Reworking VertexData

This commit is contained in:
Dynamitos
2023-10-24 15:01:09 +02:00
parent a47f17481b
commit 28e5c9ff01
61 changed files with 1157 additions and 1144 deletions
+24
View File
@@ -0,0 +1,24 @@
import VertexData;
import StaticMeshVertexData;
struct InstanceData
{
float4x4 transformMatrix;
};
struct Scene
{
StructuredBuffer<InstanceData> instances;
}
ParameterBlock<Scene> scene;
[shader("vertex")]
StaticMeshVertexAttributes vertexMain(
uint vertexId: SV_VertexID,
uint instanceId: SV_InstanceID,
){
InstanceData inst = scene.instances[instanceId];
StaticMeshVertexAttributes attr = vertexData.getAttributes(vertexId, inst.transformMatrix);
return attr;
}
+152
View File
@@ -0,0 +1,152 @@
import Common;
import BRDF;
import Meshlet;
import Scene;
import StaticMeshVertexData;
struct MeshPayload
{
uint instanceId[MAX_MESHLETS_PER_MESH];
uint meshletId[MAX_MESHLETS_PER_MESH];
};
groupshared MeshPayload p;
groupshared uint head;
groupshared float4x4 localToClip;
groupshared Frustum viewFrustum;
[numthreads(TASK_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("amplification")]
void taskMain(
uint threadID: SV_GroupIndex,
uint groupID: SV_GroupID
){
InstanceData instance = scene.instances[groupID];
if(threadID == 0)
{
head = 0;
localToClip = mul(viewParams.projectionMatrix, mul(viewParams.viewMatrix, instance.transformMatrix));
// Left
viewFrustum.sides[0].n = float3(1, 0, 0);
viewFrustum.sides[0].d = -1;
// Right
viewFrustum.sides[1].n = float3(-1, 0, 0);
viewFrustum.sides[1].d = 1;
// Top
viewFrustum.sides[2].n = float3(0, -1, 0);
viewFrustum.sides[2].d = 1;
// Bottom
viewFrustum.sides[1].n = float3(0, 1, 0);
viewFrustum.sides[1].d = -1;
// Base
viewFrustum.basePlane.n = float3(0, 0, 1);
viewFrustum.basePlane.d = 0;
}
GroupMemoryBarrierWithGroupSync();
MeshData mesh = scene.meshData[groupID];
for(uint i = threadID; i < MAX_MESHLETS_PER_MESH; i += TASK_GROUP_SIZE)
{
uint m = mesh.meshletOffset + min(mesh.numMeshlets, i);
MeshletDescription meshlet = scene.meshlets.meshletInfos[m];
//if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
{
uint index;
InterlockedAdd(head, 1, index);
p.meshletId[index] = m;
p.instanceId[index] = groupID;
}
}
GroupMemoryBarrierWithGroupSync();
DispatchMesh(head, 1, 1, p);
}
groupshared StaticMeshVertexAttributes gs_vertices[MAX_VERTICES];
groupshared uint3 gs_indices[MAX_PRIMITIVES];
groupshared uint gs_numVertices;
groupshared uint gs_numPrimitives;
struct PrimitiveAttributes
{
uint cull: SV_CullPrimitive;
};
[numthreads(MESH_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("mesh")]
void meshMain(
in uint threadID: SV_GroupIndex,
in uint groupID: SV_GroupID,
in payload MeshPayload meshPayload,
out Vertices<StaticMeshVertexAttributes, MAX_VERTICES> vertices,
out Indices<uint3, MAX_PRIMITIVES> indices
){
InstanceData inst = scene.instances[meshPayload.instanceId[groupID]];
MeshletDescription m = meshlets.meshletInfos[meshPayload.meshletId[groupID]];
const uint vertexLoops = (MAX_VERTICES + MESH_GROUP_SIZE - 1) / MESH_GROUP_SIZE;
for(uint loop = 0; loop < vertexLoops; ++loop)
{
uint v = threadID + loop * MESH_GROUP_SIZE;
v = min(v, m.vertexCount - 1);
InterlockedMax(gs_numVertices, v + 1);
{
int vertexIndex = meshlets.vertexIndices[m.vertexOffset + v];
gs_vertices[v] = vertexData.getAttributes(vertexIndex, inst);
