More linux changes
This commit is contained in:
@@ -0,0 +1,7 @@
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import Common;
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[shader("pixel")]
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void pixelMain(in VertexAttributes attribs, out float4 baseColor)
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{
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BRDF brdf = gMaterial.prepare();
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}
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@@ -21,8 +21,8 @@ struct PrimitiveAttributes
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groupshared StaticMeshVertexAttributes gs_vertices[MAX_VERTICES];
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groupshared uint3 gs_indices[MAX_PRIMITIVES];
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groupshared uint gs_numVertices = 0;
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groupshared uint gs_numPrimitives = 0;
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groupshared uint gs_numVertices;
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groupshared uint gs_numPrimitives;
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[numthreads(GROUP_SIZE, 1, 1)]
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[shader("amplification")]
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@@ -39,8 +39,8 @@ void taskMain(
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void meshMain(
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uint3 threadID: SV_GroupIndex,
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uint3 groupID: SV_GroupID,
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out vertices StaticMeshVertexAttributes vertices[MAX_VERTICES],
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out indices uint3 indices[MAX_PRIMITIVES]
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out Vertices<StaticMeshVertexAttributes, MAX_VERTICES> vertices,
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out Indices<uint3, MAX_PRIMITIVES> indices
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){
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MeshShaderPayload p;
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InstanceData inst = scene.instances[p.instanceId];
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@@ -1,249 +0,0 @@
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#version 450
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#extension GL_EXT_mesh_shader : require
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#extension GL_EXT_shader_8bit_storage : require
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#extension GL_EXT_shader_explicit_arithmetic_types : require
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layout(row_major) uniform;
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layout(row_major) buffer;
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#line 1 0
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struct InstanceData_0
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{
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mat4x4 transformMatrix_0;
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};
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#line 46 1
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layout(std430, binding = 0, set = 2) readonly buffer StructuredBuffer_InstanceData_t_0 {
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InstanceData_0 _data[];
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} scene_instances_0;
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#line 1 2
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struct MeshletDescription_0
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{
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uint vertexCount_0;
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uint primitiveCount_0;
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uint vertexOffset_0;
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uint primitiveOffset_0;
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};
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#line 47 1
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layout(std430, binding = 0, set = 1) readonly buffer StructuredBuffer_MeshletDescription_t_0 {
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MeshletDescription_0 _data[];
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} meshlets_meshletInfos_0;
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#line 9 2
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layout(std430, binding = 1, set = 1) readonly buffer StructuredBuffer_uint8_t_0 {
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uint8_t _data[];
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} meshlets_primitiveIndices_0;
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#line 9
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layout(std430, binding = 2, set = 1) readonly buffer StructuredBuffer_uint_t_0 {
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uint _data[];
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} meshlets_vertexIndices_0;
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#line 24 3
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layout(std430, binding = 0, set = 3) readonly buffer StructuredBuffer_float4_t_0 {
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vec4 _data[];
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} vertexData_positions_0;
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#line 24
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layout(std430, binding = 1, set = 3) readonly buffer StructuredBuffer_float2_t_0 {
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vec2 _data[];
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} vertexData_texCoords_0;
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#line 24
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layout(std430, binding = 2, set = 3) readonly buffer StructuredBuffer_float3_t_0 {
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vec3 _data[];
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} vertexData_normals_0;
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#line 5 4
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struct ViewParameter_0
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{
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mat4x4 viewMatrix_0;
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mat4x4 projectionMatrix_0;
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vec4 cameraPos_WS_0;
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vec2 screenDimensions_0;
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};
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layout(binding = 0)
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layout(std140) uniform _S1
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{
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mat4x4 viewMatrix_0;
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mat4x4 projectionMatrix_0;
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vec4 cameraPos_WS_0;
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vec2 screenDimensions_0;
