Many stupid changes
This commit is contained in:
@@ -41,7 +41,7 @@ void Split(uint dispatchID : SV_DispatchThreadID)
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uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
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// Split the element
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SplitElement(currentID, pParams.geometry.baseDepth);
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SplitElement(currentID, pParams.geometry.baseDepth, dispatchID);
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}
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[numthreads(1, 1, 1)]
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@@ -1,4 +1,65 @@
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// Pointer to an invalid neighbor or index
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const static int INVALID_POINTER = 4294967295;
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// Possible culling state
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const static int BACK_FACE_CULLED = -3;
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const static int FRUSTUM_CULLED = -2;
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const static int TOO_SMALL = -1;
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const static int UNCHANGED_ELEMENT = 0;
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const static int BISECT_ELEMENT = 1;
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const static int SIMPLIFY_ELEMENT = 2;
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const static int MERGED_ELEMENT = 3;
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// Bisector flags
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const static int VISIBLE_BISECTOR = 0x1;
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const static int MODIFIED_BISECTOR = 0x2;
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// Possible splits
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static const uint64_t NO_SPLIT = 0x00;
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static const uint64_t CENTER_SPLIT = 0x01;
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static const uint64_t RIGHT_SPLIT = 0x02;
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static const uint64_t LEFT_SPLIT = 0x04;
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static const uint64_t RIGHT_DOUBLE_SPLIT = (CENTER_SPLIT | RIGHT_SPLIT);
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static const uint64_t LEFT_DOUBLE_SPLIT = (CENTER_SPLIT | LEFT_SPLIT);
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static const uint64_t TRIPLE_SPLIT = (CENTER_SPLIT | RIGHT_SPLIT | LEFT_SPLIT);
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// Split buffer slots
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static const uint64_t SPLIT_COUNTER = 0;
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static const uint64_t SIMPLIFY_COUNTER = 1;
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static const uint64_t CLASSIFY_COUNTER_OFFSET = 2;
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struct BisectorData
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{
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// Allocated indices for this bisector
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uint32_t indices[3];
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// Subvision that should be applied to this bisector
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uint32_t subdivisionPattern;
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// Neighbor that should be processed
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uint32_t problematicNeighbor;
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// State of this bisector (split, merge, etc)
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uint32_t bisectorState;
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// Visibility and modification flags of a bisector
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uint32_t flags;
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// ID used for the propagation
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uint32_t propagationID;
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};
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uint HeapIDDepth(uint64_t x)
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{
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uint depth = 0;
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while (x > 0u) {
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++depth;
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x >>= 1u;
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}
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return depth;
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}
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struct ComputeParams
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{
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RWStructuredBuffer<uint> indirectDrawBuffer;
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@@ -6,45 +67,161 @@ struct ComputeParams
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RWStructuredBuffer<uint> classificationBuffer;
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RWStructuredBuffer<int> allocateBuffer;
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RWStructuredBuffer<int> memoryBuffer;
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RWStructuredBuffer<uint4> neighboursBuffer;
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RWStructuredBuffer<BisectorData> bisectorDataBuffer;
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RWStructuredBuffer<int> propagateBuffer;
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RWStructuredBuffer<uint> simplifyBuffer;
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RWStructuredBuffer<uint32_t> bitFieldBuffer;
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};
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ParameterBlock<ComputeParams> pParams;
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// Split buffer slots
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static const uint64_t SPLIT_COUNTER = 0;
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static const uint64_t SIMPLIFY_COUNTER = 1;
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static const uint64_t CLASSIFY_COUNTER_OFFSET = 2;
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void ResetBuffers()
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void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
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{
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pParams.memoryBuffer[0] = 0;
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pParams.memoryBuffer[1] = 0;
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// Get the neighbors information
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uint4 cNeighbors = pParams.neighboursBuffer[currentID];
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pParams.classificationBuffer[SPLIT_COUNTER] = 0;
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pParams.classificationBuffer[SIMPLIFY_COUNTER] = 0;
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// If there is a neighbor X
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if (cNeighbors.x != INVALID_POINTER)