}
}
const uint primitiveLoops = (MAX_PRIMITIVES + MESH_GROUP_SIZE - 1) / MESH_GROUP_SIZE;
for(uint loop = 0; loop < primitiveLoops; ++loop)
{
uint p = threadID + loop * MESH_GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
InterlockedMax(gs_numPrimitives, p + 1);
{
uint8_t local_idx0 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
uint8_t local_idx1 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint8_t local_idx2 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
uint32_t idx0 = meshlets.vertexIndices[m.vertexOffset + local_idx0];
uint32_t idx1 = meshlets.vertexIndices[m.vertexOffset + local_idx1];
uint32_t idx2 = meshlets.vertexIndices[m.vertexOffset + local_idx2];
gs_indices[p * 3 + 0] = idx0;
gs_indices[p * 3 + 1] = idx1;
gs_indices[p * 3 + 2] = idx2;
}
}
GroupMemoryBarrierWithGroupSync();
SetMeshOutputCounts(gs_numVertices, gs_numPrimitives);
GroupMemoryBarrierWithGroupSync();
uint v = threadID;
v = min(v, m.vertexCount - 1);
vertices[v] = gs_vertices[v];
if(vertexLoops >= 1)
{
uint v = threadID + MESH_GROUP_SIZE;
v = min(v, m.vertexCount - 1);
vertices[v] = gs_vertices[v];
}
uint p = threadID;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
if(primitiveLoops >= 1)
{
uint p = threadID + MESH_GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
}
if(primitiveLoops >= 2)
{
uint p = threadID + 2 * MESH_GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
}
if(primitiveLoops >= 3)
{
uint p = threadID + 3 * MESH_GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
}
}
-93
View File
@@ -1,93 +0,0 @@
import Common;
import BRDF;
import Meshlet;
import Scene;
import VertexData;
import StaticMeshVertexData;
layout(push_constant)
ConstantBuffer<uint> meshId;
struct MeshShaderPayload
{
uint instanceId;
uint meshletId;
};
struct PrimitiveAttributes
{
uint cull: SV_CullPrimitive;
};
groupshared StaticMeshVertexAttributes gs_vertices[MAX_VERTICES];
groupshared uint3 gs_indices[MAX_PRIMITIVES];
groupshared uint gs_numVertices;
groupshared uint gs_numPrimitives;
[numthreads(GROUP_SIZE, 1, 1)]
[shader("amplification")]
void taskMain(
uint3 threadID: SV_GroupIndex,
uint3 groupID: SV_GroupID
){
}
[numthreads(GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("mesh")]
void meshMain(
uint3 threadID: SV_GroupIndex,
uint3 groupID: SV_GroupID,
out Vertices<StaticMeshVertexAttributes, MAX_VERTICES> vertices,
out Indices<uint3, MAX_PRIMITIVES> indices
){
MeshShaderPayload p;
InstanceData inst = scene.instances[p.instanceId];
MeshletDescription m = meshlets.meshletInfos[p.meshletId];
const uint vertexLoops = (MAX_VERTICES + GROUP_SIZE - 1) / GROUP_SIZE;
for(uint loop = 0; loop < vertexLoops; ++loop)
{
uint v = threadID.x + loop * GROUP_SIZE;
v = min(v, m.vertexCount - 1);
InterlockedMax(gs_numVertices, v + 1);
{
int vertexIndex = meshlets.vertexIndices[m.vertexOffset + v];
gs_vertices[v] = vertexData.getAttributes(vertexIndex, inst);
}
}
const uint primitiveLoops = (MAX_PRIMITIVES + GROUP_SIZE - 1) / GROUP_SIZE;
for(uint loop = 0; loop < primitiveLoops; ++loop)
{
uint p = threadID.x + loop * GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
InterlockedMax(gs_numPrimitives, p + 1);
{
uint8_t local_idx0 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
uint8_t local_idx1 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint8_t local_idx2 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
