Trying to fix everything
This commit is contained in:
@@ -31,7 +31,7 @@ VertexOutput vert(VertexInput input)
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// Which vertex should be read?
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local_vert_id = local_vert_id == 0 ? 2 : (local_vert_id == 2 ? 0 : 1);
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float3 positionRWS = pParams.currentVertexBuffer[output.triangleID * 3 + local_vert_id];
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float3 positionRWS = pParams.currentVertexBuffer[output.triangleID * 3 + local_vert_id].xyz;
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// Apply the view projection
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output.positionCS = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, float4(positionRWS, 1.0)));
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@@ -53,26 +53,25 @@ float4 frag(PixelInput input) : SV_Target
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[shader("compute")]
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[numthreads(64, 1, 1)]
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void deform(uint currentID: SV_DispatchThreadID)
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void EvaluateDeformation(uint currentID : SV_DispatchThreadID)
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{
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if(currentID >= pParams.indirectDrawBuffer[9] * 4)
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// This thread doesn't have any work to do, we're done
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if (currentID >= pParams.indirectDrawBuffer[9] * 4)
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return;
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// Extract the bisector ID and the vertexID
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uint bisectorID = currentID / 4;
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uint localVertexID = currentID % 4;
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// Operate the indirection
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bisectorID = pParams.indexedBisectorBuffer[bisectorID];
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// Evaluate the source vertex
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currentID = localVertexID < 3 ? bisectorID * 3 + localVertexID : 3 * pParams.geometry.totalNumElements + bisectorID;
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float3 positionWS = pParams.lebPositionBuffer[currentID];
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float3 positionRWS = positionWS - pViewParams.cameraPosition_WS.xyz;
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// Grab the position that we will be displacing
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float3 positionWS = pParams.lebPositionBuffer[currentID].xyz;
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float3 positionRWS = float3(positionWS - pViewParams.cameraPosition_WS.xyz);
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float3 positionPS = positionWS;
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float3 normalPS = float3(0, 1, 0);
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float2 sampleUV = float2(0, 0);
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pParams.currentVertexBuffer[currentID] = positionRWS;
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}
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pParams.currentVertexBuffer[currentID] = float4(positionRWS, 1);
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}
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@@ -16,12 +16,12 @@ const static int MODIFIED_BISECTOR = 0x2;
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struct BisectorData
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{
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// Subvision that should be applied to this bisector
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uint32_t subdivisionPattern;
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// Allocated indices for this bisector
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uint32_t indices[3];
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// Subvision that should be applied to this bisector
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uint32_t subdivisionPattern;
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// Neighbor that should be processed
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uint32_t problematicNeighbor;
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@@ -35,7 +35,7 @@ struct BisectorData
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uint32_t propagationID;
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};
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uint heapIDDepth(uint64_t x)
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uint HeapIDDepth(uint64_t x)
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{
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uint depth = 0;
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while (x > 0u) {
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@@ -563,11 +563,7 @@ void load_buffer_to_shared_memory(uint groupIndex)
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// Load the bitfield to the LDS
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for (uint e = 0; e < BUFFER_ELEMENT_PER_LANE; ++e)
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{
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#ifdef AMD
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uint target_element = BUFFER_ELEMENT_PER_LANE * groupIndex + e;
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#else
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uint target_element = groupIndex + WORKGROUP_SIZE * e;
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#endif
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if (target_element < OCBT_TREE_NUM_SLOTS)
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gs_cbtTree[target_element] = pParams.cbtBuffer[target_element];
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}
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,50 @@
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struct ComputeParams
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{
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RWStructuredBuffer<uint> indirectDrawBuffer;
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RWStructuredBuffer<uint64_t> heapIDBuffer;
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RWStructuredBuffer<uint> classificationBuffer;
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RWStructuredBuffer<int> allocateBuffer;
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RWStructuredBuffer<int> memoryBuffer;
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RWStructuredBuffer<int> propagateBuffer;
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RWStructuredBuffer<uint> simplifyBuffer;
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};
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ParameterBlock<ComputeParams> pParams;
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// Split buffer slots
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static const uint64_t SPLIT_COUNTER = 0;
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static const uint64_t SIMPLIFY_COUNTER = 1;
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static const uint64_t CLASSIFY_COUNTER_OFFSET = 2;
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void ResetBuffers()
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{
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pParams.memoryBuffer[0] = 0;
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pParams.memoryBuffer[1] = 0;
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pParams.classificationBuffer[SPLIT_COUNTER] = 0;
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pParams.classificationBuffer[SIMPLIFY_COUNTER] = 0;
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pParams.allocateBuffer[0] = 0;
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pParams.propagateBuffer[0] = 0;
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pParams.propagateBuffer[1] = 0;
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pParams.simplifyBuffer[0] = 0;
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pParams.indirectDrawBuffer[0] = 0;
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pParams.indirectDrawBuffer[1] = 1;
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pParams.indirectDrawBuffer[2] = 0;
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pParams.indirectDrawBuffer[3] = 0;
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pParams.indirectDrawBuffer[4] = 0;
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pParams.indirectDrawBuffer[5] = 1;
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pParams.indirectDrawBuffer[6] = 0;
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pParams.indirectDrawBuffer[7] = 0;
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pParams.indirectDrawBuffer[8] = 0;
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}
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[numthreads(1, 1, 1)]
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void Reset()
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{
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ResetBuffers();
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}
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@@ -0,0 +1,332 @@
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import Parameters;
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import CBT;
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import Bisector;
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static const uint32_t WORKGROUP_SIZE = 64;
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// Resolution of the cache
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#define LEB_TABLE_DEPTH 5ULL
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// Cache in shared memory
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groupshared float3x3 g_MatrixCache[2ULL << LEB_TABLE_DEPTH];
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void load_leb_matrix_cache_to_shared_memory(uint groupIndex)
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{
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if (groupIndex < (2ULL << LEB_TABLE_DEPTH))
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g_MatrixCache[groupIndex] = pParams.lebMatrixCache[groupIndex];
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GroupMemoryBarrierWithGroupSync();
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}
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uint leb_depth(uint64_t heapID)
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{
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uint depth = 0;
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while (heapID > 0u)
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{
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++depth;
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heapID >>= 1u;
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}
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return depth - 1;
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}
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/*******************************************************************************
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* GetBitValue -- Returns the value of a bit stored in a 64-bit word
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*
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*/
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uint64_t leb__GetBitValue(uint64_t bitField, int64_t bitID)
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{
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return ((bitField >> bitID) & 1L);
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}
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/*******************************************************************************
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* IdentityMatrix3x3 -- Sets a 3x3 matrix to identity
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*
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*/
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void leb__IdentityMatrix3x3(out float3x3 m)
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{
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m[0][0] = 1.0f; m[0][1] = 0.0f; m[0][2] = 0.0f;
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m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f;
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m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f;
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}
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/*******************************************************************************
