Descriptors now work in metal hopefully
This commit is contained in:
@@ -25,9 +25,9 @@ void computeFrustums(ComputeShaderInput in)
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frustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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frustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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frustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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if(in.dispatchThreadID.x < pDispatchParams.numThreads.x && in.dispatchThreadID.y < pDispatchParams.numThreads.y)
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if(in.dispatchThreadID.x < pDispatchParams.p.numThreads.x && in.dispatchThreadID.y < pDispatchParams.p.numThreads.y)
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{
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uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * pDispatchParams.numThreads.x);
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uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * pDispatchParams.p.numThreads.x);
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pDispatchParams.frustums[index] = frustum;
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}
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}
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@@ -17,7 +17,7 @@ Params vertexMain(
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DebugVertex vert
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){
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Params result;
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result.pos = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, float4(vert.position, 1)));
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result.pos = mul(pViewParams.c.projectionMatrix, mul(pViewParams.c.viewMatrix, float4(vert.position, 1)));
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result.color = vert.color;
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return result;
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}
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@@ -30,7 +30,7 @@ groupshared bool meshVisible;
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ParameterBlock<DepthData> pDepthAttachment;
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bool isBoxVisible(AABB bounding)
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{
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int2 mipDimensions = int2(int(pViewParams.screenDimensions.x), int(pViewParams.screenDimensions.y));
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int2 mipDimensions = int2(int(pViewParams.c.screenDimensions.x), int(pViewParams.c.screenDimensions.y));
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// now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet
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int2 screenCornerMin = mipDimensions;
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int2 screenCornerMax = int2(0, 0);
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@@ -91,14 +91,14 @@ void taskMain(
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p.instanceId = pOffsets.instanceOffset + groupID;
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p.meshletOffset = mesh.meshletOffset;
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p.cullingOffset = pScene.cullingOffsets[p.instanceId];
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modelViewProjection = mul(mul(pViewParams.projectionMatrix, pViewParams.viewMatrix), instance.transformMatrix);
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modelViewProjection = mul(mul(pViewParams.c.projectionMatrix, pViewParams.c.viewMatrix), instance.transformMatrix);
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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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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.c.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.c.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.c.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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@@ -47,9 +47,9 @@ void reduceLevel(
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void sourceCopy(
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uint2 dispatchID: SV_DispatchThreadID
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) {
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if(dispatchID.x >= pViewParams.screenDimensions.x || dispatchID.y >= pViewParams.screenDimensions.y)
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if(dispatchID.x >= pViewParams.c.screenDimensions.x || dispatchID.y >= pViewParams.c.screenDimensions.y)
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{
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return;
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}
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pDepthAttachment.buffer[dispatchID.x + (dispatchID.y * uint(pViewParams.screenDimensions.x))] = pDepthAttachment.texture[uint2(dispatchID)];
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pDepthAttachment.buffer[dispatchID.x + (dispatchID.y * uint(pViewParams.c.screenDimensions.x))] = pDepthAttachment.texture[uint2(dispatchID)];
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}
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@@ -72,7 +72,7 @@ void cullLights(ComputeShaderInput in)
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uMaxDepth = 0x0;
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oLightCount = 0;
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tLightCount = 0;
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groupFrustum = pDispatchParams.frustums[in.groupID.x + (in.groupID.y * pDispatchParams.numThreadGroups.x)];
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groupFrustum = pDispatchParams.frustums[in.groupID.x + (in.groupID.y * pDispatchParams.p.numThreadGroups.x)];
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}
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GroupMemoryBarrierWithGroupSync();
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@@ -73,10 +73,10 @@ VertexShaderOutput vertexMain(
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};
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VertexShaderOutput output;
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float3x3 cameraRotation = float3x3(pViewParams.viewMatrix);
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float3x3 cameraRotation = float3x3(pViewParams.c.viewMatrix);
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float4 worldPos = float4(mul(cameraRotation, vertices[vertexIndex]), 1.0f);
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//clip(dot(worldPos, clipPlane));
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output.clipPos = mul(pViewParams.projectionMatrix, worldPos);
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output.clipPos = mul(pViewParams.c.projectionMatrix, worldPos);
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output.texCoords = normalize(vertices[vertexIndex]);
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return output;
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}
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@@ -66,7 +66,7 @@ VertexOutput vertexMain(VertexInput input)
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float4 vertex = coordinates[input.vertexId];
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VertexOutput output;
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output.texCoords = vertex.zw;
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output.position = mul(pViewParams.projectionMatrix, float4(vertex.xy, 0, 1));
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output.position = mul(pViewParams.c.projectionMatrix, float4(vertex.xy, 0, 1));
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output.glyphIndex = pRender.instances[input.instanceId].glyphIndex;
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return output;
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}
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@@ -34,7 +34,7 @@ void meshMain(
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out vertices WaterVertex vertices[TILE_VERTS],
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out indices uint3 indices[TILE_PRIMS],
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) {