uint32_t idx0 = meshlets.vertexIndices[m.vertexOffset + local_idx0];
uint32_t idx1 = meshlets.vertexIndices[m.vertexOffset + local_idx1];
uint32_t idx2 = meshlets.vertexIndices[m.vertexOffset + local_idx2];
gs_indices[p * 3 + 0] = idx0;
gs_indices[p * 3 + 1] = idx1;
gs_indices[p * 3 + 2] = idx2;
}
}
GroupMemoryBarrierWithGroupSync();
SetMeshOutputCounts(gs_numVertices, gs_numPrimitives);
GroupMemoryBarrierWithGroupSync();
for(uint loop = 0; loop < vertexLoops; ++loop)
{
uint v = threadID.x + loop * GROUP_SIZE;
v = min(v, m.vertexCount - 1);
vertices[v] = gs_vertices[v];
}
for(uint loop = 0; loop < primitiveLoops; ++loop)
{
uint p = threadID.x + loop * GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
}
}
+27
View File
@@ -0,0 +1,27 @@
import Common;
struct AABB
{
float3 min;
float3 max;
bool insideFrustum(float4x4 transform, Frustum frustum)
{
float3 corners[8];
corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f)).xyz;
corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f)).xyz;
corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f)).xyz;
corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f)).xyz;
corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f)).xyz;
corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f)).xyz;
corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f)).xyz;
corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f)).xyz;
for(int i = 0; i < 8; ++i)
{
if(frustum.pointInside(corners[i]))
{
return true;
}
}
return false;
}
};
+19 -2
View File
@@ -9,7 +9,7 @@ struct ViewParameter
float4 cameraPos_WS;
float2 screenDimensions;
}
//layout(set = INDEX_VIEW_PARAMS, binding = 0, std430)
layout(set = INDEX_VIEW_PARAMS)
ParameterBlock<ViewParameter> viewParams;
@@ -31,7 +31,24 @@ struct Plane
struct Frustum
{
Plane planes[4];
Plane sides[4];
Plane basePlane;
bool pointInside(float3 point)
{
if (dot(basePlane.n, point) + basePlane.d < 0)
{
return false;
}
for(int p = 0; p < 4; ++p)
{
float result = dot(sides[p].n, point) + sides[p].d;
if(result < 0)
{
return false;
}
}
return true;
}
};
Plane computePlane(float3 p0, float3 p1, float3 p2)
{
+1
View File
@@ -8,4 +8,5 @@ interface IMaterial
};
layout(set = INDEX_MATERIAL)
ParameterBlock<IMaterial> gMaterial;
+27 -2
View File
@@ -1,5 +1,8 @@
import AABB;
struct MeshletDescription
{
AABB boundingBox;
uint32_t vertexCount;
uint32_t primitiveCount;
uint32_t vertexOffset;
@@ -14,8 +17,30 @@ struct MeshletData
StructuredBuffer<uint32_t> vertexIndices;
};
struct MeshData
{
uint numMeshlets;
uint meshletOffset;
};
static const uint MAX_VERTICES = 64;
static const uint MAX_PRIMITIVES = 126;
static const uint GROUP_SIZE = 32;
static const uint TASK_GROUP_SIZE = 128;
static const uint MESH_GROUP_SIZE = 32;
static const uint MAX_MESHLETS_PER_MESH = 512;
struct InstanceData
{
float4x4 transformMatrix;
};
struct Scene
{
StructuredBuffer<InstanceData> instances;
StructuredBuffer<MeshData> meshData;
StructuredBuffer<MeshletData> meshlets;
};
layout(set = INDEX_SCENE_DATA)
ParameterBlock<Scene> scene;
ParameterBlock<MeshletData> meshlets;
-20
View File
@@ -1,20 +0,0 @@
struct InstanceData
{
float4x4 transformMatrix;
};
struct MeshData
{
uint numMeshlets;
uint meshletOffset;
uint numInstances;
uint instanceOffset;
};