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* SplittingMatrix -- Computes a LEB splitting matrix from a split bit
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*
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*/
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void leb__SplittingMatrix(inout float3x3 mat, uint64_t bitValue)
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{
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float b = (float)bitValue;
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float c = 1.0f - b;
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const float3x3 splitMatrix = {
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{0.0f, b, c},
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{0.5f, 0.0f, 0.5f},
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{b, c, 0.0f}
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};
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mat = mul(splitMatrix, mat);
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}
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/*******************************************************************************
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* SplittingMatrix -- Computes a LEB splitting matrix from a split bit
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*
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*/
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float3x3 leb__SplittingMatrix_out(float3x3 mat, uint64_t bitValue)
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{
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float b = (float)bitValue;
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float c = 1.0 - b;
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float3x3 splitMatrix = {
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{0.0, b, c},
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{0.5, 0.0, 0.5},
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{b, c, 0.0}
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};
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return mul(splitMatrix, mat);
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}
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/*******************************************************************************
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* DecodeTransformationMatrix -- Computes the matrix associated to a LEB
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* node
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*
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*/
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void leb__DecodeTransformationMatrix(uint64_t heapID, out float3x3 mat)
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{
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int depth = leb_depth(heapID);
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leb__IdentityMatrix3x3(mat);
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for (int bitID = depth - 1; bitID >= 0; --bitID)
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leb__SplittingMatrix(mat, leb__GetBitValue(heapID, bitID));
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}
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#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
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void leb__DecodeTransformationMatrix_Tabulated(uint64_t heapID, out float3x3 mat)
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{
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leb__IdentityMatrix3x3(mat);
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const uint64_t msb = (1ULL << LEB_TABLE_DEPTH);
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const uint64_t mask = ~(~0ULL << LEB_TABLE_DEPTH);
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while (heapID > mask)
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{
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uint32_t index = uint32_t((heapID & mask) | msb);
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mat = mul(mat, g_MatrixCache[index]);
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heapID >>= LEB_TABLE_DEPTH;
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}
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mat = mul(mat, g_MatrixCache[uint32_t(heapID)]);
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}
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#endif
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/*******************************************************************************
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* DecodeTransformationMatrix -- Computes the matrix associated to a LEB
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* node
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*
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*/
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void leb__DecodeTransformationMatrix_parent_child(uint64_t heapID, out float3x3 parent, out float3x3 child)
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{
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int depth = leb_depth(heapID);
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leb__IdentityMatrix3x3(parent);
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// Evaluate the parent matrix
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int bitID;
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for (bitID = depth - 1; bitID > 0; --bitID)
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leb__SplittingMatrix(parent, leb__GetBitValue(heapID, bitID));
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// Evaluate the child
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if (depth > 0)
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child = leb__SplittingMatrix_out(parent, leb__GetBitValue(heapID, bitID));
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else
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child = parent;
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}
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#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
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void leb__DecodeTransformationMatrix_parent_child_Tabulated(uint64_t heapID, out float3x3 parent, out float3x3 child)
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{
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int depth = leb_depth(heapID);
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leb__IdentityMatrix3x3(parent);
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const uint64_t msb = (1ULL << LEB_TABLE_DEPTH);
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const uint64_t mask = ~(~0ULL << LEB_TABLE_DEPTH);
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uint64_t parentHeapID = heapID / 2;
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while (parentHeapID > mask)
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{
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uint32_t index = uint32_t((parentHeapID & mask) | msb);
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parent = mul(parent, g_MatrixCache[index]);
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parentHeapID >>= LEB_TABLE_DEPTH;
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}
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if (parentHeapID != 0)
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parent = mul(parent, g_MatrixCache[uint32_t(parentHeapID)]);
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// Evaluate the child
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if (depth > 0)
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child = leb__SplittingMatrix_out(parent, leb__GetBitValue(heapID, 0));
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else
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child = parent;
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}
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#endif
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/*******************************************************************************
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* DecodeNodeAttributeArray -- Compute the triangle attributes at the input node
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*
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*/
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void leb_DecodeNodeAttributeArray(uint64_t heapID, inout float3 attributeArray[2])
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{
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float3x3 m;
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leb__DecodeTransformationMatrix(heapID, m);
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for (int i = 0; i < 2; ++i)
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{
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float3 attributeVector = attributeArray[i];
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attributeArray[i][0] = dot(m[0], attributeVector);
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attributeArray[i][1] = dot(m[1], attributeVector);
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attributeArray[i][2] = dot(m[2], attributeVector);
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}
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}
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void leb_DecodeNodeAttributeArray(uint64_t heapID, inout float3 attributeArray[3])
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{
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float3x3 m;
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#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
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leb__DecodeTransformationMatrix_Tabulated(heapID, m);
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#else
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leb__DecodeTransformationMatrix(heapID, m);
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#endif
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for (int i = 0; i < 3; ++i)
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{
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float3 attributeVector = attributeArray[i];
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attributeArray[i][0] = dot(m[0], attributeVector);
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attributeArray[i][1] = dot(m[1], attributeVector);
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attributeArray[i][2] = dot(m[2], attributeVector);
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}
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}
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/*******************************************************************************
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* DecodeNodeAttributeArray -- Compute the triangle attributes at the input node
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*
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*/
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void leb_DecodeNodeAttributeArray_parent_child(uint64_t heapID, inout float3 childAttribute[3], out float3 parentAttribute[3])
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{
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float3x3 child, parent;
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#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
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leb__DecodeTransformationMatrix_parent_child_Tabulated(heapID, parent, child);
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#else
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leb__DecodeTransformationMatrix_parent_child(heapID, parent, child);
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#endif
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int i;
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for (i = 0; i < 3; ++i)
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{
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float3 attributeVector = childAttribute[i];
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parentAttribute[i][0] = dot(parent[0], attributeVector);
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parentAttribute[i][1] = dot(parent[1], attributeVector);
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parentAttribute[i][2] = dot(parent[2], attributeVector);
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}
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for (i = 0; i < 3; ++i)
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{
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float3 attributeVector = childAttribute[i];
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childAttribute[i][0] = dot(child[0], attributeVector);
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childAttribute[i][1] = dot(child[1], attributeVector);
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childAttribute[i][2] = dot(child[2], attributeVector);
