Mesh Shading works as well

This commit is contained in:
Dynamitos
2024-05-22 19:29:23 +02:00
parent f6f45cbd6e
commit 30ba70832e
3 changed files with 18 additions and 20 deletions
+3 -3
View File
@@ -18,9 +18,9 @@ void meshMain(
out vertices FragmentParameter vertices[MAX_VERTICES],
out indices uint3 indices[MAX_PRIMITIVES]
){
InstanceData inst = pScene.instanceData[meshPayload.instanceId];
MeshData data = pScene.meshData[meshPayload.instanceId];
MeshletDescription m = pScene.meshletInfos[data.meshletOffset + groupID];
InstanceData inst = pScene.instances[meshPayload.instanceId];
//MeshData data = pScene.meshData[meshPayload.instanceId];
MeshletDescription m = pScene.meshletInfos[meshPayload.culledMeshlets[groupID]];
SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
+14 -16
View File
@@ -28,24 +28,22 @@ void taskMain(
viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
//p.instanceId = pOffsets.instanceOffset + groupID;
p.instanceData = instance;
p.meshData = mesh;
p.instanceId = pOffsets.instanceOffset + groupID;
//p.cullingOffset = pScene.cullingOffsets[pOffsets.cullingCounterOffset + groupID];
}
GroupMemoryBarrierWithGroupSync();
//for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
//{
// uint m = mesh.meshletOffset + i;
// MeshletDescription meshlet = pScene.meshletInfos[m];
// //if(meshlet.bounding.insideFrustum(viewFrustum))
// {
// uint index;
// InterlockedAdd(head, 1, index);
// p.culledMeshlets[index] = m;
// //pScene.culledMeshlets[p.cullingOffset + index] = m;
// }
//}
//GroupMemoryBarrierWithGroupSync();
for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
{
uint m = mesh.meshletOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
if(meshlet.bounding.insideFrustum(viewFrustum))
{
uint index;
InterlockedAdd(head, 1, index);
p.culledMeshlets[index] = m;
//pScene.culledMeshlets[p.cullingOffset + index] = m;
}
}
GroupMemoryBarrierWithGroupSync();
DispatchMesh(mesh.numMeshlets, 1, 1, p);
}
+1 -1
View File
@@ -496,7 +496,7 @@ void Graphics::pickPhysicalDevice()
{
if (std::strcmp(VK_EXT_MESH_SHADER_EXTENSION_NAME, extensionProps[i].extensionName) == 0)
{
//meshShadingEnabled = true;
meshShadingEnabled = true;
break;
}
}