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Seele/res/shaders/StaticMeshletPass.slang
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import Common;
import BRDF;
import Scene;
import VertexData;
import MaterialParameter;
struct PrimitiveAttributes
{
uint cull: SV_CullPrimitive;
};
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struct CulledMeshletList
{
StructuredBuffer<uint> meshletIndices;
};
ParameterBlock<CulledMeshletList> pCullingList;
[numthreads(MESH_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("mesh")]
void meshMain(
in uint threadID: SV_GroupIndex,
in uint groupID: SV_GroupID,
out vertices FragmentParameter vertices[MAX_VERTICES],
out indices uint3 indices[MAX_PRIMITIVES]
){
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uint meshletIndex = pCullingList.meshletIndices[groupID];
MeshletDescription m = pScene.meshletInfos[meshletIndex];
SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
{
uint p = min(i, 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);
}
}
for(uint i = threadID; i < MAX_VERTICES; i+=MESH_GROUP_SIZE)
{
uint v = min(i, m.vertexCount - 1);
{
uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
attr.meshletId = meshletIndex;
vertices[v] = attr.getParameter(float4x4(1.0));
}
}
}