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}
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}
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void ClearBuffer(uint currentID : SV_DispatchThreadID)
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{
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// This thread doesn't have any work to do, we're done
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if (currentID >= pParams.geometry.totalNumVertices)
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return;
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pParams.lebPositionBuffer[currentID] = float4(0.0, 0.0, 0.0, 1.0);
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}
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float3 TransformToPlanetCoordinate(float3 posPS)
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{
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// Evaluate the planet position
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return normalize(posPS);
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}
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[[vk::push_constant]]
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ConstantBuffer<uint> preRendering;
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struct Triangle
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{
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float3 p[3];
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};
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void EvaluateElementPosition(uint64_t heapID, uint32_t vertexDataOffset, uint minDepth, RWStructuredBuffer<float4> vertexBuffer, out Triangle parentTri, out Triangle childTri)
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{
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// Get the depth of the element
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uint depth = HeapIDDepth(heapID);
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// Compute the required shift to find the original vertices
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uint64_t subTreeDepth = depth - minDepth;
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// Compute the base heapID
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uint64_t baseHeapID = 1u << (minDepth - 1);
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uint primitiveID = uint((heapID >> subTreeDepth) - baseHeapID);
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// Grab the base positions of the element
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float3 p0 = float3(vertexBuffer[3 * primitiveID + vertexDataOffset].xyz);
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float3 p1 = float3(vertexBuffer[3 * primitiveID + 1 + vertexDataOffset].xyz);
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float3 p2 = float3(vertexBuffer[3 * primitiveID + 2 + vertexDataOffset].xyz);
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// Heap ID in the sub triangle
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uint64_t mask = subTreeDepth != 0uL ? 0xFFFFFFFFFFFFFFFFull >> (64ull - subTreeDepth) : 0ull;
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uint64_t baseHeap = (1ull << subTreeDepth);
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uint64_t baseMask = (mask & heapID);
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uint64_t subHeapID = baseMask + baseHeap;
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// Generate the triangle positions
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float3 childArray[3] = {{p0.x, p1.x, p2.x}, {p0.y, p1.y, p2.y}, {p0.z, p1.z, p2.z}};
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float3 parentArray[3];
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// Decode
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leb_DecodeNodeAttributeArray_parent_child(subHeapID, childArray, parentArray);
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// Fill the parent triangle
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parentTri.p[0] = float3(parentArray[0][0], parentArray[1][0], parentArray[2][0]);
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parentTri.p[1] = float3(parentArray[0][1], parentArray[1][1], parentArray[2][1]);
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parentTri.p[2] = float3(parentArray[0][2], parentArray[1][2], parentArray[2][2]);
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// Fill the child triangle
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Triangle child;
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childTri.p[0] = float3(childArray[0][0], childArray[1][0], childArray[2][0]);
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childTri.p[1] = float3(childArray[0][1], childArray[1][1], childArray[2][1]);
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childTri.p[2] = float3(childArray[0][2], childArray[1][2], childArray[2][2]);
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}
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void EvaluateLEB(uint currentID : SV_DispatchThreadID, uint groupIndex: SV_GroupIndex)
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{
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#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
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// Make sure these are loaded to the shared memory
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load_leb_matrix_cache_to_shared_memory(groupIndex);
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#endif
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// This thread doesn't have any work to do, we're done
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uint32_t numBisectors = bool(preRendering) ? (pParams.indirectDrawBuffer[9]) : (pParams.indirectDrawBuffer[8] / 4);
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if (currentID >= numBisectors)
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return;
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// Load the bisector for this element
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currentID = pParams.indexedBisectorBuffer[currentID];
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// Evaluate the depth of the element
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uint64_t cHeapID = pParams.heapIDBuffer[currentID];
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uint depth = HeapIDDepth(cHeapID);
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// Evaluate the positions of the current element
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Triangle parentTri, childTri;
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EvaluateElementPosition(cHeapID, 0, pParams.geometry.baseDepth, pParams.currentVertexBuffer, parentTri, childTri);
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// Export the child
|
||||
pParams.lebPositionBuffer[3 * currentID] = float4(TransformToPlanetCoordinate(childTri.p[0]), 1.0f);
|
||||
pParams.lebPositionBuffer[3 * currentID + 1] = float4(TransformToPlanetCoordinate(childTri.p[1]), 1.0f);
|
||||
pParams.lebPositionBuffer[3 * currentID + 2] = float4(TransformToPlanetCoordinate(childTri.p[2]), 1.0f);
|
||||
|
||||
// Export the fourth element
|
||||
if (pParams.geometry.baseDepth < depth)
|
||||
{
|
||||
// Offset for the parent buffer
|
||||
const uint parentOffset = 3 * pParams.geometry.totalNumElements;
|
||||
|
||||
// Transform the coordinate to planet space
|
||||
pParams.lebPositionBuffer[parentOffset + currentID] = float4(TransformToPlanetCoordinate(cHeapID % 2 == 0 ? parentTri.p[0] : parentTri.p[2]), 1.0f);
|
||||
}
|
||||
}
|
||||
@@ -20,6 +20,7 @@ struct DeformationCB
|
||||
|
||||
struct UpdateCB
|
||||
{
|
||||
float4x4 viewProjectionMatrix;
|
||||
float triangleSize;
|
||||
uint32_t maxSubdivisionDepth;
|
||||
float fov;
|
||||
@@ -28,12 +29,8 @@ struct UpdateCB
|
||||
|
||||
struct DebugStruct
|
||||
{
|
||||
float4 sourceP[3];
|
||||
float2 areaP[3];
|
||||
float area;
|
||||
int validity;
|
||||
float fDotV;
|
||||
float vDotN;
|
||||
uint3 neighbours;
|
||||
int status;
|
||||
}
|
||||
|
||||
struct ComputeParams
|
||||
@@ -41,7 +38,7 @@ struct ComputeParams
|
||||
ConstantBuffer<GeometryCB> geometry;
|
||||
ConstantBuffer<UpdateCB> update;
|
||||
|
||||
RWStructuredBuffer<float3> currentVertexBuffer;
|
||||
RWStructuredBuffer<float4> currentVertexBuffer;
|
||||
StructuredBuffer<uint> indexedBisectorBuffer;
|
||||
RWStructuredBuffer<uint> indirectDrawBuffer;
|
||||
RWStructuredBuffer<uint64_t> heapIDBuffer;
|
||||
@@ -49,8 +46,8 @@ struct ComputeParams
|
||||
RWStructuredBuffer<uint> classificationBuffer;
|
||||
RWStructuredBuffer<int> allocateBuffer;
|
||||
RWStructuredBuffer<uint> indirectDispatchBuffer;
|
||||
RWStructuredBuffer<uint3> neighboursBuffer;
|
||||
RWStructuredBuffer<uint3> neighboursOutputBuffer;
|
||||
RWStructuredBuffer<uint4> neighboursBuffer;
|
||||
RWStructuredBuffer<uint4> neighboursOutputBuffer;
|
||||
RWStructuredBuffer<int> memoryBuffer;
|
||||
RWStructuredBuffer<uint> cbtBuffer;
|
||||
RWStructuredBuffer<uint64_t> bitFieldBuffer;
|
||||
@@ -60,7 +57,7 @@ struct ComputeParams
|
||||
RWStructuredBuffer<uint> bisectorIndicesBuffer;
|
||||
RWStructuredBuffer<uint> visibleBisectorIndices;
|
||||
RWStructuredBuffer<uint> modifiedBisectorIndices;
|
||||
RWStructuredBuffer<float3> lebPositionBuffer;
|
||||
RWStructuredBuffer<float4> lebPositionBuffer;
|
||||
StructuredBuffer<float3x3> lebMatrixCache;
|
||||
RWStructuredBuffer<DebugStruct> debugBuffer;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,966 @@
|
||||
import Common;
|
||||
import Bisector;
|
||||
import CBT;
|
||||
import Parameters;
|
||||
|
||||
// Needs to be defined before including update_utilities
|
||||
struct BisectorGeometry
|
||||
{
|
||||
float3 p[4];
|
||||
};
|
||||
|
||||
// Possible splits
|
||||
static const uint64_t NO_SPLIT = 0x00;
|
||||
static const uint64_t CENTER_SPLIT = 0x01;
|
||||
static const uint64_t RIGHT_SPLIT = 0x02;
|
||||
static const uint64_t LEFT_SPLIT = 0x04;
|
||||
static const uint64_t RIGHT_DOUBLE_SPLIT = (CENTER_SPLIT | RIGHT_SPLIT);
|
||||
static const uint64_t LEFT_DOUBLE_SPLIT = (CENTER_SPLIT | LEFT_SPLIT);
|
||||
static const uint64_t TRIPLE_SPLIT = (CENTER_SPLIT | RIGHT_SPLIT | LEFT_SPLIT);
|
||||
|
||||
// Split buffer slots
|
||||
static const uint64_t SPLIT_COUNTER = 0;
|
||||
static const uint64_t SIMPLIFY_COUNTER = 1;
|
||||
static const uint64_t CLASSIFY_COUNTER_OFFSET = 2;
|
||||
|
||||
int ClassifyBisector(in BisectorGeometry tri, uint depth)
|
||||
{
|
||||
// Check the triangle's visibility
|
||||
float3 triNormal = normalize(cross(tri.p[2] - tri.p[1], tri.p[0] - tri.p[1]));
|
||||
float3 triCenter = (tri.p[0] + tri.p[1] + tri.p[2]) / 3.0;
|
||||
float3 viewDir = normalize(-triCenter);
|
||||
float FdotV = dot(viewDir, pViewParams.cameraForward_WS.xyz);
|
||||
float VdotN = dot(viewDir, triNormal);
|
||||
|
||||
// Here we don't use 0 as it introduces stability issues at grazing angles
|
||||
if (FdotV < 0.0 && VdotN < -1e-3)
|
||||
return BACK_FACE_CULLED;
|
||||
|
||||
// Compute the triangle's AABB
|
||||
float3 aabbMin = float3(min(min(tri.p[0].x, tri.p[1].x), tri.p[2].x), min(min(tri.p[0].y, tri.p[1].y), tri.p[2].y), min(min(tri.p[0].z, tri.p[1].z), tri.p[2].z));
|
||||
float3 aabbMax = float3(max(max(tri.p[0].x, tri.p[1].x), tri.p[2].x), max(max(tri.p[0].y, tri.p[1].y), tri.p[2].y), max(max(tri.p[0].z, tri.p[1].z), tri.p[2].z));
|
||||
|
||||
// First we do a frustum culling pass
|
||||
//if (!FrustumAABBIntersect(_FrustumPlanes, aabbMin, aabbMax))
|
||||
// return FRUSTUM_CULLED;
|
||||
|
||||
// Project the points on screen
|
||||
float4x4 viewProjectionMatrix = mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
|
||||
float4 p0P = mul(viewProjectionMatrix, float4(tri.p[0], 1.0));
|
||||
p0P.xy = p0P.xy / p0P.w;
|
||||
p0P.xy = (p0P.xy * 0.5 + 0.5);
|
||||
|
||||
float4 p1P = mul(viewProjectionMatrix, float4(tri.p[1], 1.0));
|
||||
p1P.xy = p1P.xy / p1P.w;
|
||||
p1P.xy = (p1P.xy * 0.5 + 0.5);
|
||||
|
||||
float4 p2P = mul(viewProjectionMatrix, float4(tri.p[2], 1.0));
|
||||
p2P.xy = p2P.xy / p2P.w;
|
||||
p2P.xy = (p2P.xy * 0.5 + 0.5);
|
||||
|
||||
// 2D area of the triangle
|
||||
// here we didn't reverse the sign of the y coordinate at projection time, but we simply adapted the area evaluation
|
||||
// The same way we don't multiply by the screen size before, but after which is equivalent
|
||||
float area = 0.5 * abs(p0P.x * (p2P.y - p1P.y) + p1P.x * (p0P.y - p2P.y) + p2P.x * (p1P.y - p0P.y));
|
||||
area *= pViewParams.screenDimensions.x * pViewParams.screenDimensions.y;
|
||||
|
||||
// We over estimate the area at grazing angles
|
||||
float areaOverestimation = lerp(2.0, 1.0, pow(VdotN, 0.2));
|
||||
area *= areaOverestimation;
|
||||
|
||||
// If the triangle's area is bigger than the target size and the depth is not the maximal depth, subdivide
|
||||
if (pParams.update.triangleSize < area && depth < pParams.update.maxSubdivisionDepth)
|
||||
{
|
||||
// If the area is really big, put it in high priority.
