Lot of changes
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@@ -0,0 +1,49 @@
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import Common;
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import Scene;
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groupshared MeshPayload p;
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groupshared uint head;
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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 = pScene.instances[pOffsets.instanceOffset + groupID];
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MeshData mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
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if(threadID == 0)
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{
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head = 0;
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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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const float offset = 0.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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p.instanceId = pOffsets.instanceOffset + groupID;
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p.cullingOffset = pScene.cullingOffsets[pOffsets.cullingCounterOffset + groupID];
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}
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GroupMemoryBarrierWithGroupSync();
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for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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pScene.culledMeshlets[p.cullingOffset + index] = m;
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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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@@ -3,7 +3,6 @@ import Scene;
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import VertexData;
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import MaterialParameter;
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struct PrimitiveAttributes
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{
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uint cull: SV_CullPrimitive;
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@@ -38,7 +37,12 @@ void meshMain(
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uint v = min(i, m.vertexCount - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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#ifdef POS_ONLY
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VertexAttributes attr = pVertexData.getPosition(m.indicesOffset + vertexIndex);
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#else
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VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
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#endif
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attr.meshletId = -1;
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vertices[v] = attr.getParameter(inst.transformMatrix);
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}
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@@ -37,7 +37,7 @@ void taskMain(
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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//if(meshlet.bounding.insideFrustum(viewFrustum))
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -18,6 +18,20 @@ struct StaticMeshVertexData : IVertexData
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attributes.vertexColor = float3(color[3 * index + 0], color[3 * index + 1], color[3 * index + 2]);
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return attributes;
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}
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VertexAttributes getPosition(uint index)
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{
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VertexAttributes attributes;
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attributes.position_MS = float3(positions[3 * index + 0], positions[3 * index + 1], positions[3 * index + 2]);
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attributes.normal_MS = float3(0, 0, 0);
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attributes.tangent_MS = float3(0, 0, 0);
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attributes.biTangent_MS = float3(0, 0, 0);
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for (uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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attributes.texCoords[i] = float2(0, 0);
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}
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attributes.vertexColor = float3(0, 0, 0);
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return attributes;
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}
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StructuredBuffer<float> positions;
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StructuredBuffer<float> normals;
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StructuredBuffer<float> tangents;
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@@ -8,7 +8,8 @@ struct VertexInput
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interface IVertexData
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{
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VertexAttributes getAttributes(uint index);
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VertexAttributes getAttributes(uint index);
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VertexAttributes getPosition(uint index);
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};
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layout(set=1)
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