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Seele/res/shaders/lib/Scene.slang
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import Bounding;
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struct MeshletDescription
{
AABB bounding;
uint32_t vertexCount;
uint32_t primitiveCount;
uint32_t vertexOffset;
uint32_t primitiveOffset;
float3 color;
uint32_t indicesOffset;
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};
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struct MeshData
{
AABB bounding;
uint32_t numMeshlets;
uint32_t meshletOffset;
uint32_t firstIndex;
uint32_t numIndices;
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};
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static const uint32_t MAX_VERTICES = 256;
static const uint32_t MAX_PRIMITIVES = 256;
static const uint32_t TASK_GROUP_SIZE = 128;
static const uint32_t MESH_GROUP_SIZE = 32;
static const uint32_t MAX_MESHLETS_PER_INSTANCE = 2048;
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struct InstanceData
{
float4x4 transformMatrix;
float4x4 inverseTransformMatrix;
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};
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struct MeshletCullingInfo
{
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uint32_t visible[MAX_PRIMITIVES / 32];
// lookup if a specific triangle is visible
bool triangleVisible(uint32_t primIndex)
{
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uint32_t arrIdx = primIndex / 32;
uint32_t cullIdx = primIndex % 32;
return (visible[arrIdx] & (1 << cullIdx)) != 0;
}
bool triangleCulled(uint32_t primIndex)
{
return !triangleVisible(primIndex);
}
bool anyVisible()
{
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uint result = 0;
for(uint i = 0; i < MAX_PRIMITIVES / 32; ++i)
{
result |= visible[i];
}
return result != 0;
}
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};
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struct DrawCallOffsets
{
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uint32_t instanceOffset;
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uint textureOffset;
uint samplerOffset;
uint floatOffset;
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};
layout(push_constant)
ConstantBuffer<DrawCallOffsets> pOffsets;
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struct Scene
{
StructuredBuffer<InstanceData> instances;
StructuredBuffer<MeshData> meshData;
StructuredBuffer<MeshletDescription> meshletInfos;
StructuredBuffer<uint8_t> primitiveIndices;
StructuredBuffer<uint32_t> vertexIndices;
StructuredBuffer<uint32_t> cullingOffsets;
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StructuredBuffer<MeshletCullingInfo> cullingInfos;
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};
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layout(set=2)
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ParameterBlock<Scene> pScene;
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uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId)
{
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return primitiveId + (meshletId * uint(MAX_PRIMITIVES));
}
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uint2 decodePrimitive(uint32_t encoded)
{
uint prim = uint(encoded % MAX_PRIMITIVES);
encoded = encoded / MAX_PRIMITIVES;
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uint meshletId = uint(encoded);
return uint2(prim, meshletId);
}
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struct MeshPayload
{
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uint culledMeshlets[MAX_MESHLETS_PER_INSTANCE];
uint instanceId;
uint meshletOffset;
uint cullingOffset;
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};