Extending position only support

This commit is contained in:
Dynamitos
2024-06-19 10:33:19 +02:00
parent e501a69b36
commit 1e91f88355
17 changed files with 75 additions and 112 deletions
+1 -7
View File
@@ -8,7 +8,6 @@ struct PrimitiveAttributes
#ifdef VISIBILITY
uint32_t prim : SV_PrimitiveID;
#endif
bool cull: SV_CullPrimitive;
};
[numthreads(MESH_GROUP_SIZE, 1, 1)]
@@ -38,9 +37,8 @@ void meshMain(
uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
prim[p].cull = !cull.triangleCulled(p);
#ifdef VISIBILITY
prim[p].prim = encodePrimitive(p, meshletId);
prim[p].prim = encodePrimitive(meshletId);
#endif
}
}
@@ -49,11 +47,7 @@ void meshMain(
uint v = min(i, m.vertexCount - 1);
{
uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
#ifdef POS_ONLY
VertexAttributes attr = pVertexData.getPosition(m.indicesOffset + vertexIndex);
#else
VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
#endif
vertices[v] = attr.getParameter(inst.transformMatrix);
}
}
+1 -1
View File
@@ -52,7 +52,7 @@ void taskMain(
MeshletDescription meshlet = pScene.meshletInfos[m];
MeshletCullingInfo culling = pScene.cullingInfos[cull];
// if any triangle was visible last frame, it was drawn by the cached pass already
if(!culling.anyVisible())
if(!culling.wasVisible())
{
// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
if(meshlet.bounding.insideFrustum(viewFrustum))
+1 -5
View File
@@ -40,7 +40,7 @@ void meshMain(
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
prim[p].cull = false;//cull.triangleCulled(p);
#ifdef VISIBILITY
prim[p].prim = encodePrimitive(p, meshletId);
prim[p].prim = encodePrimitive(meshletId);
#endif
}
}
@@ -49,11 +49,7 @@ void meshMain(
uint v = min(i, m.vertexCount - 1);
{
uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
#ifdef POS_ONLY
VertexAttributes attr = pVertexData.getPosition(m.indicesOffset + vertexIndex);
#else
VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
#endif
vertices[v] = attr.getParameter(inst.transformMatrix);
}
}
+2 -1
View File
@@ -27,7 +27,8 @@ void taskMain(
MeshletDescription meshlet = pScene.meshletInfos[m];
MeshletCullingInfo culling = pScene.cullingInfos[cull];
#ifdef DEPTH_CULLING
if(culling.anyVisible())
// if depth culling is disabled, we draw the whole scene as if cached
if(culling.wasVisible())
#endif
{
uint index;
+3 -6
View File
@@ -4,7 +4,7 @@ import Scene;
struct VisibilityCullingData
{
Texture2D<uint> visibilityTexture;
globallycoherent RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
};
ParameterBlock<VisibilityCullingData> pVisibilityParams;
@@ -15,9 +15,6 @@ void computeMain(
){
int3 texCoords = int3(dispatchThreadID.xy, 0);
uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
uint2 decoded = decodePrimitive(encoded);
uint arrIdx = decoded.x / 32;
uint bit = decoded.x % 32;
uint32_t orig;
InterlockedOr(pVisibilityParams.cullingInfos[decoded.y].visible[arrIdx], (1 << bit), orig);
uint meshletId = decodePrimitive(encoded);
pVisibilityParams.cullingInfos[meshletId].visible = 1;
}
+6
View File
@@ -20,6 +20,7 @@ struct LightingParameter
struct FragmentParameter
{
float4 position_CS : SV_Position;
#ifndef POS_ONLY
float3 cameraPos_WS: POSITION0;
float3 normal_WS : NORMAL0;
float3 tangent_WS : TANGENT0;
@@ -47,6 +48,7 @@ struct FragmentParameter
result.normal_WS = normal_WS;
return result;
}
#endif
};
// data passed to visibility render
@@ -60,11 +62,13 @@ struct VisibilityParameter
struct VertexAttributes
{
float3 position_MS;
#ifndef POS_ONLY
float3 normal_MS;
float3 tangent_MS;
float3 biTangent_MS;
float3 vertexColor;
float2 texCoords[MAX_TEXCOORDS];
#endif
FragmentParameter getParameter(float4x4 transformMatrix)
{
float4 modelPos = float4(position_MS, 1);
@@ -73,6 +77,7 @@ struct VertexAttributes
float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
FragmentParameter result;
result.position_CS = clipPos;
#ifndef POS_ONLY
float3x3 normalMatrix = float3x3(transformMatrix);
float3 T = mul(normalMatrix, tangent_MS);
float3 N = mul(normalMatrix, normal_MS);
@@ -87,6 +92,7 @@ struct VertexAttributes
{
result.texCoords[i] = texCoords[i];
}
#endif
return result;
}
};
+7 -26
View File
@@ -34,26 +34,10 @@ struct InstanceData
struct MeshletCullingInfo
{
uint32_t visible[MAX_PRIMITIVES / 32];
// lookup if a specific triangle is visible
bool triangleVisible(uint32_t primIndex)
uint32_t visible;
bool wasVisible()
{
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()
{
uint result = 0;
for(uint i = 0; i < MAX_PRIMITIVES / 32; ++i)
{
result |= visible[i];
}
return result != 0;
return bool(visible);
}
};
@@ -80,17 +64,14 @@ struct Scene
layout(set=2)
ParameterBlock<Scene> pScene;
uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId)
uint32_t encodePrimitive(uint32_t meshletId)
{
return primitiveId + (meshletId * uint(MAX_PRIMITIVES));
return meshletId;
}
uint2 decodePrimitive(uint32_t encoded)
uint decodePrimitive(uint32_t encoded)
{
uint prim = uint(encoded % MAX_PRIMITIVES);
encoded = encoded / MAX_PRIMITIVES;
uint meshletId = uint(encoded);
return uint2(prim, meshletId);
return encoded;
}
struct MeshPayload
+2 -6
View File
@@ -8,6 +8,7 @@ struct StaticMeshVertexData : IVertexData
{
VertexAttributes attributes;
attributes.position_MS = positions[index].xyz;
#ifndef POS_ONLY
attributes.normal_MS = normals[index].xyz;
attributes.tangent_MS = tangents[index].xyz;
attributes.biTangent_MS = biTangents[index].xyz;
@@ -16,14 +17,9 @@ struct StaticMeshVertexData : IVertexData
attributes.texCoords[i] = texCoords[i][index];
}
attributes.vertexColor = color[index].xyz;
#endif
return attributes;
}
VertexAttributes getPosition(uint index)
{
VertexAttributes attributes;
attributes.position_MS = positions[index].xyz;
return attributes;
}
StructuredBuffer<float4> positions;
StructuredBuffer<float4> normals;
StructuredBuffer<float4> tangents;
-1
View File
@@ -9,7 +9,6 @@ struct VertexInput
interface IVertexData
{
VertexAttributes getAttributes(uint index);
VertexAttributes getPosition(uint index);
};
layout(set=1)