|
||||
return BISECT_ELEMENT;
|
||||
}
|
||||
else if ((pParams.update.triangleSize * 0.5 > area) || (depth > pParams.update.maxSubdivisionDepth))
|
||||
{
|
||||
// Transform the parent's point
|
||||
float4 p3P = mul(viewProjectionMatrix, float4(tri.p[3], 1.0));
|
||||
p3P.xy = p3P.xy / p3P.w;
|
||||
p3P.xy = (p3P.xy * 0.5 + 0.5);
|
||||
|
||||
// Evaluate the parent area
|
||||
float areaParent = 0.5 * abs(p0P.x * (p2P.y - p3P.y) + p3P.x * (p0P.y - p2P.y) + p2P.x * (p3P.y - p0P.y));
|
||||
areaParent *= pViewParams.screenDimensions.x * pViewParams.screenDimensions.y;
|
||||
areaParent *= areaOverestimation;
|
||||
|
||||
// If the depth is too high (max depth changed) or the area is too
|
||||
return ((pParams.update.triangleSize >= areaParent ) || (depth > pParams.update.maxSubdivisionDepth)) ? TOO_SMALL : UNCHANGED_ELEMENT;
|
||||
}
|
||||
return UNCHANGED_ELEMENT;
|
||||
}
|
||||
|
||||
void ResetBuffers()
|
||||
{
|
||||
pParams.memoryBuffer[0] = 0;
|
||||
pParams.memoryBuffer[1] = cbt_size() - bit_count_buffer();
|
||||
|
||||
pParams.classificationBuffer[SPLIT_COUNTER] = 0;
|
||||
pParams.classificationBuffer[SIMPLIFY_COUNTER] = 0;
|
||||
|
||||
pParams.allocateBuffer[0] = 0;
|
||||
|
||||
pParams.propagateBuffer[0] = 0;
|
||||
pParams.propagateBuffer[1] = 0;
|
||||
|
||||
pParams.simplifyBuffer[0] = 0;
|
||||
|
||||
pParams.indirectDrawBuffer[0] = 0;
|
||||
pParams.indirectDrawBuffer[1] = 1;
|
||||
pParams.indirectDrawBuffer[2] = 0;
|
||||
pParams.indirectDrawBuffer[3] = 0;
|
||||
|
||||
pParams.indirectDrawBuffer[4] = 0;
|
||||
pParams.indirectDrawBuffer[5] = 1;
|
||||
pParams.indirectDrawBuffer[6] = 0;
|
||||
pParams.indirectDrawBuffer[7] = 0;
|
||||
|
||||
pParams.indirectDrawBuffer[8] = 0;
|
||||
}
|
||||
|
||||
void ClassifyElement(uint currentID, BisectorGeometry bis, uint totalNumElements, uint baseDepth)
|
||||
{
|
||||
// Evaluate the depth of the element
|
||||
uint64_t heapID = pParams.heapIDBuffer[currentID];
|
||||
uint depth = HeapIDDepth(heapID);
|
||||
BisectorData cbisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
|
||||
// Reset some values
|
||||
cbisectorData.subdivisionPattern = 0;
|
||||
cbisectorData.bisectorState = UNCHANGED_ELEMENT;
|
||||
cbisectorData.problematicNeighbor = INVALID_POINTER;
|
||||
cbisectorData.flags = VISIBLE_BISECTOR;
|
||||
|
||||
// Does this triangle intersect the circle?
|
||||
int currentValidity = ClassifyBisector(bis, depth);
|
||||
if (currentValidity > UNCHANGED_ELEMENT)
|
||||
{
|
||||
// This element should be bisected
|
||||
uint targetSlot = 0;
|
||||
cbisectorData.bisectorState = BISECT_ELEMENT;
|
||||
InterlockedAdd(pParams.classificationBuffer[SPLIT_COUNTER], 1, targetSlot);
|
||||
pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + targetSlot] = currentID;
|
||||
|
||||
}
|
||||
else
|
||||
cbisectorData.flags = currentValidity >= TOO_SMALL ? VISIBLE_BISECTOR : 0;
|
||||
|
||||
// What's the validity of the father?
|
||||
if (baseDepth != depth && currentValidity < UNCHANGED_ELEMENT)
|
||||
{
|
||||
// Mark that it requires simplification
|
||||
cbisectorData.bisectorState = SIMPLIFY_ELEMENT;
|
||||
|
||||
// Only register it if it has an even heapID, the odd ones will be processed by the even ones
|
||||
if (heapID % 2 == 0)
|
||||
{
|
||||
uint targetSlot = 0;
|
||||
InterlockedAdd(pParams.classificationBuffer[SIMPLIFY_COUNTER], 1, targetSlot);
|
||||
pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + totalNumElements + targetSlot] = currentID;
|
||||
}
|
||||
}
|
||||
|
||||
// Update the bisector data
|
||||
pParams.bisectorDataBuffer[currentID] = cbisectorData;
|
||||
}
|
||||
|
||||
void SplitElement(uint currentID, uint baseDepth)
|
||||
{
|
||||
// Get the neighbors information
|
||||
uint3 cNeighbors = pParams.neighboursBuffer[currentID].xyz;
|
||||
|
||||
// If there is a neighbor X
|
||||
if (cNeighbors.x != INVALID_POINTER)
|
||||
{
|
||||
// This is on the path of it's neighbor X
|
||||
uint3 xNeighbors = pParams.neighboursBuffer[cNeighbors.x].xyz;
|
||||
if (xNeighbors.z == currentID && pParams.bisectorDataBuffer[cNeighbors.x].bisectorState != UNCHANGED_ELEMENT)
|
||||
return;
|
||||
}
|
||||
|
||||
// If there is a neighbor Y
|
||||
if (cNeighbors.y != INVALID_POINTER)
|
||||
{
|
||||
// This is on the path of it's neighbor Y
|
||||
uint3 yNeighbors = pParams.neighboursBuffer[cNeighbors.y].xyz;
|
||||
if (yNeighbors.z == currentID && pParams.bisectorDataBuffer[cNeighbors.y].bisectorState != UNCHANGED_ELEMENT)
|
||||
return;
|
||||
}
|
||||
|
||||
// Depth of the current triangle
|
||||
uint64_t heapID = pParams.heapIDBuffer[currentID];
|
||||
uint currentDepth = HeapIDDepth(heapID);
|
||||
|
||||
// Compute the maximal required memory for this subdivision
|
||||
int maxRequiredMemory = 2 * (currentDepth - baseDepth) - 1;
|
||||
|
||||
// Get the twin information
|
||||
uint twinID = cNeighbors.z;
|
||||
|
||||
// This avoid the massive over-reservation and saves a bunch of artifacts
|
||||
if (twinID == INVALID_POINTER)
|
||||
maxRequiredMemory = 1;
|
||||
else if (pParams.neighboursBuffer[twinID].z == currentID)
|
||||
maxRequiredMemory = 2;
|
||||
|
||||
// Try to reserve
|
||||
int remainingMemory;
|
||||
InterlockedAdd(pParams.memoryBuffer[1], -maxRequiredMemory, remainingMemory);
|
||||
|
||||
// Did someone manage to sneak-in while we were trying to pick the memory, add it back and try again
|
||||
if (remainingMemory < maxRequiredMemory)
|
||||
{
|
||||
// Then add back the required memory and stop
|
||||
InterlockedAdd(pParams.memoryBuffer[1], maxRequiredMemory, remainingMemory);
|
||||
return;
|
||||
}
|
||||
|
||||
// Let's actually count the memory that we will be using
|
||||
uint usedMemory = 1;
|
||||
uint prevPattern;
|
||||
InterlockedOr(pParams.bisectorDataBuffer[currentID].subdivisionPattern, CENTER_SPLIT, prevPattern);
|
||||
|
||||
// If this is not zero, it means an other neighbor went faster than us, we restore the memory and leave.