struct Scene
{
StructuredBuffer<InstanceData> instances;
StructuredBuffer<MeshData> meshData;
};
ParameterBlock<Scene> scene;
@@ -0,0 +1,67 @@
import VertexData;
import Common;
import Scene;
struct SkinnedMeshVertexAttributes : VertexAttributes
{
float4 clipPosition: SV_Position;
float3 worldPosition: POSITION0;
float2 texCoords: TEXCOORD0;
float3 normal: NORMAL0;
float3 tangent: TANGENT0;
float3 biTangent: BITANGENT0;
float3 getWorldPosition()
{
return worldPosition;
}
float2 getTexCoords()
{
return texCoords;
}
float3 getNormal()
{
return normal;
}
float3 getTangent()
{
return tangent;
}
float3 getBiTangent()
{
return biTangent;
}
}
struct SkinnedMeshVertexData : VertexData
{
SkinnedMeshVertexAttributes getAttributes(uint index, float4x4 transform)
{
StaticMeshVertexAttributes attr;
float4x4 boneTransform = float4x4(1.0f);
for(int i = 0; i < 4; ++i)
{
boneTransform += bones[boneIndices[i]] * boneWeights[i];
}
float4 localPos = mul(boneTransform, float4(positions[index], 1));
float4 worldPos = mul(transform, localPos);
float4 viewPos = mul(viewParams.viewMatrix, worldPos);
float4 clipPos = mul(viewParams.projectionMatrix, viewPos);
attr.clipPosition = clipPos;
attr.worldPosition = worldPos.xyz;
attr.texCoords = texCoords[index];
attr.normal = normals[index];
attr.tangent = tangents[index];
attr.biTangent = biTangents[index];
return attr;
}
StructuredBuffer<float3> positions;
StructuredBuffer<float2> texCoords;
StructuredBuffer<float3> normals;
StructuredBuffer<float3> tangents;
StructuredBuffer<float3> biTangents;
StructuredBuffer<int4> boneIndices;
StructuredBuffer<float4> boneWeights;
StructuredBuffer<float4x4> bones;
}
layout(set = INDEX_VERTEX_DATA)
ParameterBlock<SkinnedMeshVertexData> vertexData;
+3 -2
View File
@@ -34,11 +34,11 @@ struct StaticMeshVertexAttributes : VertexAttributes
struct StaticMeshVertexData : VertexData
{
StaticMeshVertexAttributes getAttributes(uint index, InstanceData inst)
StaticMeshVertexAttributes getAttributes(uint index, float4x4 transform)
{
StaticMeshVertexAttributes attr;
float4 localPos = float4(positions[index], 1);
float4 worldPos = mul(inst.transformMatrix, localPos);
float4 worldPos = mul(transform, localPos);
float4 viewPos = mul(viewParams.viewMatrix, worldPos);
float4 clipPos = mul(viewParams.projectionMatrix, viewPos);
attr.clipPosition = clipPos;
@@ -55,4 +55,5 @@ struct StaticMeshVertexData : VertexData
StructuredBuffer<float3> tangents;
StructuredBuffer<float3> biTangents;
}
layout(set = INDEX_VERTEX_DATA)
ParameterBlock<StaticMeshVertexData> vertexData;
+1 -1
View File
@@ -11,5 +11,5 @@ interface VertexAttributes
interface VertexData
{
VertexAttributes getAttributes(uint index, InstanceData inst);
VertexAttributes getAttributes(uint index, float4x4 transform);
};
+218 -96
View File
@@ -1,22 +1,23 @@
#pragma pack_matrix(column_major)
#ifdef SLANG_HLSL_ENABLE_NVAPI
#include "nvHLSLExtns.h"
#endif
#pragma warning(disable: 3557)
#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_shader_8bit_storage : require
#extension GL_EXT_shader_explicit_arithmetic_types : require
layout(row_major) uniform;
layout(row_major) buffer;
#line 1 "lib/Scene.slang"
#line 1 0
struct InstanceData_0
{
matrix<float,int(4),int(4)> transformMatrix_0;
mat4x4 transformMatrix_0;
};
#line 45 "test.slang"
