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
+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;
}