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float4x4 vp = mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
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float4x4 vp = mul(pViewParams.c.projectionMatrix, pViewParams.c.viewMatrix);
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SetMeshOutputCounts(TILE_VERTS, TILE_PRIMS);
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for(uint i = threadID; i < TILE_PRIMS; i += MESH_GROUP_SIZE)
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@@ -48,7 +48,7 @@ void meshMain(
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float3 worldPos = params.offset + objectPos * params.extent + float3(groupID.x * params.extent, 0, groupID.y * params.extent);
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float lodDisplacement = 0;
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float3 camPos = pViewParams.cameraPos_WS.xyz;
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float3 camPos = pViewParams.c.cameraPos_WS.xyz;
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float cameraDistance = distance(worldPos, camPos);
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float threshold = 0;
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if(params.numMeshes == 3)
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@@ -23,7 +23,7 @@ float Beckmann(float ndoth, float roughness) {
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[shader("pixel")]
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float4 fragmentMain(WaterVertex vert) : SV_TARGET {
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float3 lightDir = -normalize(pWaterMaterial.sunDirection);
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float3 viewDir = normalize(pViewParams.cameraPos_WS.xyz - vert.position_WS);
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float3 viewDir = normalize(pViewParams.c.cameraPos_WS.xyz - vert.position_WS);
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float3 halfwayDir = normalize(lightDir + viewDir);
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float depth = vert.depth;
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float LdotH = clamp(dot(lightDir, halfwayDir), 0, 1);
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@@ -15,7 +15,7 @@ void taskMain(
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bounding.minCorner = float3(tile.location.x, tile.height, tile.location.y) * tile.extent;
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bounding.maxCorner = float3(tile.location.x + 1, tile.height, tile.location.y + 1) * tile.extent;
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float3 median = (bounding.minCorner + bounding.maxCorner) / 2;
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float distance = distance(median, pViewParams.cameraPos_WS.xyz);
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float distance = distance(median, pViewParams.c.cameraPos_WS.xyz);
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float tileDistance = distance / tile.extent;
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uint numMeshes = groupID.y + 1;
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@@ -67,7 +67,7 @@ struct AABB
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{
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float4 clipCorner = mul(mvp, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner);
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int2 screenCoords = int2(clamp(int(screenCorner.x), 0, int(pViewParams.screenDimensions.x)), clamp(int(screenCorner.y), 0, int(pViewParams.screenDimensions.y)));
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int2 screenCoords = int2(clamp(int(screenCorner.x), 0, int(pViewParams.c.screenDimensions.x)), clamp(int(screenCorner.y), 0, int(pViewParams.c.screenDimensions.y)));
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screenCornerMin = int2(min(screenCornerMin.x, screenCoords.x), min(screenCornerMin.y, screenCoords.y));
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screenCornerMax = int2(max(screenCornerMax.x, screenCoords.x), max(screenCornerMax.y, screenCoords.y));
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maxDepth = max(maxDepth, screenCorner.z);
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@@ -12,9 +12,13 @@ struct ViewParameter
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float4x4 inverseProjection;
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float4 cameraPos_WS;
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float2 screenDimensions;
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}
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layout(set=0)
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ParameterBlock<ViewParameter> pViewParams;
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};
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struct ViewParamWrapper
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{
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ParameterBlock<ViewParameter> c;
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};
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layout(set = 0)
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ParameterBlock<ViewParamWrapper> pViewParams;
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float4 worldToModel(float4x4 inverseTransform, float4 world)
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{
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@@ -27,7 +31,7 @@ float4 worldToModel(float4x4 inverseTransform, float4 world)
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float4 viewToWorld(float4 view)
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{
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float4 world = mul(pViewParams.inverseViewMatrix, view);
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float4 world = mul(pViewParams.c.inverseViewMatrix, view);
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world = world / world.w;
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@@ -43,7 +47,7 @@ float4 viewToModel(float4x4 inverseTransform, float4 view)
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float4 clipToView(float4 clip)
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{
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float4 view = mul(pViewParams.inverseProjection, clip);
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float4 view = mul(pViewParams.c.inverseProjection, clip);
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view = view / view.w;
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@@ -59,7 +63,7 @@ float4 clipToWorld(float4 clip)
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float4 screenToView(float4 screen)
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{
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float2 texCoord = screen.xy / pViewParams.screenDimensions;
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float2 texCoord = screen.xy / pViewParams.c.screenDimensions;
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// Convert to clip space
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float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w);
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@@ -88,7 +92,7 @@ float4 clipToScreen(float4 clip)
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float oz = 1;
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float pz = 0 - 1;
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float zf = pz * ndc.z + oz;
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return float4(float2(texCoords.x, 1 - texCoords.y) * pViewParams.screenDimensions, zf, 1.0f);
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return float4(float2(texCoords.x, 1 - texCoords.y) * pViewParams.c.screenDimensions, zf, 1.0f);
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}
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struct Plane
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@@ -6,6 +6,11 @@ struct DispatchParams
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uint pad0;
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uint3 numThreads;
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uint pad1;
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RWStructuredBuffer<Frustum> frustums;
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};
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struct DispatchParamWrapper
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{