|
||||
if (prevPattern != 0)
|
||||
{
|
||||
InterlockedAdd(pParams.memoryBuffer[1], maxRequiredMemory, remainingMemory);
|
||||
return;
|
||||
}
|
||||
|
||||
// Mark this for allocation
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
|
||||
pParams.allocateBuffer[1 + targetLocation] = currentID;
|
||||
|
||||
// While we're not done (up the tree or everything is subdivided properly)
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// If this neighbor is not allocated, we're done.
|
||||
if (twinID == INVALID_POINTER)
|
||||
break;
|
||||
|
||||
// Grab the bisector of the neighbor
|
||||
uint64_t nHeapID = pParams.heapIDBuffer[twinID];
|
||||
BisectorData nBisectorData = pParams.bisectorDataBuffer[twinID];
|
||||
uint nDepth = HeapIDDepth(nHeapID);
|
||||
uint3 nNeighbors = pParams.neighboursBuffer[twinID].xyz;
|
||||
|
||||
// If both triangles have the same depth
|
||||
if (nDepth == currentDepth)
|
||||
{
|
||||
// Raised the center split
|
||||
InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, CENTER_SPLIT, prevPattern);
|
||||
|
||||
// Only account for it if it was not raised before.
|
||||
if (prevPattern == 0)
|
||||
{
|
||||
// Mark this for allocation
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
|
||||
pParams.allocateBuffer[1 + targetLocation] = twinID;
|
||||
usedMemory++;
|
||||
}
|
||||
|
||||
// And we're done
|
||||
done = true;
|
||||
}
|
||||
// If this node has already been subdivided, it means that we need to add the third subdivision and we're done
|
||||
else
|
||||
{
|
||||
if (nNeighbors[0] == currentID)
|
||||
InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, RIGHT_DOUBLE_SPLIT, prevPattern);
|
||||
else // if (nNeighbors[1] == currentID)
|
||||
InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, LEFT_DOUBLE_SPLIT, prevPattern);
|
||||
|
||||
if (prevPattern != 0)
|
||||
{
|
||||
usedMemory++;
|
||||
done = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Mark this for allocation
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
|
||||
pParams.allocateBuffer[1 + targetLocation] = twinID;
|
||||
|
||||
// Account for two splits
|
||||
usedMemory += 2;
|
||||
|
||||
// the new bisector that needs to be propagated
|
||||
currentID = twinID;
|
||||
currentDepth = nDepth;
|
||||
twinID = pParams.neighboursBuffer[currentID].z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add back the unused memory (in case)
|
||||
InterlockedAdd(pParams.memoryBuffer[1], max(maxRequiredMemory - usedMemory, 0), remainingMemory);
|
||||
}
|
||||
|
||||
void AllocateElement(uint currentID)
|
||||
{
|
||||
// Load the bisector for this element
|
||||
BisectorData bisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
|
||||
// Does this guy need to be subdivided
|
||||
if (bisectorData.subdivisionPattern != 0)
|
||||
{
|
||||
// How many bits do we need?
|
||||
int numSlots = countbits(bisectorData.subdivisionPattern);
|
||||
|
||||
// Request the number of bits we need using an interlock add
|
||||
uint firstBitIndex = 0;
|
||||
InterlockedAdd(pParams.memoryBuffer[0], numSlots, firstBitIndex);
|
||||
|
||||
// llocate the bits we need
|
||||
for (uint bitId = 0; bitId < numSlots; ++bitId)
|
||||
{
|
||||
uint index = decode_bit_complement(firstBitIndex + bitId);
|
||||
bisectorData.indices[bitId] = index;
|
||||
}
|
||||
|
||||
// Output
|
||||
pParams.bisectorDataBuffer[currentID] = bisectorData;
|
||||
}
|
||||
}
|
||||
|
||||
#define SUBLING0_ID 0
|
||||
#define SUBLING1_ID 1
|
||||
#define SUBLING2_ID 2
|
||||
void evaluate_neighbors(uint currentID, uint bisectorID, out uint resX, out uint resY)
|
||||
{
|
||||
BisectorData nBisectorData = pParams.bisectorDataBuffer[bisectorID];
|
||||
uint3 nNeighbors = pParams.neighboursBuffer[bisectorID].xyz;
|
||||
if (nBisectorData.subdivisionPattern == 0x01)
|
||||
{
|
||||
resX = nBisectorData.indices[SUBLING0_ID];
|
||||
resY = bisectorID;
|
||||
}
|
||||
else if (nBisectorData.subdivisionPattern == 0x03)
|
||||
{
|
||||
if (nNeighbors[0] == currentID)
|
||||
{
|
||||
resX = nBisectorData.indices[SUBLING1_ID];
|
||||
resY = bisectorID;
|
||||
}
|
||||
else
|
||||
{
|
||||
resX = nBisectorData.indices[SUBLING0_ID];
|
||||
resY = nBisectorData.indices[SUBLING1_ID];
|
||||
}
|
||||
}
|
||||
else if (nBisectorData.subdivisionPattern == 0x05)
|
||||
{
|
||||
if (nNeighbors[1] == currentID)
|
||||
{
|
||||
resX = nBisectorData.indices[SUBLING1_ID];
|
||||
resY = nBisectorData.indices[SUBLING0_ID];
|
||||
}
|
||||
else
|
||||
{
|
||||
resX = nBisectorData.indices[SUBLING0_ID];
|
||||
resY = bisectorID;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (nNeighbors[0] == currentID)
|
||||
{
|
||||
resX = nBisectorData.indices[SUBLING1_ID];
|
||||
resY = bisectorID;
|
||||
}
|
||||
else if (nNeighbors[1] == currentID)
|
||||
{
|
||||
resX = nBisectorData.indices[SUBLING2_ID];
|
||||
resY = nBisectorData.indices[SUBLING0_ID];
|
||||
}
|
||||
else
|
||||
{
|
||||
resX = nBisectorData.indices[SUBLING0_ID];
|
||||
resY = nBisectorData.indices[SUBLING1_ID];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BisectElement(uint currentID)
|
||||
{
|
||||
// If this bisector is not allocated or not subdivided, stop right away
|
||||
uint64_t baseHeapID = pParams.heapIDBuffer[currentID];
|
||||
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
if (baseHeapID == 0 || cBisectorData.subdivisionPattern == NO_SPLIT)
|
||||
return;
|
||||
|
||||
// Load the bisector data of the target triangle
|
||||
uint currentSubdiv = cBisectorData.subdivisionPattern;
|
||||
|
||||
// neighbors of the parent
|
||||
uint3 cNeighbors = pParams.neighboursBuffer[currentID].xyz;
|
||||
uint p_n0 = cNeighbors[0];
|
||||
uint p_n1 = cNeighbors[1];
|
||||
uint p_n2 = cNeighbors[2];
|
||||
|
||||
// Get the main axis subdiv
|
||||
uint siblingID0 = cBisectorData.indices[0];
|
||||
uint siblingID1 = cBisectorData.indices[1];
|
||||
uint siblingID2 = cBisectorData.indices[2];
|
||||
|
||||
// Simple subdivision (along the main axis)
|
||||
if (currentSubdiv == CENTER_SPLIT)
|
||||
{
|
||||
uint resX = INVALID_POINTER, resY = INVALID_POINTER;
|
||||
if (p_n2 != INVALID_POINTER)
|
||||
evaluate_neighbors(currentID, p_n2, resX, resY);