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{
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// This is on the path of it's neighbor X
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uint4 xNeighbors = pParams.neighboursBuffer[cNeighbors.x];
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if (xNeighbors.z == currentID && pParams.bisectorDataBuffer[cNeighbors.x].bisectorState != UNCHANGED_ELEMENT)
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return;
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}
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pParams.allocateBuffer[0] = 0;
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// If there is a neighbor Y
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if (cNeighbors.y != INVALID_POINTER)
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{
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// This is on the path of it's neighbor Y
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uint4 yNeighbors = pParams.neighboursBuffer[cNeighbors.y];
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if (yNeighbors.z == currentID && pParams.bisectorDataBuffer[cNeighbors.y].bisectorState != UNCHANGED_ELEMENT)
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return;
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}
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pParams.propagateBuffer[0] = 0;
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pParams.propagateBuffer[1] = 0;
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// Depth of the current triangle
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uint64_t heapID = pParams.heapIDBuffer[currentID];
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uint currentDepth = HeapIDDepth(heapID);
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pParams.simplifyBuffer[0] = 0;
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// Compute the maximal required memory for this subdivision
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int maxRequiredMemory = 2 * (currentDepth - baseDepth) - 1;
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pParams.indirectDrawBuffer[0] = 0;
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pParams.indirectDrawBuffer[1] = 1;
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pParams.indirectDrawBuffer[2] = 0;
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pParams.indirectDrawBuffer[3] = 0;
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// Get the twin information
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uint twinID = cNeighbors.z;
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pParams.indirectDrawBuffer[4] = 0;
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pParams.indirectDrawBuffer[5] = 1;
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pParams.indirectDrawBuffer[6] = 0;
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pParams.indirectDrawBuffer[7] = 0;
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// This avoid the massive over-reservation and saves a bunch of artifacts
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if (twinID == INVALID_POINTER)
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maxRequiredMemory = 1;
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else if (pParams.neighboursBuffer[twinID].z == currentID)
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maxRequiredMemory = 2;
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pParams.indirectDrawBuffer[8] = 0;
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// Try to reserve
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int remainingMemory;
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InterlockedAdd(pParams.memoryBuffer[1], -maxRequiredMemory, remainingMemory);
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// Did someone manage to sneak-in while we were trying to pick the memory, add it back and try again
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if (remainingMemory < maxRequiredMemory)
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{
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// Then add back the required memory and stop
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InterlockedAdd(pParams.memoryBuffer[1], maxRequiredMemory, remainingMemory);
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return;
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}
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// Let's actually count the memory that we will be using
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uint usedMemory = 1;
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uint prevPattern;
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InterlockedOr(pParams.bisectorDataBuffer[currentID].subdivisionPattern, CENTER_SPLIT, prevPattern);
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// If this is not zero, it means an other neighbor went faster than us, we restore the memory and leave.
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if (prevPattern != 0)
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{
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InterlockedAdd(pParams.memoryBuffer[1], maxRequiredMemory, remainingMemory);
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return;
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}
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// Mark this for allocation
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uint targetLocation = 0;
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InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
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pParams.allocateBuffer[1 + targetLocation] = currentID;
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// While we're not done (up the tree or everything is subdivided properly)
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bool done = false;
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while (!done)
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{
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// If this neighbor is not allocated, we're done.
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if (twinID == INVALID_POINTER)
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break;
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// Grab the bisector of the neighbor
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uint64_t nHeapID = pParams.heapIDBuffer[twinID];
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BisectorData nBisectorData = pParams.bisectorDataBuffer[twinID];
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uint nDepth = HeapIDDepth(nHeapID);
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uint4 nNeighbors = pParams.neighboursBuffer[twinID];
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// If both triangles have the same depth
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if (nDepth == currentDepth)
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{
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// Raised the center split
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InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, CENTER_SPLIT, prevPattern);
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// Only account for it if it was not raised before.