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}viewParams_0;
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#line 24 1
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uint gs_numVertices_0_init()
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{
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#line 24
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return 0U;
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}
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shared uint gs_numVertices_0 = gs_numVertices_0_init();
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#line 5 3
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struct StaticMeshVertexAttributes_0
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{
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vec4 position_0;
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vec2 texCoords_0;
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vec3 normal_0;
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};
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#line 22 1
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shared StaticMeshVertexAttributes_0 gs_vertices_0[64];
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uint gs_numPrimitives_0_init()
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{
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#line 25
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return 0U;
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}
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shared uint gs_numPrimitives_0 = gs_numPrimitives_0_init();
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#line 23
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shared uvec3 gs_indices_0[126];
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#line 11
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struct MeshShaderPayload_0
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{
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uint instanceId_0;
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uint meshletId_0;
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};
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#line 20 3
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StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S2, InstanceData_0 _S3)
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{
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#line 28
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StaticMeshVertexAttributes_0 attr_0;
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attr_0.position_0 = (((((((((vertexData_positions_0._data[_S2]) * (_S3.transformMatrix_0)))) * (viewParams_0.viewMatrix_0)))) * (viewParams_0.projectionMatrix_0)));
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attr_0.texCoords_0 = vertexData_texCoords_0._data[_S2];
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attr_0.normal_0 = vertexData_normals_0._data[_S2];
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return attr_0;
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}
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#line 39 1
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layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
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layout(max_vertices = 64) out;
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layout(max_primitives = 126) out;
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layout(triangles) out;
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void main()
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{
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#line 39
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MeshShaderPayload_0 p_0;
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#line 46
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InstanceData_0 _S4 = scene_instances_0._data[p_0.instanceId_0];
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MeshletDescription_0 _S5 = meshlets_meshletInfos_0._data[p_0.meshletId_0];
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uint _S6 = uvec3(gl_LocalInvocationIndex).x;
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uint _S7 = _S5.vertexCount_0 - 1U;
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#line 64
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uint _S8 = _S5.primitiveCount_0 - 1U;
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#line 64
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uint loop_0 = 0U;
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#line 64
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for(;;)
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{
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#line 52
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uint v_0 = min(_S6 + loop_0 * 32U, _S7);
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atomicMax((gs_numVertices_0), (v_0 + 1U));
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gs_vertices_0[v_0] = StaticMeshVertexData_getAttributes_0(uint(int(meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + v_0])), _S4);
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#line 49
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uint loop_1 = loop_0 + 1U;
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#line 49
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if(loop_1 < 2U)
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{
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}
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else
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{
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#line 49
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break;
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}
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#line 49
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loop_0 = loop_1;
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#line 49
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}
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#line 49
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loop_0 = 0U;
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#line 49
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for(;;)
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{
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#line 64
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uint p_1 = min(_S6 + loop_0 * 32U, _S8);
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atomicMax((gs_numPrimitives_0), (p_1 + 1U));
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uint _S9 = p_1 * 3U;
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#line 67
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uint _S10 = _S5.primitiveOffset_0 + _S9;
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uint idx1_0 = meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10 + 1U])];
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uint idx2_0 = meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10 + 2U])];
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gs_indices_0[_S9] = uvec3(meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10])]);
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gs_indices_0[_S9 + 1U] = uvec3(idx1_0);