|
||||
|
||||
// Set the heap IDs
|
||||
pParams.heapIDBuffer[currentID] = 2 * baseHeapID;
|
||||
pParams.heapIDBuffer[siblingID0] = 2 * baseHeapID + 1;
|
||||
|
||||
// Update the neighbors
|
||||
uint3 modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID0;
|
||||
modifiedNeighbors[1] = resX;
|
||||
modifiedNeighbors[2] = p_n0;
|
||||
pParams.neighboursOutputBuffer[currentID] = uint4(modifiedNeighbors, 0);
|
||||
modifiedNeighbors[0] = resY;
|
||||
modifiedNeighbors[1] = currentID;
|
||||
modifiedNeighbors[2] = p_n1;
|
||||
pParams.neighboursOutputBuffer[siblingID0] = uint4(modifiedNeighbors, 0);
|
||||
|
||||
// Keep track of the parent
|
||||
BisectorData modifiedBisector = cBisectorData;
|
||||
modifiedBisector.propagationID = currentID;
|
||||
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[currentID] = modifiedBisector;
|
||||
|
||||
modifiedBisector.problematicNeighbor = p_n1;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[siblingID0] = modifiedBisector;
|
||||
|
||||
// Mark this for propagation
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
|
||||
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
|
||||
}
|
||||
else if (currentSubdiv == RIGHT_DOUBLE_SPLIT)
|
||||
{
|
||||
// Grab the bisector of the twin
|
||||
uint res0X = INVALID_POINTER, res0Y = INVALID_POINTER;
|
||||
evaluate_neighbors(currentID, p_n0, res0X, res0Y);
|
||||
|
||||
uint res1X = INVALID_POINTER, res1Y = INVALID_POINTER;
|
||||
if (p_n2 != INVALID_POINTER)
|
||||
evaluate_neighbors(currentID, p_n2, res1X, res1Y);
|
||||
|
||||
// Set the heap IDs
|
||||
pParams.heapIDBuffer[currentID] = 4 * baseHeapID;
|
||||
pParams.heapIDBuffer[siblingID0] = 2 * baseHeapID + 1;
|
||||
pParams.heapIDBuffer[siblingID1] = 4 * baseHeapID + 1;
|
||||
|
||||
uint3 modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID1;
|
||||
modifiedNeighbors[1] = res0X;
|
||||
modifiedNeighbors[2] = siblingID0;
|
||||
pParams.neighboursOutputBuffer[currentID] = uint4(modifiedNeighbors, 0);
|
||||
modifiedNeighbors[0] = res1Y;
|
||||
modifiedNeighbors[1] = currentID;
|
||||
modifiedNeighbors[2] = p_n1;
|
||||
pParams.neighboursOutputBuffer[siblingID0] = uint4(modifiedNeighbors, 0);
|
||||
modifiedNeighbors[0] = res0Y;
|
||||
modifiedNeighbors[1] = currentID;
|
||||
modifiedNeighbors[2] = res1X;
|
||||
pParams.neighboursOutputBuffer[siblingID1] = uint4(modifiedNeighbors, 0);
|
||||
|
||||
// Keep track of the parent
|
||||
BisectorData modifiedBisector = cBisectorData;
|
||||
modifiedBisector.propagationID = currentID;
|
||||
|
||||
// Lower the element down the tree and update it's sibling
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[currentID] = modifiedBisector;
|
||||
|
||||
// Create the sibling of the current element
|
||||
modifiedBisector.problematicNeighbor = p_n1;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[siblingID0] = modifiedBisector;
|
||||
|
||||
// Create the sibling of the current element
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[siblingID1] = modifiedBisector;
|
||||
|
||||
// Mark this for propagation
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
|
||||
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
|
||||
}
|
||||
else if (currentSubdiv == LEFT_DOUBLE_SPLIT)
|
||||
{
|
||||
// Grab the bisector of the twin
|
||||
uint res0X = INVALID_POINTER, res0Y = INVALID_POINTER;
|
||||
evaluate_neighbors(currentID, p_n1, res0X, res0Y);
|
||||
|
||||
uint res1X = INVALID_POINTER, res1Y = INVALID_POINTER;
|
||||
if (p_n2 != INVALID_POINTER)
|
||||
evaluate_neighbors(currentID, p_n2, res1X, res1Y);
|
||||
|
||||
// Set the heap IDs
|
||||
pParams.heapIDBuffer[currentID] = 2 * baseHeapID;
|
||||
pParams.heapIDBuffer[siblingID0] = 4 * baseHeapID + 2;
|
||||
pParams.heapIDBuffer[siblingID1] = 4 * baseHeapID + 3;
|
||||
|
||||
uint3 modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID1;
|
||||
modifiedNeighbors[1] = res1X;
|
||||
modifiedNeighbors[2] = p_n0;
|
||||
pParams.neighboursOutputBuffer[currentID] = uint4(modifiedNeighbors, 0);
|
||||
modifiedNeighbors[0] = siblingID1;
|
||||
modifiedNeighbors[1] = res0X;
|
||||
modifiedNeighbors[2] = res1Y;
|
||||
pParams.neighboursOutputBuffer[siblingID0] = uint4(modifiedNeighbors, 0);
|
||||
modifiedNeighbors[0] = res0Y;
|
||||
modifiedNeighbors[1] = siblingID0;
|
||||
modifiedNeighbors[2] = currentID;
|
||||
pParams.neighboursOutputBuffer[siblingID1] = uint4(modifiedNeighbors, 0);
|
||||
|
||||
// Keep track of the parent
|
||||
BisectorData modifiedBisector = cBisectorData;
|
||||
modifiedBisector.propagationID = currentID;
|
||||
|
||||
// Lower the element down the tree and update it's sibling
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[currentID] = modifiedBisector;
|
||||
|
||||
// Create the sibling of the current element
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[siblingID0] = modifiedBisector;
|
||||
|
||||
// Create the sibling of the current element
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[siblingID1] = modifiedBisector;
|
||||
}
|
||||
else if (currentSubdiv == TRIPLE_SPLIT)
|
||||
{
|
||||
// Grab the bisector of the twin
|
||||
uint res0X = INVALID_POINTER, res0Y = INVALID_POINTER;
|
||||
evaluate_neighbors(currentID, p_n0, res0X, res0Y);
|
||||
|
||||
uint res1X = INVALID_POINTER, res1Y = INVALID_POINTER;
|
||||
evaluate_neighbors(currentID, p_n1, res1X, res1Y);
|
||||
|
||||
uint res2X = INVALID_POINTER, res2Y = INVALID_POINTER;
|
||||
if (p_n2 != INVALID_POINTER)
|
||||
evaluate_neighbors(currentID, p_n2, res2X, res2Y);
|
||||
|
||||
// Set the heap IDs
|
||||
pParams.heapIDBuffer[currentID] = 4 * baseHeapID;
|
||||
pParams.heapIDBuffer[siblingID0] = 4 * baseHeapID + 2;
|
||||
pParams.heapIDBuffer[siblingID1] = 4 * baseHeapID + 1;
|
||||
pParams.heapIDBuffer[siblingID2] = 4 * baseHeapID + 3;
|
||||
|
||||
uint3 modifiedNeighbors;
|
||||
modifiedNeighbors[0] = siblingID1;
|
||||
modifiedNeighbors[1] = res0X;
|
||||
modifiedNeighbors[2] = siblingID2;
|
||||
pParams.neighboursOutputBuffer[currentID] = uint4(modifiedNeighbors, 0);
|
||||
modifiedNeighbors[0] = siblingID2;
|
||||
modifiedNeighbors[1] = res1X;
|
||||
modifiedNeighbors[2] = res2Y;
