Reworking VertexData
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@@ -0,0 +1,152 @@
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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 StaticMeshVertexData;
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struct MeshPayload
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{
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uint instanceId[MAX_MESHLETS_PER_MESH];
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uint meshletId[MAX_MESHLETS_PER_MESH];
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};
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groupshared MeshPayload p;
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groupshared uint head;
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groupshared float4x4 localToClip;
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groupshared Frustum viewFrustum;
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[numthreads(TASK_GROUP_SIZE, 1, 1)]
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[outputtopology("triangle")]
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[shader("amplification")]
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void taskMain(
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uint threadID: SV_GroupIndex,
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uint groupID: SV_GroupID
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){
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InstanceData instance = scene.instances[groupID];
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if(threadID == 0)
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{
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head = 0;
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localToClip = mul(viewParams.projectionMatrix, mul(viewParams.viewMatrix, instance.transformMatrix));
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// Left
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viewFrustum.sides[0].n = float3(1, 0, 0);
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viewFrustum.sides[0].d = -1;
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// Right
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viewFrustum.sides[1].n = float3(-1, 0, 0);
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viewFrustum.sides[1].d = 1;
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// Top
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viewFrustum.sides[2].n = float3(0, -1, 0);
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viewFrustum.sides[2].d = 1;
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// Bottom
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viewFrustum.sides[1].n = float3(0, 1, 0);
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viewFrustum.sides[1].d = -1;
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// Base
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viewFrustum.basePlane.n = float3(0, 0, 1);
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viewFrustum.basePlane.d = 0;
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}
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GroupMemoryBarrierWithGroupSync();
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MeshData mesh = scene.meshData[groupID];
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for(uint i = threadID; i < MAX_MESHLETS_PER_MESH; i += TASK_GROUP_SIZE)
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{
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uint m = mesh.meshletOffset + min(mesh.numMeshlets, i);
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MeshletDescription meshlet = scene.meshlets.meshletInfos[m];
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//if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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p.meshletId[index] = m;
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p.instanceId[index] = groupID;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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DispatchMesh(head, 1, 1, p);
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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;
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groupshared uint gs_numPrimitives;
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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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[numthreads(MESH_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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in uint threadID: SV_GroupIndex,
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in uint groupID: SV_GroupID,
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in payload MeshPayload meshPayload,
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out Vertices<StaticMeshVertexAttributes, MAX_VERTICES> vertices,
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out Indices<uint3, MAX_PRIMITIVES> indices
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){
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InstanceData inst = scene.instances[meshPayload.instanceId[groupID]];
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MeshletDescription m = meshlets.meshletInfos[meshPayload.meshletId[groupID]];
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const uint vertexLoops = (MAX_VERTICES + MESH_GROUP_SIZE - 1) / MESH_GROUP_SIZE;
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for(uint loop = 0; loop < vertexLoops; ++loop)
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{
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uint v = threadID + loop * MESH_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 + MESH_GROUP_SIZE - 1) / MESH_GROUP_SIZE;
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for(uint loop = 0; loop < primitiveLoops; ++loop)
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{
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uint p = threadID + loop * MESH_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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uint v = threadID;
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v = min(v, m.vertexCount - 1);
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vertices[v] = gs_vertices[v];
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if(vertexLoops >= 1)
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{
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uint v = threadID + MESH_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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uint p = threadID;
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p = min(p, m.primitiveCount - 1);
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indices[p] = gs_indices[p];
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if(primitiveLoops >= 1)
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{
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uint p = threadID + MESH_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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if(primitiveLoops >= 2)
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{
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uint p = threadID + 2 * MESH_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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if(primitiveLoops >= 3)
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{
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uint p = threadID + 3 * MESH_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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