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gs_indices_0[_S9 + 2U] = uvec3(idx2_0);
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#line 61
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uint loop_2 = loop_0 + 1U;
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#line 61
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if(loop_2 < 4U)
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{
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}
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else
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{
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#line 61
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break;
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}
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#line 61
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loop_0 = loop_2;
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#line 61
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}
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#line 78
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barrier();
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SetMeshOutputsEXT(gs_numVertices_0, gs_numPrimitives_0);
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barrier();
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#line 93
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return;
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}
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@@ -1,11 +1,11 @@
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import Common;
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import BRDF;
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import MaterialParameter;
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interface IMaterial
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{
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associatedtype BRDF : IBRDF;
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BRDF prepare(MaterialFragmentParameter input);
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};
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ParameterBlock<IMaterial> gMaterial;
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@@ -0,0 +1,22 @@
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import VertexData;
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struct MaterialParameter
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{
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float3 worldPosition;
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float2 texCoords;
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float3 normal;
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float3 tangent;
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float3 biTangent;
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static MaterialParameter create(VertexAttributes attrib)
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{
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MaterialParameter result;
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result.worldPosition = attrib.getWorldPosition().xyz;
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result.texCoords = attrib.getTexCoords();
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result.normal = attrib.getNormal();
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result.tangent = attrib.getTangent();
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result.biTangent = attrib.getBiTangent();
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return result;
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}
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}
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@@ -4,14 +4,17 @@ import Scene;
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struct StaticMeshVertexAttributes : VertexAttributes
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{
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float4 position: SV_Position;
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float4 clipPosition: SV_Position;
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float3 worldPosition: POSITION0;
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float2 texCoords: TEXCOORD0;
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float3 normal: NORMAL0;
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float4 getPosition()
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float3 tangent: TANGENT0;
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float3 biTangent: BITANGENT0;
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float3 getWorldPosition()
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{
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return position;
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return worldPosition;
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}
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float2 getTexCoord()
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float2 getTexCoords()
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{
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return texCoords;
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}
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@@ -19,6 +22,14 @@ struct StaticMeshVertexAttributes : VertexAttributes
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{
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return normal;
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}
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float3 getTangent()
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{
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return tangent;
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}
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float3 getBiTangent()
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{
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return biTangent;
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}
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}
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struct StaticMeshVertexData : VertexData
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@@ -26,16 +37,22 @@ struct StaticMeshVertexData : VertexData
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StaticMeshVertexAttributes getAttributes(uint index, InstanceData inst)
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{
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StaticMeshVertexAttributes attr;
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float4 worldPos = mul(inst.transformMatrix, positions[index]);
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float4 localPos = float4(positions[index], 1);
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float4 worldPos = mul(inst.transformMatrix, localPos);
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float4 viewPos = mul(viewParams.viewMatrix, worldPos);
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float4 clipPos = mul(viewParams.projectionMatrix, viewPos);
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attr.position = clipPos;