StructuredBuffer<InstanceData_0 > scene_instances_0 : register(t0, space3);
#line 45 1
layout(std430, binding = 0, set = 2) readonly buffer StructuredBuffer_InstanceData_t_0 {
InstanceData_0 _data[];
} scene_instances_0;
#line 1 "lib/Meshlet.slang"
#line 1 2
struct MeshletDescription_0
{
uint vertexCount_0;
@@ -26,130 +27,197 @@ struct MeshletDescription_0
};
#line 46 "test.slang"
StructuredBuffer<MeshletDescription_0 > meshlets_meshletInfos_0 : register(t0, space2);
#line 9 "lib/Meshlet.slang"
StructuredBuffer<uint8_t > meshlets_primitiveIndices_0 : register(t1, space2);
#line 46 1
layout(std430, binding = 0, set = 1) readonly buffer StructuredBuffer_MeshletDescription_t_0 {
MeshletDescription_0 _data[];
} meshlets_meshletInfos_0;
#line 9 2
layout(std430, binding = 1, set = 1) readonly buffer StructuredBuffer_uint8_t_0 {
uint8_t _data[];
} meshlets_primitiveIndices_0;
#line 9
StructuredBuffer<uint > meshlets_vertexIndices_0 : register(t2, space2);
#line 35 "lib/StaticMeshVertexData.slang"
StructuredBuffer<float3 > vertexData_positions_0 : register(t0, space4);
layout(std430, binding = 2, set = 1) readonly buffer StructuredBuffer_uint_t_0 {
uint _data[];
} meshlets_vertexIndices_0;
#line 35 3
layout(std430, binding = 0, set = 3) readonly buffer StructuredBuffer_float3_t_0 {
vec3 _data[];
} vertexData_positions_0;
#line 35
StructuredBuffer<float2 > vertexData_texCoords_0 : register(t1, space4);
layout(std430, binding = 1, set = 3) readonly buffer StructuredBuffer_float2_t_0 {
vec2 _data[];
} vertexData_texCoords_0;
#line 35
StructuredBuffer<float3 > vertexData_normals_0 : register(t2, space4);
layout(std430, binding = 2, set = 3) readonly buffer StructuredBuffer_float3_t_1 {
vec3 _data[];
} vertexData_normals_0;
#line 35
StructuredBuffer<float3 > vertexData_tangents_0 : register(t3, space4);
layout(std430, binding = 3, set = 3) readonly buffer StructuredBuffer_float3_t_2 {
vec3 _data[];
} vertexData_tangents_0;
#line 35
StructuredBuffer<float3 > vertexData_biTangents_0 : register(t4, space4);
layout(std430, binding = 4, set = 3) readonly buffer StructuredBuffer_float3_t_3 {
vec3 _data[];
} vertexData_biTangents_0;
#line 5 "lib/Common.slang"
#line 5 4
struct ViewParameter_0
{
matrix<float,int(4),int(4)> viewMatrix_0;
matrix<float,int(4),int(4)> projectionMatrix_0;
float4 cameraPos_WS_0;
float2 screenDimensions_0;
mat4x4 viewMatrix_0;
mat4x4 projectionMatrix_0;
vec4 cameraPos_WS_0;
vec2 screenDimensions_0;
};
cbuffer viewParams_0 : register(b0, space1)
layout(binding = 0)
layout(std140) uniform _S1
{
ViewParameter_0 viewParams_0;
}
mat4x4 viewMatrix_0;
mat4x4 projectionMatrix_0;
vec4 cameraPos_WS_0;
vec2 screenDimensions_0;
}viewParams_0;
#line 24 "test.slang"
static groupshared uint gs_numVertices_0;
#line 1267 5
out gl_MeshPerVertexEXT
{
vec4 gl_Position;
} gl_MeshVerticesEXT[64];
#line 5 "lib/StaticMeshVertexData.slang"
#line 24 1
shared uint gs_numVertices_0;
#line 5 3
struct StaticMeshVertexAttributes_0
{
float4 clipPosition_0 : SV_Position;
float3 worldPosition_0 : POSITION0;
float2 texCoords_0 : TEXCOORD0;
float3 normal_0 : NORMAL0;
float3 tangent_0 : TANGENT0;
float3 biTangent_0 : BITANGENT0;
vec4 clipPosition_0;
vec3 worldPosition_0;
vec2 texCoords_0;
vec3 normal_0;
vec3 tangent_0;
vec3 biTangent_0;
};
#line 22 "test.slang"
static groupshared StaticMeshVertexAttributes_0 gs_vertices_0[int(64)];