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if (prevPattern == 0)
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{
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// Mark this for allocation
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uint targetLocation = 0;
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InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
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pParams.allocateBuffer[1 + targetLocation] = twinID;
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usedMemory++;
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}
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// And we're done
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done = true;
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}
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// If this node has already been subdivided, it means that we need to add the third subdivision and we're done
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else
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{
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if (nNeighbors[0] == currentID)
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InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, RIGHT_DOUBLE_SPLIT, prevPattern);
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else // if (nNeighbors[1] == currentID)
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InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, LEFT_DOUBLE_SPLIT, prevPattern);
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if (prevPattern != 0)
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{
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usedMemory++;
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done = true;
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}
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else
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{
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// Mark this for allocation
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uint targetLocation = 0;
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InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
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pParams.allocateBuffer[1 + targetLocation] = twinID;
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// Account for two splits
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usedMemory += 2;
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// the new bisector that needs to be propagated
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currentID = twinID;
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currentDepth = nDepth;
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twinID = pParams.neighboursBuffer[currentID].z;
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}
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}
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}
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int change = maxRequiredMemory - usedMemory;
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if(change > 0)
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{
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// Add back the unused memory (in case)
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InterlockedAdd(pParams.memoryBuffer[1], change, remainingMemory);
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}
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}
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[numthreads(1, 1, 1)]
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void Reset()
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[numthreads(64, 1, 1)]
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void Split(uint dispatchID : SV_DispatchThreadID)
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{
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ResetBuffers();
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}
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if (dispatchID >= pParams.classificationBuffer[SPLIT_COUNTER])
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return;
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// Grab the real elementID
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uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
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// Split the element
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SplitElement(currentID, 7, dispatchID);
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}
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@@ -29,9 +29,12 @@ struct UpdateCB
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struct DebugStruct
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{
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uint3 neighbours;
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int status;
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}
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int maxRequiredMemory;
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int usedMemory;
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uint memoryChange;
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uint twinID;
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};
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struct ComputeParams
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{
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@@ -59,6 +62,6 @@ struct ComputeParams
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RWStructuredBuffer<uint> modifiedBisectorIndices;
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RWStructuredBuffer<float4> lebPositionBuffer;
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StructuredBuffer<float3x3> lebMatrixCache;
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RWStructuredBuffer<DebugStruct> debugBuffer;
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globallycoherent RWStructuredBuffer<DebugStruct> debugBuffer;
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};