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attr.clipPosition = clipPos;
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attr.worldPosition = worldPos.xyz;
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attr.texCoords = texCoords[index];
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attr.normal = normals[index];
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attr.tangent = tangents[index];
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attr.biTangent = biTangents[index];
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return attr;
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}
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StructuredBuffer<float4> positions;
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StructuredBuffer<float3> positions;
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StructuredBuffer<float2> texCoords;
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StructuredBuffer<float3> normals;
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StructuredBuffer<float3> tangents;
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StructuredBuffer<float3> biTangents;
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}
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ParameterBlock<StaticMeshVertexData> vertexData;
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@@ -2,9 +2,11 @@ import Scene;
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interface VertexAttributes
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{
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float4 getPosition();
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float2 getTexCoord();
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float3 getWorldPosition();
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float2 getTexCoords();
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float3 getNormal();
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float3 getTangent();
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float3 getBiTangent();
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}
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interface VertexData
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Executable
+226
@@ -0,0 +1,226 @@
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#pragma pack_matrix(column_major)
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#ifdef SLANG_HLSL_ENABLE_NVAPI
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#include "nvHLSLExtns.h"
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#endif
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#pragma warning(disable: 3557)
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#line 1 "lib/Scene.slang"
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struct InstanceData_0
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{
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matrix<float,int(4),int(4)> transformMatrix_0;
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};
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#line 45 "test.slang"
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StructuredBuffer<InstanceData_0 > scene_instances_0 : register(t0, space3);
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#line 1 "lib/Meshlet.slang"
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struct MeshletDescription_0
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{
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uint vertexCount_0;
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uint primitiveCount_0;
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uint vertexOffset_0;
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uint primitiveOffset_0;
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};
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#line 46 "test.slang"
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StructuredBuffer<MeshletDescription_0 > meshlets_meshletInfos_0 : register(t0, space2);
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#line 9 "lib/Meshlet.slang"
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StructuredBuffer<uint8_t > meshlets_primitiveIndices_0 : register(t1, space2);
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#line 9
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StructuredBuffer<uint > meshlets_vertexIndices_0 : register(t2, space2);
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#line 35 "lib/StaticMeshVertexData.slang"
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StructuredBuffer<float3 > vertexData_positions_0 : register(t0, space4);
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#line 35
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StructuredBuffer<float2 > vertexData_texCoords_0 : register(t1, space4);
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#line 35
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StructuredBuffer<float3 > vertexData_normals_0 : register(t2, space4);
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#line 35
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StructuredBuffer<float3 > vertexData_tangents_0 : register(t3, space4);
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#line 35
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StructuredBuffer<float3 > vertexData_biTangents_0 : register(t4, space4);
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#line 5 "lib/Common.slang"
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struct ViewParameter_0
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{
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matrix<float,int(4),int(4)> viewMatrix_0;
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matrix<float,int(4),int(4)> projectionMatrix_0;
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float4 cameraPos_WS_0;
|
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float2 screenDimensions_0;
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};
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cbuffer viewParams_0 : register(b0, space1)
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{
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ViewParameter_0 viewParams_0;
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}
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#line 24 "test.slang"
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static groupshared uint gs_numVertices_0;
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#line 5 "lib/StaticMeshVertexData.slang"
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struct StaticMeshVertexAttributes_0
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{
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float4 clipPosition_0 : SV_Position;
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float3 worldPosition_0 : POSITION0;
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float2 texCoords_0 : TEXCOORD0;
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float3 normal_0 : NORMAL0;
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float3 tangent_0 : TANGENT0;
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float3 biTangent_0 : BITANGENT0;
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};
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#line 22 "test.slang"
