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Seele/res/shaders/DepthCullingMesh.slang
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import Common;
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import Scene;
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import VertexData;
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import StaticMeshVertexData;
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import MaterialParameter;
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struct PrimitiveAttributes
{
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#ifdef VISIBILITY
uint32_t prim : SV_PrimitiveID;
#endif
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};
[numthreads(MESH_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("mesh")]
void meshMain(
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in uint threadID: SV_GroupThreadID,
in uint groupID: SV_GroupID,
in payload MeshPayload meshPayload,
out vertices FragmentParameter vertices[MAX_VERTICES],
out indices uint3 indices[MAX_PRIMITIVES],
out primitives PrimitiveAttributes prim[MAX_PRIMITIVES]
) {
// meshlet number relative to start for this instance
uint meshletNumber = meshPayload.culledMeshlets[groupID];
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uint meshletId = meshPayload.cullingOffset + meshletNumber;
InstanceData inst = pScene.instances[meshPayload.instanceId];
MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
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MeshletCullingInfo cull = pScene.cullingInfos[meshletId];
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SetMeshOutputCounts(m.vertexIndices.size, m.primitiveIndices.size);
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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.primitiveIndices.size - 1);
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{
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uint baseIndex = m.primitiveIndices.offset + (p * 3);
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uint local_idx0 = pScene.primitiveIndices[baseIndex + 0];
uint local_idx1 = pScene.primitiveIndices[baseIndex + 1];
uint local_idx2 = pScene.primitiveIndices[baseIndex + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
PrimitiveAttributes primAttr;
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#ifdef VISIBILITY
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primAttr.prim = encodePrimitive(meshletId);
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#endif
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prim[p] = primAttr;
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}
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}
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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.vertexIndices.size - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexIndices.offset + v];
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VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
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vertices[v] = attr.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
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}
}
}