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ParameterBlock<ComputeParams> pParams;
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@@ -23,13 +23,30 @@ static const uint64_t SPLIT_COUNTER = 0;
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static const uint64_t SIMPLIFY_COUNTER = 1;
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static const uint64_t CLASSIFY_COUNTER_OFFSET = 2;
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bool FrustumAABBIntersect(in Frustum frustum, float3 aabbMin, float3 aabbMax)
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{
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float3 center = (aabbMax + aabbMin) * 0.5;
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float3 extents = (aabbMax - aabbMin) * 0.5;
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for (int i = 0; i < 4; i++)
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{
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Plane plane = frustum.sides[i];
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float3 normal_sign = sign(plane.n);
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float3 test_point = center + extents * normal_sign;
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float dotProd = dot(test_point, plane.n);
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if (dotProd + plane.d < 0)
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return false;
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}
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return true;
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}
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int ClassifyBisector(in BisectorGeometry tri, uint depth)
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{
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// Check the triangle's visibility
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float3 triNormal = normalize(cross(tri.p[2] - tri.p[1], tri.p[0] - tri.p[1]));
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float3 triCenter = (tri.p[0] + tri.p[1] + tri.p[2]) / 3.0;
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float3 viewDir = normalize(-triCenter);
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float FdotV = dot(viewDir, pViewParams.cameraForward_WS.xyz);
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float FdotV = dot(viewDir, -pViewParams.cameraForward_WS.xyz);
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float VdotN = dot(viewDir, triNormal);
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// Here we don't use 0 as it introduces stability issues at grazing angles
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@@ -41,11 +58,11 @@ int ClassifyBisector(in BisectorGeometry tri, uint depth)
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float3 aabbMax = float3(max(max(tri.p[0].x, tri.p[1].x), tri.p[2].x), max(max(tri.p[0].y, tri.p[1].y), tri.p[2].y), max(max(tri.p[0].z, tri.p[1].z), tri.p[2].z));
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// First we do a frustum culling pass
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//if (!FrustumAABBIntersect(_FrustumPlanes, aabbMin, aabbMax))
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// return FRUSTUM_CULLED;
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if (!FrustumAABBIntersect(pViewParams.viewFrustum, aabbMin, aabbMax))
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return FRUSTUM_CULLED;
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// Project the points on screen
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float4x4 viewProjectionMatrix = mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
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float4x4 viewProjectionMatrix = pParams.update.viewProjectionMatrix;//mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
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float4 p0P = mul(viewProjectionMatrix, float4(tri.p[0], 1.0));
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p0P.xy = p0P.xy / p0P.w;
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p0P.xy = (p0P.xy * 0.5 + 0.5);
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@@ -166,16 +183,20 @@ void ClassifyElement(uint currentID, BisectorGeometry bis, uint totalNumElements
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pParams.bisectorDataBuffer[currentID] = cbisectorData;
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}
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void SplitElement(uint currentID, uint baseDepth)
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void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
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{
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DebugStruct debug;
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debug.maxRequiredMemory = 0;
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debug.usedMemory = 0;
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debug.memoryChange = 0;
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// Get the neighbors information
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uint3 cNeighbors = pParams.neighboursBuffer[currentID].xyz;
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uint4 cNeighbors = pParams.neighboursBuffer[currentID];
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// If there is a neighbor X
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if (cNeighbors.x != INVALID_POINTER)
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{
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// This is on the path of it's neighbor X
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uint3 xNeighbors = pParams.neighboursBuffer[cNeighbors.x].xyz;
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uint4 xNeighbors = pParams.neighboursBuffer[cNeighbors.x];
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if (xNeighbors.z == currentID && pParams.bisectorDataBuffer[cNeighbors.x].bisectorState != UNCHANGED_ELEMENT)
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return;
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}
