Starting to refactor into mesh shading
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@@ -0,0 +1,93 @@
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import Common;
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import BRDF;
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import Meshlet;
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import Scene;
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import VertexData;
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import StaticMeshVertexData;
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layout(push_constant)
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ConstantBuffer<uint> meshId;
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struct MeshShaderPayload
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{
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uint instanceId;
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uint meshletId;
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};
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struct PrimitiveAttributes
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{
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uint cull: SV_CullPrimitive;
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};
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groupshared StaticMeshVertexAttributes gs_vertices[MAX_VERTICES];
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groupshared uint3 gs_indices[MAX_PRIMITIVES];
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groupshared uint gs_numVertices = 0;
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groupshared uint gs_numPrimitives = 0;
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[numthreads(GROUP_SIZE, 1, 1)]
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[shader("amplification")]
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void taskMain(
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uint3 threadID: SV_GroupIndex,
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uint3 groupID: SV_GroupID
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){
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}
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[numthreads(GROUP_SIZE, 1, 1)]
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[outputtopology("triangle")]
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[shader("mesh")]
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void meshMain(
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uint3 threadID: SV_GroupIndex,
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uint3 groupID: SV_GroupID,
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out vertices StaticMeshVertexAttributes vertices[MAX_VERTICES],
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out indices uint3 indices[MAX_PRIMITIVES]
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){
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MeshShaderPayload p;
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InstanceData inst = scene.instances[p.instanceId];
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MeshletDescription m = meshlets.meshletInfos[p.meshletId];
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const uint vertexLoops = (MAX_VERTICES + GROUP_SIZE - 1) / GROUP_SIZE;
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for(uint loop = 0; loop < vertexLoops; ++loop)
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{
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uint v = threadID.x + loop * GROUP_SIZE;
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v = min(v, m.vertexCount - 1);
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InterlockedMax(gs_numVertices, v + 1);
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{
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int vertexIndex = meshlets.vertexIndices[m.vertexOffset + v];
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gs_vertices[v] = vertexData.getAttributes(vertexIndex, inst);
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}
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}
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const uint primitiveLoops = (MAX_PRIMITIVES + GROUP_SIZE - 1) / GROUP_SIZE;
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for(uint loop = 0; loop < primitiveLoops; ++loop)
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{
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uint p = threadID.x + loop * GROUP_SIZE;
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p = min(p, m.primitiveCount - 1);
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InterlockedMax(gs_numPrimitives, p + 1);
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{
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uint8_t local_idx0 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
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uint8_t local_idx1 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
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uint8_t local_idx2 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
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uint32_t idx0 = meshlets.vertexIndices[m.vertexOffset + local_idx0];
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uint32_t idx1 = meshlets.vertexIndices[m.vertexOffset + local_idx1];
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uint32_t idx2 = meshlets.vertexIndices[m.vertexOffset + local_idx2];
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gs_indices[p * 3 + 0] = idx0;
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gs_indices[p * 3 + 1] = idx1;
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gs_indices[p * 3 + 2] = idx2;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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SetMeshOutputCounts(gs_numVertices, gs_numPrimitives);
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GroupMemoryBarrierWithGroupSync();
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for(uint loop = 0; loop < vertexLoops; ++loop)
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{
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uint v = threadID.x + loop * GROUP_SIZE;
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v = min(v, m.vertexCount - 1);
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vertices[v] = gs_vertices[v];
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}
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for(uint loop = 0; loop < primitiveLoops; ++loop)
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{
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uint p = threadID.x + loop * GROUP_SIZE;
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p = min(p, m.primitiveCount - 1);
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indices[p] = gs_indices[p];
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}
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}
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