG_HLSL_ENABLE_NVAPI
#include "nvHLSLExtns.h"
#endif
#pragma warning(disable: 3557)
#line 1 "lib/Scene.slang"
struct InstanceData_0
{
matrix<float,int(4),int(4)> transformMatrix_0;
};
#line 46 "./StaticMeshBasePass.slang"
StructuredBuffer<InstanceData_0 > scene_instances_0 : register(t0, space3);
#line 1 "lib/Meshlet.slang"
struct MeshletDescription_0
{
uint vertexCount_0;
uint primitiveCount_0;
uint vertexOffset_0;
uint primitiveOffset_0;
};
#line 47 "./StaticMeshBasePass.slang"
StructuredBuffer<MeshletDescription_0 > meshlets_meshletInfos_0 : register(t0, space2);
#line 9 "lib/Meshlet.slang"
StructuredBuffer<uint8_t > meshlets_primitiveIndices_0 : register(t1, space2);
#line 9
StructuredBuffer<uint > meshlets_vertexIndices_0 : register(t2, space2);
#line 24 "lib/StaticMeshVertexData.slang"
StructuredBuffer<float4 > vertexData_positions_0 : register(t0, space4);
#line 24
StructuredBuffer<float2 > vertexData_texCoords_0 : register(t1, space4);
#line 24
StructuredBuffer<float3 > vertexData_normals_0 : register(t2, space4);
#line 5 "lib/Common.slang"
struct ViewParameter_0
{
matrix<float,int(4),int(4)> viewMatrix_0;
matrix<float,int(4),int(4)> projectionMatrix_0;
float4 cameraPos_WS_0;
float2 screenDimensions_0;
};
cbuffer viewParams_0 : register(b0, space1)
{
ViewParameter_0 viewParams_0;
}
#line 24 "./StaticMeshBasePass.slang"
uint gs_numVertices_0_init()
{
#line 24
return 0U;
}
static groupshared uint gs_numVertices_0 = gs_numVertices_0_init();
#line 5 "lib/StaticMeshVertexData.slang"
struct StaticMeshVertexAttributes_0
{
float4 position_0 : SV_Position;
float2 texCoords_0 : TEXCOORD0;
float3 normal_0 : NORMAL0;
};
#line 22 "./StaticMeshBasePass.slang"
static groupshared StaticMeshVertexAttributes_0 gs_vertices_0[int(64)];
#line 26 "lib/StaticMeshVertexData.slang"
StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(StructuredBuffer<float4 > this_positions_0, StructuredBuffer<float2 > this_texCoords_0, StructuredBuffer<float3 > this_normals_0, uint index_0, InstanceData_0 inst_0)
{
StaticMeshVertexAttributes_0 attr_0;
attr_0.position_0 = mul(viewParams_0.projectionMatrix_0, mul(viewParams_0.viewMatrix_0, mul(inst_0.transformMatrix_0, this_positions_0.Load(index_0))));
attr_0.texCoords_0 = this_texCoords_0.Load(index_0);
attr_0.normal_0 = this_normals_0.Load(index_0);
return attr_0;
}
#line 25 "./StaticMeshBasePass.slang"
uint gs_numPrimitives_0_init()
{
#line 25
return 0U;
}
static groupshared uint gs_numPrimitives_0 = gs_numPrimitives_0_init();
#line 23
static groupshared uint3 gs_indices_0[int(126)];
#line 11
struct MeshShaderPayload_0
{
uint instanceId_0;
uint meshletId_0;
};
#line 39
[shader("mesh")][numthreads(32, 1, 1)]
[outputtopology("triangle")]
void meshMain(uint3 threadID_0 : SV_GROUPINDEX, uint3 groupID_0 : SV_GROUPID, vertices vertices out StaticMeshVertexAttributes_0 vertices_0[int(64)], indices indices out uint3 indices_0[int(126)])
{
#line 39
MeshShaderPayload_0 p_0;
#line 46
InstanceData_0 _S1 = scene_instances_0.Load(p_0.instanceId_0);
MeshletDescription_0 _S2 = meshlets_meshletInfos_0.Load(p_0.meshletId_0);
uint _S3 = threadID_0.x;
uint _S4 = _S2.vertexCount_0 - 1U;
#line 64
uint _S5 = _S2.primitiveCount_0 - 1U;
#line 64
uint loop_0 = 0U;
#line 64
for(;;)
{
#line 52
uint v_0 = min(_S3 + loop_0 * 32U, _S4);
InterlockedMax(gs_numVertices_0, v_0 + 1U);
gs_vertices_0[v_0] = StaticMeshVertexData_getAttributes_0(vertexData_positions_0, vertexData_texCoords_0, vertexData_normals_0, uint(int(meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + v_0))), _S1);
#line 49
uint loop_1 = loop_0 + 1U;
#line 49
if(loop_1 < 2U)
{
}
else
{
#line 49
break;
}
#line 49
loop_0 = loop_1;
#line 49
}
#line 49
loop_0 = 0U;
#line 49
for(;;)
{
#line 64
uint p_1 = min(_S3 + loop_0 * 32U, _S5);
InterlockedMax(gs_numPrimitives_0, p_1 + 1U);
uint _S6 = p_1 * 3U;
#line 67
uint _S7 = _S2.primitiveOffset_0 + _S6;
uint idx1_0 = meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S7 + 1U)));
uint idx2_0 = meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S7 + 2U)));
gs_indices_0[_S6] = (uint3)meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S7)));
gs_indices_0[_S6 + 1U] = (uint3)idx1_0;
gs_indices_0[_S6 + 2U] = (uint3)idx2_0;
#line 61
uint loop_2 = loop_0 + 1U;
#line 61
if(loop_2 < 4U)
{
}
else
{
#line 61
break;
}
#line 61
loop_0 = loop_2;
#line 61
}
#line 78
GroupMemoryBarrierWithGroupSync();
SetMeshOutputCounts(gs_numVertices_0, gs_numPrimitives_0);
GroupMemoryBarrierWithGroupSync();
#line 93
return;
}