Finally fixing it for real for real
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@@ -30,25 +30,30 @@ 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 = uint2(uint(pViewParams.screenDimensions.x), uint(pViewParams.screenDimensions.y));
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int2 mipDimensions = int2(int(pViewParams.screenDimensions.x), int(pViewParams.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 = uint2(0, 0);
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int2 screenCornerMax = int2(0, 0);
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// lower values are closer
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float maxDepth = bounding.projectScreenDepth(modelViewProjection, screenCornerMin, screenCornerMax);
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uint mipOffset = 0;
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// uint mipLevel = 0;
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// int2 origScreenMin = screenCornerMin;
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// int2 origScreenMax = screenCornerMax;
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// in theory this wouldnt work if no corner was in screen, as min would be greater that max, however we verified that with view culling
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while(screenCornerMax.x - screenCornerMin.x > 1 || screenCornerMax.y - screenCornerMin.y > 1)
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{
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// mipLevel++;
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mipOffset += mipDimensions.x * mipDimensions.y;
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mipDimensions = int2(mipDimensions.x + 1, mipDimensions.y + 1) / 2;
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screenCornerMin = int2(screenCornerMin.x + 1, screenCornerMin.y + 1) / 2;
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screenCornerMin = int2(screenCornerMin.x, screenCornerMin.y) / 2;
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screenCornerMax = int2(screenCornerMax.x, screenCornerMax.y) / 2;
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}
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//float d = 1;
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//for(uint y = screenCornerMin.y; y <= screenCornerMax.y; y++)
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//{
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// for(uint x = screenCornerMin.x; x <= screenCornerMax.x; x++)
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// {
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// d = min(pDepthAttachment.buffer[mipOffset + (y * mipDimensions.x) + x], d);
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// }
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//}
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uint i0 = mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMin.x;
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uint i1 = mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMax.x;
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@@ -64,7 +69,7 @@ bool isBoxVisible(AABB bounding)
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// we want to check if the minimum depth (the value farthest away) is smaller than the maximum bounding box depth
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// otherwise, there is no way for the meshlet to be visible
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float d = min(min(d1, d2), min(d3, d4));
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if(d < maxDepth)
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{
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return true;
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@@ -78,28 +83,30 @@ void taskMain(
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uint threadID: SV_GroupThreadID,
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uint groupID: SV_GroupID, )
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{
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head = 0;
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instance = pScene.instances[pOffsets.instanceOffset + groupID];
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mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
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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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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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const float offset = 0.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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meshVisible = mesh.bounding.insideFrustum(viewFrustum) && isBoxVisible(mesh.bounding);
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//meshVisible = true;
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if(threadID == 0)
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{
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head = 0;
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instance = pScene.instances[pOffsets.instanceOffset + groupID];
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mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
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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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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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const float offset = 0.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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//meshVisible = mesh.bounding.insideFrustum(viewFrustum) && isBoxVisible(mesh.bounding);
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meshVisible = true;
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}
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GroupMemoryBarrierWithGroupSync();
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if(!meshVisible)
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{
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