#line 22 1
shared StaticMeshVertexAttributes_0 gs_vertices_0[64];
#line 37 "lib/StaticMeshVertexData.slang"
StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(StructuredBuffer<float3 > this_positions_0, StructuredBuffer<float2 > this_texCoords_0, StructuredBuffer<float3 > this_normals_0, StructuredBuffer<float3 > this_tangents_0, StructuredBuffer<float3 > this_biTangents_0, uint index_0, InstanceData_0 inst_0)
shared uint gs_numPrimitives_0;
#line 23
shared uvec3 gs_indices_0[126];
#line 7910 6
layout(location = 0)
out vec3 _S2[64];
#line 7910
layout(location = 1)
out vec2 _S3[64];
#line 7910
layout(location = 2)
out vec3 _S4[64];
#line 7910
layout(location = 3)
out vec3 _S5[64];
#line 7910
layout(location = 4)
out vec3 _S6[64];
#line 7910
out uvec3 gl_PrimitiveTriangleIndicesEXT[126];
#line 900 7
StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S7, InstanceData_0 _S8)
{
float4 worldPos_0 = mul(inst_0.transformMatrix_0, float4(this_positions_0.Load(index_0), 1.0));
#line 41 3
vec4 worldPos_0 = (((vec4(vertexData_positions_0._data[_S7], 1.0)) * (_S8.transformMatrix_0)));
#line 39
StaticMeshVertexAttributes_0 attr_0;
#line 44
attr_0.clipPosition_0 = mul(viewParams_0.projectionMatrix_0, mul(viewParams_0.viewMatrix_0, worldPos_0));
attr_0.clipPosition_0 = ((((((worldPos_0) * (viewParams_0.viewMatrix_0)))) * (viewParams_0.projectionMatrix_0)));
attr_0.worldPosition_0 = worldPos_0.xyz;
attr_0.texCoords_0 = this_texCoords_0.Load(index_0);
attr_0.normal_0 = this_normals_0.Load(index_0);
attr_0.tangent_0 = this_tangents_0.Load(index_0);
attr_0.biTangent_0 = this_biTangents_0.Load(index_0);
attr_0.texCoords_0 = vertexData_texCoords_0._data[_S7];
attr_0.normal_0 = vertexData_normals_0._data[_S7];
attr_0.tangent_0 = vertexData_tangents_0._data[_S7];
attr_0.biTangent_0 = vertexData_biTangents_0._data[_S7];
return attr_0;
}
#line 25 "test.slang"
static groupshared uint gs_numPrimitives_0;
#line 23
static groupshared uint3 gs_indices_0[int(126)];
#line 39
[shader("mesh")][numthreads(32, 1, 1)]
[outputtopology("triangle")]
void meshMain(uint threadID_0 : SV_GROUPINDEX, uint3 groupID_0 : SV_GROUPID, vertices out StaticMeshVertexAttributes_0 vertices_0[int(64)], indices out uint3 indices_0[int(126)])
#line 39 1
layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
layout(max_vertices = 64) out;
layout(max_primitives = 126) out;
layout(triangles) out;
void main()
{
InstanceData_0 _S1 = scene_instances_0.Load(threadID_0);
MeshletDescription_0 _S2 = meshlets_meshletInfos_0.Load(groupID_0.x);
InstanceData_0 _S9 = scene_instances_0._data[gl_LocalInvocationIndex];
MeshletDescription_0 m_0 = meshlets_meshletInfos_0._data[gl_WorkGroupID.x];
#line 51
uint _S3 = _S2.vertexCount_0 - 1U;
uint _S10 = m_0.vertexCount_0 - 1U;
#line 63
uint _S4 = _S2.primitiveCount_0 - 1U;
uint _S11 = m_0.primitiveCount_0 - 1U;
#line 63
#line 82
uint v_0 = min(gl_LocalInvocationIndex, _S10);
uint v_1 = gl_LocalInvocationIndex + 32U;
uint v_2 = min(v_1, _S10);
#line 92
uint p_0 = min(gl_LocalInvocationIndex, _S11);
#line 98
uint p_1 = min(v_1, _S11);
#line 104
uint p_2 = min(gl_LocalInvocationIndex + 64U, _S11);
#line 110
uint p_3 = min(gl_LocalInvocationIndex + 96U, _S11);
#line 110
uint loop_0 = 0U;
#line 63
#line 110
for(;;)
{
#line 51
uint v_0 = min(threadID_0 + loop_0 * 32U, _S3);
