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Seele/res/shaders/MeshletBasePass.slang
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import Common;
import BRDF;
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import Scene;
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import VertexData;
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import MaterialParameter;
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struct MeshPayload
{
uint instanceId[MAX_MESHLETS_PER_MESH];
uint meshletId[MAX_MESHLETS_PER_MESH];
};
groupshared MeshPayload p;
groupshared uint head;
groupshared float4x4 localToClip;
groupshared Frustum viewFrustum;
[numthreads(TASK_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("amplification")]
void taskMain(
uint threadID: SV_GroupIndex,
uint groupID: SV_GroupID
){
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InstanceData instance = pScene.instances[groupID];
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if(threadID == 0)
{
head = 0;
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localToClip = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, instance.transformMatrix));
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// Left
viewFrustum.sides[0].n = float3(1, 0, 0);
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viewFrustum.sides[0].d = -1;
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// Right
viewFrustum.sides[1].n = float3(-1, 0, 0);
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viewFrustum.sides[1].d = -1;
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// Top
viewFrustum.sides[2].n = float3(0, -1, 0);
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viewFrustum.sides[2].d = -1;
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// Bottom
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viewFrustum.sides[3].n = float3(0, 1, 0);
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viewFrustum.sides[3].d = -1;
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}
GroupMemoryBarrierWithGroupSync();
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MeshData mesh = pScene.meshData[groupID];
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for(uint i = threadID; i < MAX_MESHLETS_PER_MESH; i += TASK_GROUP_SIZE)
{
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if(i < mesh.numMeshlets)
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{
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uint m = mesh.meshletOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
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//if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
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{
uint index;
InterlockedAdd(head, 1, index);
p.meshletId[index] = m;
p.instanceId[index] = groupID;
}
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}
}
GroupMemoryBarrierWithGroupSync();
DispatchMesh(head, 1, 1, p);
}
struct PrimitiveAttributes
{
uint cull: SV_CullPrimitive;
};
[numthreads(MESH_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("mesh")]
void meshMain(
in uint threadID: SV_GroupIndex,
in uint groupID: SV_GroupID,
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in payload MeshPayload meshPayload,
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out Vertices<FragmentParameter, MAX_VERTICES> vertices,
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out Indices<uint3, MAX_PRIMITIVES> indices
){
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InstanceData inst = pScene.instances[meshPayload.instanceId[groupID]];
MeshData md = pScene.meshData[meshPayload.instanceId[groupID]];
MeshletDescription m = pScene.meshletInfos[meshPayload.meshletId[groupID]];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
uint p = min(threadID, m.primitiveCount - 1);
{
uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
}
p = min(threadID + 32, m.primitiveCount - 1);
{
uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
}
p = min(threadID + 64, m.primitiveCount - 1);
{
uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
}
p = min(threadID + 96, m.primitiveCount - 1);
{
uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
}
GroupMemoryBarrierWithGroupSync();
for(uint i = threadID; i < MAX_VERTICES; i+=MESH_GROUP_SIZE)
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{
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uint v = min(i, m.vertexCount - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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VertexAttributes attr = pVertexData.getAttributes(md.indicesOffset + vertexIndex);
vertices[v] = attr.getParameter(inst.transformMatrix);
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}
}
}