Adding view culling to non-depth culling variant
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@@ -24,27 +24,8 @@ bool isBoxVisible(AABB bounding)
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// now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet
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uint2 screenCornerMin = mipDimensions;
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uint2 screenCornerMax = uint2(0, 0);
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// we use reverse depth, so higher values are closer
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float maxDepth = 0;
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{
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float4 corners[8];
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corners[0] = float4(bounding.min.x, bounding.min.y, bounding.min.z, 1.0f);
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corners[1] = float4(bounding.min.x, bounding.min.y, bounding.max.z, 1.0f);
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corners[2] = float4(bounding.min.x, bounding.max.y, bounding.min.z, 1.0f);
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corners[3] = float4(bounding.min.x, bounding.max.y, bounding.max.z, 1.0f);
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corners[4] = float4(bounding.max.x, bounding.min.y, bounding.min.z, 1.0f);
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corners[5] = float4(bounding.max.x, bounding.min.y, bounding.max.z, 1.0f);
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corners[6] = float4(bounding.max.x, bounding.max.y, bounding.min.z, 1.0f);
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corners[7] = float4(bounding.max.x, bounding.max.y, bounding.max.z, 1.0f);
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for(uint i = 0; i < 8; ++i)
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{
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float4 clipCorner = mul(modelViewProjection, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner);
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screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
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screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
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maxDepth = max(maxDepth, screenCorner.z);
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}
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}
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// lower values are closer
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float maxDepth = bounding.projectScreenDepth(modelViewProjection, screenCornerMin, screenCornerMax);
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uint mipOffset = 0;
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// in theory this wouldnt work if no corner was in screen, as min would be greater that max, however we verified that with view culling
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while(screenCornerMax.x - screenCornerMin.x > 1 || screenCornerMax.y - screenCornerMin.y > 1)
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@@ -118,8 +99,10 @@ void taskMain(
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// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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#ifdef DEPTH_CULLING
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// if the meshlet bounding box is behind the cached depth buffer, we skip
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if(isBoxVisible(meshlet.bounding))
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#endif
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -62,5 +62,4 @@ void initialReduce(
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int2 texCoord = groupOffset + threadID.xy;
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float fDepth = pDepthAttachment.texture.Load(int3(texCoord, 0)).r;
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pDepthAttachment.buffer[texCoord.x + (texCoord.y * width)] = fDepth;
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}
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@@ -26,10 +26,7 @@ void taskMain(
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uint cull = p.cullingOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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#ifdef DEPTH_CULLING
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// if depth culling is disabled, we draw the whole scene as if cached
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if(culling.wasVisible())
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#endif
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -16,7 +16,7 @@ struct BoundingSphere
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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if(dot(frustum.sides[i].n, centerRadius.xyz) - frustum.sides[i].d < -getRadius())
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if(dot(frustum.sides[i].n, getCenter()) - frustum.sides[i].d < -getRadius())
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{
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result = false;
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}
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@@ -27,15 +27,15 @@ struct BoundingSphere
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struct AABB
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{
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float3 min;
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float3 minCorner;
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float pad0;
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float3 max;
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float3 maxCorner;
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float pad1;
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// modified version from https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
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bool insideFrustum(Frustum frustum)
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{
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float3 center = (min + max) * 0.5;
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float3 extents = float3(max.x - center.x, max.y - center.y, max.z - center.z);
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float3 center = (minCorner + maxCorner) * 0.5;
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float3 extents = float3(maxCorner.x - center.x, maxCorner.y - center.y, maxCorner.z - center.z);
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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@@ -51,4 +51,26 @@ struct AABB
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}
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return result;
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}
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float projectScreenDepth(float4x4 mvp, inout uint2 screenCornerMin, inout uint2 screenCornerMax)
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{
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float maxDepth = 0;
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float4 corners[8];
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corners[0] = float4(minCorner.x, minCorner.y, minCorner.z, 1.0f);
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corners[1] = float4(minCorner.x, minCorner.y, maxCorner.z, 1.0f);
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corners[2] = float4(minCorner.x, maxCorner.y, minCorner.z, 1.0f);
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corners[3] = float4(minCorner.x, maxCorner.y, maxCorner.z, 1.0f);
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corners[4] = float4(maxCorner.x, minCorner.y, minCorner.z, 1.0f);
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corners[5] = float4(maxCorner.x, minCorner.y, maxCorner.z, 1.0f);
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corners[6] = float4(maxCorner.x, maxCorner.y, minCorner.z, 1.0f);
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corners[7] = float4(maxCorner.x, maxCorner.y, maxCorner.z, 1.0f);
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for(uint i = 0; i < 8; ++i)
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{
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float4 clipCorner = mul(mvp, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner);
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screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
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screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
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maxDepth = max(maxDepth, screenCorner.z);
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}
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return maxDepth;
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}
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};
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