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Seele/res/shaders/MeshletPass.slang
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import Common;
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import Scene;
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import VertexData;
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import MaterialParameter;
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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 vertices[MAX_VERTICES],
out indices uint3 indices[MAX_PRIMITIVES]
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){
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InstanceData inst = pScene.instances[meshPayload.instanceId];
MeshletDescription m = pScene.meshletInfos[pScene.culledMeshlets[meshPayload.cullingOffset + groupID]];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
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{
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uint p = min(i, m.primitiveCount - 1);
{
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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];
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indices[p] = uint3(local_idx0, local_idx1, local_idx2);
}
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}
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(m.indicesOffset + vertexIndex);
attr.meshletId = -1;
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vertices[v] = attr.getParameter(inst.transformMatrix);
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}
}
}