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ParameterBlock<DispatchParams> p;
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RWStructuredBuffer<Frustum> frustums;
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}
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ParameterBlock<DispatchParams> pDispatchParams;
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ParameterBlock<DispatchParamWrapper> pDispatchParams;
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@@ -21,7 +21,6 @@ struct FragmentParameter
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{
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float4 position_CS : SV_Position;
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#ifndef POS_ONLY
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float3 cameraPos_WS: POSITION0;
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float3 normal_WS : NORMAL0;
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float3 tangent_WS : TANGENT0;
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float3 biTangent_WS : TANGENT1;
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@@ -52,7 +51,7 @@ struct FragmentParameter
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float3x3 tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
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result.tbn = tbn;
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result.position_TS = mul(tbn, position_WS);
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result.viewDir_TS = mul(tbn, normalize(cameraPos_WS - position_WS));
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result.viewDir_TS = mul(tbn, normalize(pViewParams.c.cameraPos_WS.xyz - position_WS));
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result.normal_TS = mul(tbn, normal_WS);
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return result;
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}
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@@ -67,7 +66,6 @@ struct FragmentParameter
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FragmentParameter result;
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result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
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#ifndef POS_ONLY
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result.cameraPos_WS = f0.cameraPos_WS * barycentricCoords.x + f1.cameraPos_WS * barycentricCoords.y + f2.cameraPos_WS * barycentricCoords.z;
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result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z;
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result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z;
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result.biTangent_WS = f0.biTangent_WS * barycentricCoords.x + f1.biTangent_WS * barycentricCoords.y + f2.biTangent_WS * barycentricCoords.z;
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@@ -104,8 +102,8 @@ struct VertexAttributes
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{
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float4 modelPos = float4(position_MS, 1);
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float4 worldPos = mul(transformMatrix, modelPos);
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float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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float4 viewPos = mul(pViewParams.c.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.c.projectionMatrix, viewPos);
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FragmentParameter result;
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result.position_CS = clipPos;
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#ifndef POS_ONLY
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@@ -113,7 +111,6 @@ struct VertexAttributes
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float3 T = mul(normalMatrix, tangent_MS);
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float3 N = mul(normalMatrix, normal_MS);
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float3 B = mul(normalMatrix, biTangent_MS);
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result.cameraPos_WS = pViewParams.cameraPos_WS.xyz;
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result.normal_WS = N;
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result.tangent_WS = T;
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result.biTangent_WS = B;
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+10
-10
@@ -20,8 +20,8 @@ struct MeshData
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uint32_t numIndices;
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};
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static const uint32_t MAX_VERTICES = 256;
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static const uint32_t MAX_PRIMITIVES = 256;
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static const uint32_t MAX_VERTICES = 64;
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static const uint32_t MAX_PRIMITIVES = 126;
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static const uint32_t MAX_MESHLETS_PER_INSTANCE = 2048;
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struct InstanceData
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@@ -39,19 +39,19 @@ struct MeshletCullingInfo
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}
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};
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struct DrawCallOffsets
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cbuffer DrawCallOffsets
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{
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uint instanceOffset;
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uint textureOffset;
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uint samplerOffset;
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uint floatOffset;
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};
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#ifdef RAY_TRACING
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layout(shaderRecordEXT)
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#else
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layout(push_constant)
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#endif
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ConstantBuffer<DrawCallOffsets> pOffsets;
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} pOffsets;
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//#ifdef RAY_TRACING
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//layout(shaderRecordEXT)
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//#else
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//layout(push_constant)
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//#endif
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//ConstantBuffer<DrawCallOffsets> pOffsets;
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struct Scene
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{
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@@ -10,11 +10,11 @@ void raygen()
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const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
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const float2 inUV = pixelCenter / float2(LaunchSize.xy);
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float2 d = float2(inUV.x, 1 - inUV.y) * 2.0 - 1.0;
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float4 target = mul(pViewParams.inverseProjection, float4(d.x, d.y, 1, 1));
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float4 target = mul(pViewParams.c.inverseProjection, float4(d.x, d.y, 1, 1));
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RayDesc rayDesc;
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rayDesc.Origin = mul(pViewParams.inverseViewMatrix, float4(0, 0, 0, 1)).xyz;
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rayDesc.Direction = mul(pViewParams.inverseViewMatrix, float4(normalize(target.xyz), 0)).xyz;
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rayDesc.Origin = mul(pViewParams.c.inverseViewMatrix, float4(0, 0, 0, 1)).xyz;
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rayDesc.Direction = mul(pViewParams.c.inverseViewMatrix, float4(normalize(target.xyz), 0)).xyz;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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Block a user