|
||||
pParams.neighboursOutputBuffer[siblingID0] = uint4(modifiedNeighbors, 0);
|
||||
modifiedNeighbors[0] = res0Y;
|
||||
modifiedNeighbors[1] = currentID;
|
||||
modifiedNeighbors[2] = res2X;
|
||||
pParams.neighboursOutputBuffer[siblingID1] = uint4(modifiedNeighbors, 0);
|
||||
modifiedNeighbors[0] = res1Y;
|
||||
modifiedNeighbors[1] = siblingID0;
|
||||
modifiedNeighbors[2] = currentID;
|
||||
pParams.neighboursOutputBuffer[siblingID2] = uint4(modifiedNeighbors, 0);
|
||||
|
||||
// Keep track of the parent
|
||||
BisectorData modifiedBisector = cBisectorData;
|
||||
modifiedBisector.propagationID = currentID;
|
||||
|
||||
// Lower the element down the tree and update it's sibling
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[currentID] = modifiedBisector;
|
||||
|
||||
// Create the sibling of the current element
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[siblingID0] = modifiedBisector;
|
||||
|
||||
// Create the sibling of the current element
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[siblingID1] = modifiedBisector;
|
||||
|
||||
// Create the sibling of the current element
|
||||
modifiedBisector.problematicNeighbor = INVALID_POINTER;
|
||||
modifiedBisector.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[siblingID2] = modifiedBisector;
|
||||
}
|
||||
|
||||
// How many bits do we need to raise
|
||||
uint numSiblings = countbits(currentSubdiv);
|
||||
for (uint siblingIdx = 0; siblingIdx < numSiblings; ++siblingIdx)
|
||||
{
|
||||
set_bit_atomic_buffer(cBisectorData.indices[siblingIdx], true);
|
||||
}
|
||||
}
|
||||
|
||||
void PropagateBisectElement(uint currentID)
|
||||
{
|
||||
// Load the bisector data of the target triangle
|
||||
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
|
||||
// neighbors of the parent
|
||||
uint parentID = cBisectorData.propagationID;
|
||||
uint problematicNeighbor = cBisectorData.problematicNeighbor;
|
||||
|
||||
// Read the neighbor that may have changed
|
||||
BisectorData tBisectorData = pParams.bisectorDataBuffer[problematicNeighbor];
|
||||
uint3 tNeighbors = pParams.neighboursBuffer[problematicNeighbor].xyz;
|
||||
uint targetID = problematicNeighbor;
|
||||
uint sibling1 = tBisectorData.indices[1];
|
||||
|
||||
if (tBisectorData.subdivisionPattern == NO_SPLIT)
|
||||
{
|
||||
if (tNeighbors[0] == parentID)
|
||||
pParams.neighboursBuffer[targetID][0] = currentID;
|
||||
if (tNeighbors[1] == parentID)
|
||||
pParams.neighboursBuffer[targetID][1] = currentID;
|
||||
if (tNeighbors[2] == parentID)
|
||||
pParams.neighboursBuffer[targetID][2] = currentID;
|
||||
}
|
||||
else if (tBisectorData.subdivisionPattern == CENTER_SPLIT)
|
||||
{
|
||||
if (pParams.neighboursBuffer[targetID][2] == parentID)
|
||||
pParams.neighboursBuffer[targetID][2] = currentID;
|
||||
if (pParams.neighboursBuffer[tBisectorData.propagationID][2] == parentID)
|
||||
pParams.neighboursBuffer[tBisectorData.propagationID][2] = currentID;
|
||||
}
|
||||
else if (tBisectorData.subdivisionPattern == RIGHT_DOUBLE_SPLIT)
|
||||
{
|
||||
pParams.neighboursBuffer[sibling1][2] = currentID;
|
||||
}
|
||||
else if (tBisectorData.subdivisionPattern == LEFT_DOUBLE_SPLIT)
|
||||
{
|
||||
pParams.neighboursBuffer[targetID][2] = currentID;
|
||||
}
|
||||
|
||||
// Reset the problematic neighbor and the bisection state
|
||||
pParams.bisectorDataBuffer[currentID].problematicNeighbor = INVALID_POINTER;
|
||||
pParams.bisectorDataBuffer[currentID].bisectorState = UNCHANGED_ELEMENT;
|
||||
}
|
||||
|
||||
void PrepareSimplifyElement(uint currentID)
|
||||
{
|
||||
// Get the bisector
|
||||
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
|
||||
// Grab the current bisector
|
||||
uint64_t cHeapID = pParams.heapIDBuffer[currentID];
|
||||
|
||||
// If this is not an even heap number it will be handeled by it's pair, the twin or the twin's pair
|
||||
|
||||
// Neighbors of this element
|
||||
uint3 cNeighbors = pParams.neighboursBuffer[currentID].xyz;
|
||||
|
||||
// Evaluate the depth of this bisector
|
||||
uint currentDepth = HeapIDDepth(cHeapID);
|
||||
|
||||
// Grab the pair neighbor (it has to exist)
|
||||
uint pairID = cNeighbors[0];
|
||||
uint64_t pHeapID = pParams.heapIDBuffer[pairID];
|
||||
BisectorData pBisectorData = pParams.bisectorDataBuffer[pairID];
|
||||
uint3 pNeighbors = pParams.neighboursBuffer[pairID].xyz;
|
||||
|
||||
// Evaluate the depth of the pair
|
||||
uint pairDepth = HeapIDDepth(pHeapID);
|
||||
|
||||
// If they are not at the same depth or the pair is not to be simplified, we're done
|
||||
if (pairDepth != currentDepth || pBisectorData.bisectorState != SIMPLIFY_ELEMENT)
|
||||
return;
|
||||
|
||||
// We need to identify our twin pair
|
||||
uint twinLowID = pNeighbors[0];
|
||||
uint twinHighID = cNeighbors[1];
|
||||
if (twinLowID != INVALID_POINTER)
|
||||
{
|
||||
// Grab the two bisectors
|
||||
uint64_t twinLowHeapID = pParams.heapIDBuffer[twinLowID];
|
||||
uint64_t twinHighHeapID = pParams.heapIDBuffer[twinHighID];
|
||||
|
||||
// The current bisector is not the smallest element of the neighborhood, he will be handeled by twinLowBisect if needed
|
||||
if (cHeapID > twinLowHeapID)
|
||||
return;
|
||||
|
||||
// Compute the depth of both neighbors
|
||||
uint lowFacingDepth = HeapIDDepth(twinLowHeapID);
|
||||
uint highFacingDepth = HeapIDDepth(twinHighHeapID);
|
||||
|
||||
// If all four elements are not on the same
|
||||
if (lowFacingDepth != currentDepth || highFacingDepth != currentDepth)
|
||||
return;
|
||||
|
||||
// Grab the two bisectors
|
||||
BisectorData twinLowBisectData = pParams.bisectorDataBuffer[twinLowID];
|
||||
BisectorData twinHighBisectData = pParams.bisectorDataBuffer[twinHighID];
|
||||
|
||||
// This element should not be doing the simplifications if:
|
||||
// - One of the four elements doesn't have the same depth
|
||||
// - One of the four elements isn't flagged for simplification
|
||||
if (twinLowBisectData.bisectorState != SIMPLIFY_ELEMENT
|
||||
|| twinHighBisectData.bisectorState != SIMPLIFY_ELEMENT)
|
||||
return;
|
||||
}
|
||||
|
||||
// This element will simplify itself, it's pair and possibilty it's twin and twin-pair.
