Lots of shader changes, basic primitive writing

This commit is contained in:
Dynamitos
2024-05-30 21:24:21 +02:00
parent f278afad66
commit 953c90f2de
18 changed files with 599 additions and 464 deletions
+9 -5
View File
@@ -26,7 +26,6 @@ struct FragmentParameter
float3 biTangent_WS : TANGENT1;
float3 position_WS : POSITION2;
float3 vertexColor : COLOR0;
uint meshletId : POSITION3;
float2 texCoords[MAX_TEXCOORDS] : TEXCOORD0;
MaterialParameter getMaterialParameter()
{
@@ -50,6 +49,13 @@ struct FragmentParameter
}
};
// data passed to visibility render
struct VisibilityParameter
{
uint32_t triangleIndex : POSITION5;
uint32_t meshletId : POSITION6;
};
// data retrieved from VertexData
struct VertexAttributes
{
@@ -58,7 +64,6 @@ struct VertexAttributes
float3 tangent_MS;
float3 biTangent_MS;
float3 vertexColor;
uint meshletId;
float2 texCoords[MAX_TEXCOORDS];
FragmentParameter getParameter(float4x4 transformMatrix)
{
@@ -66,19 +71,18 @@ struct VertexAttributes
float4 worldPos = mul(transformMatrix, modelPos);
float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
FragmentParameter result;
result.position_CS = clipPos;
float3x3 normalMatrix = float3x3(transformMatrix);
float3 T = mul(normalMatrix, tangent_MS);
float3 N = mul(normalMatrix, normal_MS);
float3 B = mul(normalMatrix, biTangent_MS);
FragmentParameter result;
result.position_CS = clipPos;
result.cameraPos_WS = pViewParams.cameraPos_WS.xyz;
result.normal_WS = N;
result.tangent_WS = T;
result.biTangent_WS = B;
result.position_WS = worldPos.xyz;
result.vertexColor = vertexColor;
result.meshletId = meshletId;
for(uint i = 0; i < MAX_TEXCOORDS; ++i)
{
result.texCoords[i] = texCoords[i];
+67 -40
View File
@@ -2,49 +2,54 @@ import Bounding;
struct MeshletDescription
{
AABB bounding;
uint32_t vertexCount;
uint32_t primitiveCount;
uint32_t vertexOffset;
uint32_t primitiveOffset;
float3 color;
uint32_t indicesOffset;
AABB bounding;
uint32_t vertexCount;
uint32_t primitiveCount;
uint32_t vertexOffset;
uint32_t primitiveOffset;
float3 color;
uint32_t indicesOffset;
};
struct MeshData
{
AABB bounding;
uint32_t numMeshlets;
uint32_t meshletOffset;
uint32_t firstIndex;
uint32_t numIndices;
AABB bounding;
uint32_t numMeshlets;
uint32_t meshletOffset;
uint32_t firstIndex;
uint32_t numIndices;
};
static const uint MAX_VERTICES = 256;
static const uint MAX_PRIMITIVES = 256;
static const uint TASK_GROUP_SIZE = 128;
static const uint MESH_GROUP_SIZE = 32;
static const uint64_t MAX_VERTICES = 256;
static const uint64_t MAX_PRIMITIVES = 256;
static const uint64_t TASK_GROUP_SIZE = 128;
static const uint64_t MESH_GROUP_SIZE = 32;
static const uint64_t MAX_MESHLETS_PER_INSTANCE = 2048;
struct InstanceData
{
float4x4 transformMatrix;
float4x4 inverseTransformMatrix;
float4x4 transformMatrix;
float4x4 inverseTransformMatrix;
};
struct MeshletCullingInfo
{
uint64_t cull[MAX_PRIMITIVES / 64];
// lookup if a specific triangle is visible
bool triangleVisible(uint32_t primIndex)
{
uint32_t arrIdx = primIndex / 64;
uint32_t cullIdx = primIndex % 64;
return (cull[arrIdx] & (1 << cullIdx)) != 0;
}
bool anyVisible()
{
return (cull[0] | cull[1] | cull[2] | cull[3]) != 0;
}
uint64_t visible[MAX_PRIMITIVES / 64];
// lookup if a specific triangle is visible
bool triangleVisible(uint32_t primIndex)
{
uint32_t arrIdx = primIndex / 64;
uint32_t cullIdx = primIndex % 64;
return (visible[arrIdx] & (1 << cullIdx)) != 0;
}
bool triangleCulled(uint32_t primIndex)
{
return !triangleVisible(primIndex);
}
bool anyVisible()
{
return (visible[0] + visible[1] + visible[2] + visible[3]) != 0;
}
};
struct DrawCallOffsets
@@ -56,20 +61,42 @@ ConstantBuffer<DrawCallOffsets> pOffsets;
struct Scene
{
StructuredBuffer<InstanceData> instances;
StructuredBuffer<MeshData> meshData;
StructuredBuffer<MeshletDescription> meshletInfos;
StructuredBuffer<uint8_t> primitiveIndices;
StructuredBuffer<uint32_t> vertexIndices;
StructuredBuffer<MeshletCullingInfo> culledMeshlets;
StructuredBuffer<uint32_t> cullingOffsets;
StructuredBuffer<InstanceData> instances;
StructuredBuffer<MeshData> meshData;
StructuredBuffer<MeshletDescription> meshletInfos;
StructuredBuffer<uint8_t> primitiveIndices;
StructuredBuffer<uint32_t> vertexIndices;
StructuredBuffer<MeshletCullingInfo> culledMeshlets;
StructuredBuffer<uint32_t> cullingOffsets;
};
layout(set=2)
layout(set = 2)
ParameterBlock<Scene> pScene;
uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId, uint32_t instanceId)
{
uint32_t encoded = instanceId;
encoded *= MAX_MESHLETS_PER_INSTANCE;
encoded += meshletId;
encoded *= MAX_PRIMITIVES;
encoded += primitiveId;
return encoded;
}
uint3 decodePrimitive(uint64_t encoded)
{
uint prim = uint(encoded % MAX_PRIMITIVES);
encoded = encoded / MAX_PRIMITIVES;
uint meshletId = uint(encoded % MAX_MESHLETS_PER_INSTANCE);
encoded = encoded / MAX_MESHLETS_PER_INSTANCE;
uint instanceId = uint(encoded);
return uint3(prim, meshletId, instanceId);
}
struct MeshPayload
{
uint instanceId;
uint culledMeshlets[2048];
uint instanceId;
uint meshletOffset;
uint cullingOffset;
uint culledMeshlets[MAX_MESHLETS_PER_INSTANCE];
};
@@ -22,14 +22,6 @@ struct StaticMeshVertexData : IVertexData
{
VertexAttributes attributes;
attributes.position_MS = float3(positions[3 * index + 0], positions[3 * index + 1], positions[3 * index + 2]);
attributes.normal_MS = float3(0, 0, 0);
attributes.tangent_MS = float3(0, 0, 0);
attributes.biTangent_MS = float3(0, 0, 0);
for (uint i = 0; i < MAX_TEXCOORDS; ++i)
{
attributes.texCoords[i] = float2(0, 0);
}
attributes.vertexColor = float3(0, 0, 0);
return attributes;
}
StructuredBuffer<float> positions;