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Seele/res/shaders/DrawListTask.slang
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import Common;
import Scene;
groupshared MeshPayload p;
groupshared uint head;
groupshared MeshData mesh;
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[numthreads(TASK_GROUP_SIZE, 1, 1)]
[shader("amplification")]
void taskMain(
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uint threadID: SV_GroupThreadID,
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uint groupID: SV_GroupID, )
{
if (threadID == 0)
{
head = 0;
mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
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p.instanceId = pOffsets.instanceOffset + groupID;
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p.meshletOffset = mesh.meshletRange.offset;
p.cullingOffset = pScene.cullingOffsets[p.instanceId];
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}
GroupMemoryBarrierWithGroupSync();
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for (uint i = threadID; i < mesh.meshletRange.size; i += TASK_GROUP_SIZE)
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{
uint m = p.meshletOffset + i;
uint cull = p.cullingOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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//if(culling.wasVisible())
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{
uint index;
InterlockedAdd(head, 1, index);
p.culledMeshlets[index] = i;
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}
}
GroupMemoryBarrierWithGroupSync();
DispatchMesh(head, 1, 1, p);
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}