|
||||
uint bisectorSlot;
|
||||
InterlockedAdd(pParams.simplifyBuffer[0], 1, bisectorSlot);
|
||||
|
||||
// Log the bisector ID
|
||||
pParams.simplifyBuffer[1 + bisectorSlot] = currentID;
|
||||
}
|
||||
|
||||
void SimplifyElement(uint currentID)
|
||||
{
|
||||
// Grab the current bisector
|
||||
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
uint3 cNeighbors = pParams.neighboursBuffer[currentID].xyz;
|
||||
|
||||
// Grab the pair neighbor (it has to exist)
|
||||
uint pairID = cNeighbors[0];
|
||||
BisectorData pBisectorData = pParams.bisectorDataBuffer[pairID];
|
||||
uint3 pNeighbors = pParams.neighboursBuffer[pairID].xyz;
|
||||
|
||||
// We need to indentify our twin pair
|
||||
uint twinLowID = pNeighbors[0];
|
||||
uint twinHighID = cNeighbors[1];
|
||||
|
||||
// Set the heap IDs
|
||||
pParams.heapIDBuffer[currentID] = pParams.heapIDBuffer[currentID] / 2;
|
||||
pParams.heapIDBuffer[pairID] = 0;
|
||||
|
||||
// All conditions are met for us to simplify these triangles
|
||||
uint3 newNeighbors;
|
||||
newNeighbors[0] = cNeighbors[2];
|
||||
newNeighbors[1] = pNeighbors[2];
|
||||
newNeighbors[2] = twinLowID;
|
||||
pParams.neighboursBuffer[currentID] = uint4(newNeighbors, 0);
|
||||
|
||||
// Update the bisector data
|
||||
cBisectorData.propagationID = pairID;
|
||||
cBisectorData.problematicNeighbor = pNeighbors[2];
|
||||
cBisectorData.bisectorState = MERGED_ELEMENT;
|
||||
cBisectorData.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[currentID] = cBisectorData;
|
||||
|
||||
// Mark this for propagation
|
||||
if (cBisectorData.problematicNeighbor != INVALID_POINTER)
|
||||
{
|
||||
// Mark this for propagation
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.propagateBuffer[1], 1, targetLocation);
|
||||
pParams.propagateBuffer[2 + targetLocation] = currentID;
|
||||
}
|
||||
|
||||
// Clear the pair's heap for identification
|
||||
pBisectorData.bisectorState = MERGED_ELEMENT;
|
||||
pBisectorData.flags = 0;
|
||||
pParams.bisectorDataBuffer[pairID] = pBisectorData;
|
||||
|
||||
// Don't forget to free the bit
|
||||
set_bit_atomic_buffer(pairID, false);
|
||||
|
||||
// If there was a facing pair, simplify it aswell
|
||||
if (twinLowID != INVALID_POINTER)
|
||||
{
|
||||
// Set the heap IDs
|
||||
pParams.heapIDBuffer[twinLowID] = pParams.heapIDBuffer[twinLowID] / 2;
|
||||
pParams.heapIDBuffer[twinHighID] = 0;
|
||||
|
||||
// Read both bisectors
|
||||
BisectorData lowFacingBst = pParams.bisectorDataBuffer[twinLowID];
|
||||
uint3 lfNeighbors = pParams.neighboursBuffer[twinLowID].xyz;
|
||||
BisectorData highFacingBst = pParams.bisectorDataBuffer[twinHighID];
|
||||
uint3 hfNeighbors = pParams.neighboursBuffer[twinHighID].xyz;
|
||||
|
||||
// Update the lowest ID
|
||||
newNeighbors[0] = lfNeighbors[2];
|
||||
newNeighbors[1] = hfNeighbors[2];
|
||||
newNeighbors[2] = currentID;
|
||||
pParams.neighboursBuffer[twinLowID] = uint4(newNeighbors, 0);
|
||||
|
||||
// Update the twin bisector data
|
||||
lowFacingBst.propagationID = twinHighID;
|
||||
lowFacingBst.problematicNeighbor = hfNeighbors[2];
|
||||
lowFacingBst.bisectorState = MERGED_ELEMENT;
|
||||
lowFacingBst.flags = (VISIBLE_BISECTOR | MODIFIED_BISECTOR);
|
||||
pParams.bisectorDataBuffer[twinLowID] = lowFacingBst;
|
||||
|
||||
if (lowFacingBst.problematicNeighbor != INVALID_POINTER)
|
||||
{
|
||||
// Mark this for propagation
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.propagateBuffer[1], 1, targetLocation);
|
||||
pParams.propagateBuffer[2 + targetLocation] = twinLowID;
|
||||
}
|
||||
|
||||
// Clear the pair's heap for identification
|
||||
highFacingBst.bisectorState = MERGED_ELEMENT;
|
||||
highFacingBst.flags = 0;
|
||||
pParams.bisectorDataBuffer[twinHighID] = highFacingBst;
|
||||
|
||||
// Don't forget to free the bit
|
||||
set_bit_atomic_buffer(twinHighID, false);
|
||||
}
|
||||
}
|
||||
|
||||
void PropagateElementSimplify(uint currentID)
|
||||
{
|
||||
// Load the bisector data of the target element
|
||||
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
|
||||
// Id of the element before the simplification
|
||||
uint deletedPair = cBisectorData.propagationID;
|
||||
|
||||
// neighbors of the parent
|
||||
uint neighborID = cBisectorData.problematicNeighbor;
|
||||
|
||||
// Read the neighbor that may have changed
|
||||
BisectorData nBisectorData = pParams.bisectorDataBuffer[neighborID];
|
||||
uint3 nNeighbors = pParams.neighboursBuffer[neighborID].xyz;
|
||||
|
||||
// The neighbor has not changed, so we just need to make it point on currentID instead of the pair that was deleted
|
||||
if (nBisectorData.bisectorState != MERGED_ELEMENT)
|
||||
{
|
||||
for (uint i = 0; i < 3; ++i)
|
||||
{
|
||||
if (nNeighbors[i] == deletedPair)
|
||||
pParams.neighboursBuffer[neighborID][i] = currentID;
|
||||
}
|
||||
}
|
||||
// The neighbor has had a simplification, so we need to update a different neighbor based on if it went up one depth in the tree or was deleted.
|
||||
else if (nBisectorData.bisectorState == MERGED_ELEMENT)
|
||||
{
|
||||
// He still exist, but was simplified
|
||||
if (pParams.heapIDBuffer[neighborID] != 0)
|
||||
{
|
||||
for (uint i = 0; i < 3; ++i)
|
||||
{
|
||||
if (nNeighbors[i] == deletedPair)
|
||||
pParams.neighboursBuffer[neighborID][i] = currentID;
|
||||
}
|
||||
}
|
||||
// He is gone, we need to update his pair instead of him.
|
||||
else
|
||||
{
|
||||
uint neighborPair = nNeighbors[1];
|
||||
for (uint i = 0; i < 3; ++i)
|
||||
{
|
||||
if (pParams.neighboursBuffer[neighborPair][i] == deletedPair)
|
||||
pParams.neighboursBuffer[neighborPair][i] = currentID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reset the problematic neighbor
|
||||
pParams.bisectorDataBuffer[currentID].problematicNeighbor = INVALID_POINTER;
|
||||
}
|
||||
|
||||
void BisectorElementIndexation(uint currentID)
|
||||
{
|
||||
// Grab the current heap ID
|
||||
uint64_t cHeapID = pParams.heapIDBuffer[currentID];
|
||||
|
||||
// Deallocated element, we don't care
|
||||
if (cHeapID == 0)
|
||||
return;
|
||||
|
||||
// Reserve a slot for this bisector
|
||||
uint bisectorSlot;
|
||||
InterlockedAdd(pParams.indirectDrawBuffer[0], 3, bisectorSlot);
|
||||
|
||||
// Keep track of it's global ID
|
||||
pParams.bisectorIndicesBuffer[bisectorSlot / 3] = currentID;
|
||||
|
||||
// Load the bisector data of the target element
|
||||
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
|
||||
// Is it visible?
|
||||
if ((cBisectorData.flags & VISIBLE_BISECTOR) == 0)
|
||||
return;
|
||||
|
||||
// Reserve a slot for this visible bisector
|
||||
InterlockedAdd(pParams.indirectDrawBuffer[4], 3, bisectorSlot);
|
||||
|
||||
// Keep track of it's global ID
|
||||
pParams.visibleBisectorIndices[bisectorSlot / 3] = currentID;
|
||||
|
||||
// Is it visible?
|
||||
if ((cBisectorData.flags & MODIFIED_BISECTOR) == 0)
|
||||
return;
|
||||
|
||||
// Reserve a slot for this visible bisector
|
||||
InterlockedAdd(pParams.indirectDrawBuffer[8], 4, bisectorSlot);
|
||||
|
||||
// Keep track of it's global ID
|
||||
pParams.modifiedBisectorIndices[bisectorSlot / 4] = currentID;
|
||||
}
|
||||
|
||||
void ValidateBisector(uint currentID)
|
||||
{
|
||||
// Grab the current heap ID
|
||||
uint64_t cHeapID = pParams.heapIDBuffer[currentID];
|
||||
|
||||
// Deallocated element, we don't care
|
||||
if (cHeapID == 0)
|
||||
return;
|
||||
|
||||
// Load the bisector data of the target element
|
||||
uint3 cNeighbors = pParams.neighboursBuffer[currentID].xyz;
|
||||
|
||||
bool failed = false;
|
||||
uint targetNeighbor = INVALID_POINTER;
|
||||
uint targetIdx = INVALID_POINTER;
|
||||
for (uint i = 0; i < 3; ++i)
|
||||
{
|
||||
uint neighborID = cNeighbors[i];
|
||||
if (neighborID != INVALID_POINTER)
|
||||
{
|
||||
bool found = false;
|
||||
uint3 nNeighbors = pParams.neighboursBuffer[neighborID].xyz;
|
||||
for (uint j = 0; j < 3; ++j)
|
||||
{
|
||||
if (nNeighbors[j] == currentID)
|
||||
found = true;
|
||||
}
|
||||
if (!found)
|
||||
{
|
||||
failed = true;
|
||||
targetNeighbor = neighborID;
|
||||
targetIdx = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Notify the failure
|
||||
if (failed)
|
||||
{
|
||||
uint prevValue;
|
||||
InterlockedAdd(pParams.validationBuffer[0], 1, prevValue);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user