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@@ -184,7 +205,7 @@ void SplitElement(uint currentID, uint baseDepth)
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if (cNeighbors.y != INVALID_POINTER)
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{
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// This is on the path of it's neighbor Y
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uint3 yNeighbors = pParams.neighboursBuffer[cNeighbors.y].xyz;
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uint4 yNeighbors = pParams.neighboursBuffer[cNeighbors.y];
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if (yNeighbors.z == currentID && pParams.bisectorDataBuffer[cNeighbors.y].bisectorState != UNCHANGED_ELEMENT)
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return;
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}
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@@ -205,10 +226,13 @@ void SplitElement(uint currentID, uint baseDepth)
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else if (pParams.neighboursBuffer[twinID].z == currentID)
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maxRequiredMemory = 2;
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debug.maxRequiredMemory = maxRequiredMemory;
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debug.twinID = twinID;
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// Try to reserve
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int remainingMemory;
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InterlockedAdd(pParams.memoryBuffer[1], -maxRequiredMemory, remainingMemory);
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debug.memoryChange = -maxRequiredMemory;
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// Did someone manage to sneak-in while we were trying to pick the memory, add it back and try again
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if (remainingMemory < maxRequiredMemory)
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{
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@@ -218,7 +242,7 @@ void SplitElement(uint currentID, uint baseDepth)
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}
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// Let's actually count the memory that we will be using
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uint usedMemory = 1;
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int usedMemory = 1;
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uint prevPattern;
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InterlockedOr(pParams.bisectorDataBuffer[currentID].subdivisionPattern, CENTER_SPLIT, prevPattern);
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@@ -246,7 +270,7 @@ void SplitElement(uint currentID, uint baseDepth)
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uint64_t nHeapID = pParams.heapIDBuffer[twinID];
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BisectorData nBisectorData = pParams.bisectorDataBuffer[twinID];
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uint nDepth = HeapIDDepth(nHeapID);
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uint3 nNeighbors = pParams.neighboursBuffer[twinID].xyz;
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uint4 nNeighbors = pParams.neighboursBuffer[twinID];
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// If both triangles have the same depth
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if (nDepth == currentDepth)
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@@ -297,9 +321,13 @@ void SplitElement(uint currentID, uint baseDepth)
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}
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}
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}
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int change = maxRequiredMemory - usedMemory;
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// Add back the unused memory (in case)
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InterlockedAdd(pParams.memoryBuffer[1], max(maxRequiredMemory - usedMemory, 0), remainingMemory);
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InterlockedAdd(pParams.memoryBuffer[1], change, remainingMemory);
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debug.memoryChange += change;
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debug.usedMemory = usedMemory;
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pParams.debugBuffer[dispatchID] = debug;
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}
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void AllocateElement(uint currentID)
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@@ -335,7 +363,7 @@ void AllocateElement(uint currentID)
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void evaluate_neighbors(uint currentID, uint bisectorID, out uint resX, out uint resY)
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{
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BisectorData nBisectorData = pParams.bisectorDataBuffer[bisectorID];
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uint3 nNeighbors = pParams.neighboursBuffer[bisectorID].xyz;
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uint4 nNeighbors = pParams.neighboursBuffer[bisectorID];
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if (nBisectorData.subdivisionPattern == 0x01)
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{
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resX = nBisectorData.indices[SUBLING0_ID];
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@@ -399,7 +427,7 @@ void BisectElement(uint currentID)
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uint currentSubdiv = cBisectorData.subdivisionPattern;
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// neighbors of the parent
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uint3 cNeighbors = pParams.neighboursBuffer[currentID].xyz;
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uint4 cNeighbors = pParams.neighboursBuffer[currentID];
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uint p_n0 = cNeighbors[0];
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uint p_n1 = cNeighbors[1];