InterlockedMax(gs_numVertices_0, v_0 + 1U);
uint v_3 = min(gl_LocalInvocationIndex + loop_0 * 32U, _S10);
atomicMax((gs_numVertices_0), (v_3 + 1U));
gs_vertices_0[v_0] = StaticMeshVertexData_getAttributes_0(vertexData_positions_0, vertexData_texCoords_0, vertexData_normals_0, vertexData_tangents_0, vertexData_biTangents_0, uint(int(meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + v_0))), _S1);
gs_vertices_0[v_3] = StaticMeshVertexData_getAttributes_0(uint(int(meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + v_3])), _S9);
#line 48
uint loop_1 = loop_0 + 1U;
@@ -179,21 +247,21 @@ void meshMain(uint threadID_0 : SV_GROUPINDEX, uint3 groupID_0 : SV_GROUPID, ver
{
#line 63
uint p_0 = min(threadID_0 + loop_0 * 32U, _S4);
InterlockedMax(gs_numPrimitives_0, p_0 + 1U);
uint p_4 = min(gl_LocalInvocationIndex + loop_0 * 32U, _S11);
atomicMax((gs_numPrimitives_0), (p_4 + 1U));
uint _S5 = p_0 * 3U;
uint _S12 = p_4 * 3U;
#line 66
uint _S6 = _S2.primitiveOffset_0 + _S5;
uint _S13 = m_0.primitiveOffset_0 + _S12;
uint idx1_0 = meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S6 + 1U)));
uint idx2_0 = meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S6 + 2U)));
gs_indices_0[_S5] = (uint3)meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S6)));
gs_indices_0[_S5 + 1U] = (uint3)idx1_0;
gs_indices_0[_S5 + 2U] = (uint3)idx2_0;
uint idx1_0 = meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13 + 1U])];
uint idx2_0 = meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13 + 2U])];
gs_indices_0[_S12] = uvec3(meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13])]);
gs_indices_0[_S12 + 1U] = uvec3(idx1_0);
gs_indices_0[_S12 + 2U] = uvec3(idx2_0);
#line 60
uint loop_2 = loop_0 + 1U;
@@ -216,11 +284,65 @@ void meshMain(uint threadID_0 : SV_GROUPINDEX, uint3 groupID_0 : SV_GROUPID, ver
}
#line 77
GroupMemoryBarrierWithGroupSync();
SetMeshOutputCounts(gs_numVertices_0, gs_numPrimitives_0);
GroupMemoryBarrierWithGroupSync();
vertices_0[threadID_0] = gs_vertices_0[threadID_0];
indices_0[threadID_0] = gs_indices_0[threadID_0];
barrier();
SetMeshOutputsEXT(gs_numVertices_0, gs_numPrimitives_0);
barrier();
StaticMeshVertexAttributes_0 _S14 = gs_vertices_0[v_0];
#line 83
gl_MeshVerticesEXT[v_0].gl_Position = gs_vertices_0[v_0].clipPosition_0;
#line 83
_S2[v_0] = _S14.worldPosition_0;
#line 83
_S3[v_0] = _S14.texCoords_0;
#line 83
_S4[v_0] = _S14.normal_0;
#line 83
_S5[v_0] = _S14.tangent_0;
#line 83
_S6[v_0] = _S14.biTangent_0;
#line 88
StaticMeshVertexAttributes_0 _S15 = gs_vertices_0[v_2];
#line 88
gl_MeshVerticesEXT[v_2].gl_Position = gs_vertices_0[v_2].clipPosition_0;
#line 88
_S2[v_2] = _S15.worldPosition_0;
#line 88
_S3[v_2] = _S15.texCoords_0;
#line 88
_S4[v_2] = _S15.normal_0;
#line 88
_S5[v_2] = _S15.tangent_0;
#line 88
_S6[v_2] = _S15.biTangent_0;
#line 93
gl_PrimitiveTriangleIndicesEXT[p_0] = gs_indices_0[p_0];
#line 99
gl_PrimitiveTriangleIndicesEXT[p_1] = gs_indices_0[p_1];
#line 105
gl_PrimitiveTriangleIndicesEXT[p_2] = gs_indices_0[p_2];
#line 111
gl_PrimitiveTriangleIndicesEXT[p_3] = gs_indices_0[p_3];
return;
}
+47 -74
View File
@@ -1,90 +1,63 @@
import Common;
import BRDF;
import Meshlet;
import Scene;
import VertexData;
import StaticMeshVertexData;
layout(push_constant)
ConstantBuffer<uint> meshId;
struct MeshShaderPayload