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uint p_n2 = cNeighbors[2];
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@@ -421,15 +449,15 @@ void BisectElement(uint currentID)
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pParams.heapIDBuffer[siblingID0] = 2 * baseHeapID + 1;
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// Update the neighbors
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||||
uint3 modifiedNeighbors;
|
||||
uint4 modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID0;
|
||||
modifiedNeighbors[1] = resX;
|
||||
modifiedNeighbors[2] = p_n0;
|
||||
pParams.neighboursOutputBuffer[currentID] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[currentID] = modifiedNeighbors;
|
||||
modifiedNeighbors[0] = resY;
|
||||
modifiedNeighbors[1] = currentID;
|
||||
modifiedNeighbors[2] = p_n1;
|
||||
pParams.neighboursOutputBuffer[siblingID0] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[siblingID0] = modifiedNeighbors;
|
||||
|
||||
// Keep track of the parent
|
||||
BisectorData modifiedBisector = cBisectorData;
|
||||
@@ -444,7 +472,7 @@ void BisectElement(uint currentID)
|
||||
pParams.bisectorDataBuffer[siblingID0] = modifiedBisector;
|
||||
|
||||
// Mark this for propagation
|
||||
uint targetLocation = 0;
|
||||
uint targetLocation;
|
||||
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
|
||||
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
|
||||
}
|
||||
@@ -463,19 +491,19 @@ void BisectElement(uint currentID)
|
||||
pParams.heapIDBuffer[siblingID0] = 2 * baseHeapID + 1;
|
||||
pParams.heapIDBuffer[siblingID1] = 4 * baseHeapID + 1;
|
||||
|
||||
uint3 modifiedNeighbors;
|
||||
uint4 modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID1;
|
||||
modifiedNeighbors[1] = res0X;
|
||||
modifiedNeighbors[2] = siblingID0;
|
||||
pParams.neighboursOutputBuffer[currentID] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[currentID] = modifiedNeighbors;
|
||||
modifiedNeighbors[0] = res1Y;
|
||||
modifiedNeighbors[1] = currentID;
|
||||
modifiedNeighbors[2] = p_n1;
|
||||
pParams.neighboursOutputBuffer[siblingID0] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[siblingID0] = modifiedNeighbors;
|
||||
modifiedNeighbors[0] = res0Y;
|
||||
modifiedNeighbors[1] = currentID;
|
||||
modifiedNeighbors[2] = res1X;
|
||||
pParams.neighboursOutputBuffer[siblingID1] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[siblingID1] = modifiedNeighbors;
|
||||
|
||||
// Keep track of the parent
|
||||
BisectorData modifiedBisector = cBisectorData;
|
||||
@@ -497,7 +525,7 @@ void BisectElement(uint currentID)
|
||||
pParams.bisectorDataBuffer[siblingID1] = modifiedBisector;
|
||||
|
||||
// Mark this for propagation
|
||||
uint targetLocation = 0;
|
||||
uint targetLocation;
|
||||
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
|
||||
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
|
||||
}
|
||||
@@ -516,19 +544,19 @@ void BisectElement(uint currentID)
|
||||
pParams.heapIDBuffer[siblingID0] = 4 * baseHeapID + 2;
|
||||
pParams.heapIDBuffer[siblingID1] = 4 * baseHeapID + 3;
|
||||
|
||||
uint3 modifiedNeighbors;
|
||||
uint4 modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID1;
|
||||
modifiedNeighbors[1] = res1X;
|
||||
modifiedNeighbors[2] = p_n0;
|
||||
pParams.neighboursOutputBuffer[currentID] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[currentID] = modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID1;
|
||||
modifiedNeighbors[1] = res0X;
|
||||
modifiedNeighbors[2] = res1Y;
|
||||
pParams.neighboursOutputBuffer[siblingID0] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[siblingID0] = modifiedNeighbors;
|
||||
modifiedNeighbors[0] = res0Y;
|
||||
modifiedNeighbors[1] = siblingID0;
|
||||
modifiedNeighbors[2] = currentID;
|
||||
pParams.neighboursOutputBuffer[siblingID1] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[siblingID1] = modifiedNeighbors;
|
||||
|
||||
// Keep track of the parent
|
||||
BisectorData modifiedBisector = cBisectorData;
|
||||
@@ -568,23 +596,23 @@ void BisectElement(uint currentID)
|
||||
pParams.heapIDBuffer[siblingID1] = 4 * baseHeapID + 1;
|
||||
pParams.heapIDBuffer[siblingID2] = 4 * baseHeapID + 3;
|
||||
|
||||
uint3 modifiedNeighbors;
|
||||
uint4 modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID1;
|
||||
modifiedNeighbors[1] = res0X;
|
||||
modifiedNeighbors[2] = siblingID2;
|
||||
pParams.neighboursOutputBuffer[currentID] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[currentID] = modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID2;
|
||||
modifiedNeighbors[1] = res1X;
|
||||
modifiedNeighbors[2] = res2Y;
|
||||
pParams.neighboursOutputBuffer[siblingID0] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[siblingID0] = modifiedNeighbors;
|
||||
modifiedNeighbors[0] = res0Y;
|
||||
modifiedNeighbors[1] = currentID;
|
||||
modifiedNeighbors[2] = res2X;
|
||||
pParams.neighboursOutputBuffer[siblingID1] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[siblingID1] = modifiedNeighbors;
|
||||
modifiedNeighbors[0] = res1Y;
|
||||
modifiedNeighbors[1] = siblingID0;
|
||||
modifiedNeighbors[2] = currentID;
|
||||
pParams.neighboursOutputBuffer[siblingID2] = uint4(modifiedNeighbors, 0);
|
||||
pParams.neighboursOutputBuffer[siblingID2] = modifiedNeighbors;
|
||||
|
||||
// Keep track of the parent
|
||||
BisectorData modifiedBisector = cBisectorData;
|
||||
@@ -930,7 +958,8 @@ void ValidateBisector(uint currentID)
|
||||
return;
|
||||
|
||||
// Load the bisector data of the target element
|
||||
uint3 cNeighbors = pParams.neighboursBuffer[currentID].xyz;
|
||||
uint4 cNeighbors = pParams.neighboursBuffer[currentID];
|
||||
uint4 tempnNeighbours[3];
|
||||
|
||||
bool failed = false;
|
||||
uint targetNeighbor = INVALID_POINTER;
|
||||
@@ -941,7 +970,8 @@ void ValidateBisector(uint currentID)
|
||||
if (neighborID != INVALID_POINTER)
|
||||
{
|
||||
bool found = false;
|
||||
uint3 nNeighbors = pParams.neighboursBuffer[neighborID].xyz;
|
||||
uint4 nNeighbors = pParams.neighboursBuffer[neighborID];
|
||||
tempnNeighbours[i] = nNeighbors;
|
||||
for (uint j = 0; j < 3; ++j)
|
||||
{
|
||||
if (nNeighbors[j] == currentID)
|
||||
|
||||
Reference in New Issue
Block a user