struct MeshPayload
{
uint instanceId;
uint meshletId;
int exponent;
};
struct PrimitiveAttributes
{
uint cull: SV_CullPrimitive;
};
groupshared MeshPayload payload;
groupshared StaticMeshVertexAttributes gs_vertices[MAX_VERTICES];
groupshared uint3 gs_indices[MAX_PRIMITIVES];
groupshared uint gs_numVertices;
groupshared uint gs_numPrimitives;
[numthreads(GROUP_SIZE, 1, 1)]
[shader("amplification")]
[numthreads(1, 1, 1)]
[outputtopology("triangle")]
void taskMain(
uint3 threadID: SV_GroupIndex,
uint3 groupID: SV_GroupID
){
DispatchMesh(1,1,1,payload);
}
[numthreads(GROUP_SIZE, 1, 1)]
const static float2 positions[3] = {
float2(0.0, -0.5),
float2(0.5, 0.5),
float2(-0.5, 0.5)
};
const static float3 colors[3] = {
float3(1.0, 1.0, 0.0),
float3(0.0, 1.0, 1.0),
float3(1.0, 0.0, 1.0)
};
struct Vertex
{
float4 pos : SV_Position;
float3 color : Color;
int index : Index;
int value : Value;
};
const static uint MAX_VERTS = 12;
const static uint MAX_PRIMS = 4;
[outputtopology("triangle")]
[shader("mesh")]
[numthreads(12, 1, 1)]
void meshMain(
uint threadID: SV_GroupIndex,
uint3 groupID: SV_GroupID,
out Vertices<StaticMeshVertexAttributes, MAX_VERTICES> vertices,
out Indices<uint3, MAX_PRIMITIVES> indices
){
InstanceData inst = scene.instances[threadID];
MeshletDescription m = meshlets.meshletInfos[groupID.x];
const uint vertexLoops = (MAX_VERTICES + GROUP_SIZE - 1) / GROUP_SIZE;
for(uint loop = 0; loop < vertexLoops; ++loop)
{
uint v = threadID + loop * GROUP_SIZE;
v = min(v, m.vertexCount - 1);
InterlockedMax(gs_numVertices, v + 1);
{
int vertexIndex = meshlets.vertexIndices[m.vertexOffset + v];
gs_vertices[v] = vertexData.getAttributes(vertexIndex, inst);
}
}
in uint tig : SV_GroupIndex,
in payload MeshPayload meshPayload,
out Vertices<Vertex, MAX_VERTS> verts,
out Indices<uint3, MAX_PRIMS> triangles)
{
const uint numVertices = 12;
const uint numPrimitives = 4;
SetMeshOutputCounts(numVertices, numPrimitives);
const uint primitiveLoops = (MAX_PRIMITIVES + GROUP_SIZE - 1) / GROUP_SIZE;
for(uint loop = 0; loop < primitiveLoops; ++loop)
{
uint p = threadID + loop * GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
InterlockedMax(gs_numPrimitives, p + 1);
{
uint8_t local_idx0 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
uint8_t local_idx1 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint8_t local_idx2 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
uint32_t idx0 = meshlets.vertexIndices[m.vertexOffset + local_idx0];
uint32_t idx1 = meshlets.vertexIndices[m.vertexOffset + local_idx1];
uint32_t idx2 = meshlets.vertexIndices[m.vertexOffset + local_idx2];
gs_indices[p * 3 + 0] = idx0;
gs_indices[p * 3 + 1] = idx1;
gs_indices[p * 3 + 2] = idx2;
}
}
GroupMemoryBarrierWithGroupSync();
SetMeshOutputCounts(gs_numVertices, gs_numPrimitives);
GroupMemoryBarrierWithGroupSync();
for(uint loop1 = 0; loop1 < vertexLoops; ++loop1)
{
uint v = threadID + loop1 * GROUP_SIZE;
vertices[v] = gs_vertices[v];
}
for(uint loop2 = 0; loop2 < primitiveLoops; ++loop2)
{
uint p = threadID + loop2 * GROUP_SIZE;
indices[p] = gs_indices[p];
}
if(tig < numVertices)
{
const int tri = tig / 3;
verts[tig] = {float4(positions[tig % 3], 0, 1), colors[tig % 3], tri, int(pow(tri, meshPayload.exponent))};
}
if(tig < numPrimitives)
triangles[tig] = tig * 3 + uint3(0,1,2);
}