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static groupshared StaticMeshVertexAttributes_0 gs_vertices_0[int(64)];
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#line 37 "lib/StaticMeshVertexData.slang"
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StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(StructuredBuffer<float3 > this_positions_0, StructuredBuffer<float2 > this_texCoords_0, StructuredBuffer<float3 > this_normals_0, StructuredBuffer<float3 > this_tangents_0, StructuredBuffer<float3 > this_biTangents_0, uint index_0, InstanceData_0 inst_0)
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||||
{
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float4 worldPos_0 = mul(inst_0.transformMatrix_0, float4(this_positions_0.Load(index_0), 1.0));
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#line 39
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StaticMeshVertexAttributes_0 attr_0;
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#line 44
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attr_0.clipPosition_0 = mul(viewParams_0.projectionMatrix_0, mul(viewParams_0.viewMatrix_0, worldPos_0));
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attr_0.worldPosition_0 = worldPos_0.xyz;
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attr_0.texCoords_0 = this_texCoords_0.Load(index_0);
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attr_0.normal_0 = this_normals_0.Load(index_0);
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attr_0.tangent_0 = this_tangents_0.Load(index_0);
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attr_0.biTangent_0 = this_biTangents_0.Load(index_0);
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return attr_0;
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||||
}
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||||
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||||
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||||
#line 25 "test.slang"
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||||
static groupshared uint gs_numPrimitives_0;
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||||
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||||
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||||
#line 23
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static groupshared uint3 gs_indices_0[int(126)];
|
||||
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||||
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||||
#line 39
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||||
[shader("mesh")][numthreads(32, 1, 1)]
|
||||
[outputtopology("triangle")]
|
||||
void meshMain(uint threadID_0 : SV_GROUPINDEX, uint3 groupID_0 : SV_GROUPID, vertices out StaticMeshVertexAttributes_0 vertices_0[int(64)], indices out uint3 indices_0[int(126)])
|
||||
{
|
||||
|
||||
|
||||
InstanceData_0 _S1 = scene_instances_0.Load(threadID_0);
|
||||
MeshletDescription_0 _S2 = meshlets_meshletInfos_0.Load(groupID_0.x);
|
||||
|
||||
#line 51
|
||||
uint _S3 = _S2.vertexCount_0 - 1U;
|
||||
|
||||
#line 63
|
||||
uint _S4 = _S2.primitiveCount_0 - 1U;
|
||||
|
||||
#line 63
|
||||
uint loop_0 = 0U;
|
||||
|
||||
#line 63
|
||||
for(;;)
|
||||
{
|
||||
|
||||
#line 51
|
||||
uint v_0 = min(threadID_0 + loop_0 * 32U, _S3);
|
||||
InterlockedMax(gs_numVertices_0, v_0 + 1U);
|
||||
|
||||
|
||||
gs_vertices_0[v_0] = StaticMeshVertexData_getAttributes_0(vertexData_positions_0, vertexData_texCoords_0, vertexData_normals_0, vertexData_tangents_0, vertexData_biTangents_0, uint(int(meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + v_0))), _S1);
|
||||
|
||||
#line 48
|
||||
uint loop_1 = loop_0 + 1U;
|
||||
|
||||
#line 48
|
||||
if(loop_1 < 2U)
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
#line 48
|
||||
break;
|
||||
}
|
||||
|
||||
#line 48
|
||||
loop_0 = loop_1;
|
||||
|
||||
#line 48
|
||||
}
|
||||
|
||||
#line 48
|
||||
loop_0 = 0U;
|
||||
|
||||
#line 48
|
||||
for(;;)
|
||||
{
|
||||
|
||||
#line 63
|
||||
uint p_0 = min(threadID_0 + loop_0 * 32U, _S4);
|
||||
InterlockedMax(gs_numPrimitives_0, p_0 + 1U);
|
||||
|
||||
uint _S5 = p_0 * 3U;
|
||||
|
||||
#line 66
|
||||
uint _S6 = _S2.primitiveOffset_0 + _S5;
|
||||
|
||||
|
||||
|
||||
uint idx1_0 = meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S6 + 1U)));
|
||||
uint idx2_0 = meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S6 + 2U)));
|
||||
gs_indices_0[_S5] = (uint3)meshlets_vertexIndices_0.Load(_S2.vertexOffset_0 + uint(meshlets_primitiveIndices_0.Load(_S6)));
|
||||
gs_indices_0[_S5 + 1U] = (uint3)idx1_0;
|
||||
gs_indices_0[_S5 + 2U] = (uint3)idx2_0;
|
||||
|
||||
#line 60
|
||||
uint loop_2 = loop_0 + 1U;
|
||||
|
||||
#line 60
|
||||
if(loop_2 < 4U)
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
#line 60
|
||||
break;
|
||||
}
|
||||
|
||||
#line 60
|
||||
loop_0 = loop_2;
|
||||
|
||||
#line 60
|
||||
}
|
||||
|
||||
#line 77
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
SetMeshOutputCounts(gs_numVertices_0, gs_numPrimitives_0);
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
vertices_0[threadID_0] = gs_vertices_0[threadID_0];
|
||||
indices_0[threadID_0] = gs_indices_0[threadID_0];
|
||||
return;
|
||||
}
|
||||
|
||||
+85
-7
@@ -1,12 +1,90 @@
|
||||
struct Payload
|
||||
import Common;
|
||||
import BRDF;
|
||||
import Meshlet;
|
||||
import Scene;
|
||||
import VertexData;
|
||||
import StaticMeshVertexData;
|
||||
|
||||
layout(push_constant)
|
||||
ConstantBuffer<uint> meshId;
|
||||
|
||||
struct MeshShaderPayload
|
||||
{
|
||||
uint num;
|
||||
uint instanceId;
|
||||
uint meshletId;
|
||||
};
|
||||
|
||||
[shader("mesh")]
|
||||
[numthreads(32, 1, 1)]
|
||||
[outputtopology("triangle")]
|
||||
void taskMain(uint threadID: SV_DispatchThreadID)
|
||||
struct PrimitiveAttributes
|
||||
{
|
||||
SetOutputMeshCounts(64, 126);
|
||||
uint cull: SV_CullPrimitive;
|
||||
};
|
||||
|
||||
groupshared StaticMeshVertexAttributes gs_vertices[MAX_VERTICES];
|
||||
groupshared uint3 gs_indices[MAX_PRIMITIVES];
|
||||
groupshared uint gs_numVertices;
|
||||
groupshared uint gs_numPrimitives;
|
||||
|
||||
[numthreads(GROUP_SIZE, 1, 1)]
|
||||
[shader("amplification")]
|
||||
void taskMain(
|
||||
uint3 threadID: SV_GroupIndex,
|
||||
uint3 groupID: SV_GroupID
|
||||
){
|
||||
|
||||
}
|
||||
|
||||
[numthreads(GROUP_SIZE, 1, 1)]
|
||||
[outputtopology("triangle")]
|
||||
[shader("mesh")]
|
||||
void meshMain(
|
||||
uint threadID: SV_GroupIndex,
|
||||
uint3 groupID: SV_GroupID,
|
||||
out Vertices<StaticMeshVertexAttributes, MAX_VERTICES> vertices,
|
||||
out Indices<uint3, MAX_PRIMITIVES> indices
|
||||
){
|
||||
InstanceData inst = scene.instances[threadID];
|
||||
MeshletDescription m = meshlets.meshletInfos[groupID.x];
|
||||
const uint vertexLoops = (MAX_VERTICES + GROUP_SIZE - 1) / GROUP_SIZE;
|
||||
for(uint loop = 0; loop < vertexLoops; ++loop)
|
||||
{
|
||||
uint v = threadID + loop * GROUP_SIZE;
|
||||
v = min(v, m.vertexCount - 1);
|
||||
InterlockedMax(gs_numVertices, v + 1);
|
||||
{
|
||||
int vertexIndex = meshlets.vertexIndices[m.vertexOffset + v];
|
||||
gs_vertices[v] = vertexData.getAttributes(vertexIndex, inst);
|
||||
}
|
||||
}
|
||||
|
||||
const uint primitiveLoops = (MAX_PRIMITIVES + GROUP_SIZE - 1) / GROUP_SIZE;
|
||||
for(uint loop = 0; loop < primitiveLoops; ++loop)
|
||||
{
|
||||
uint p = threadID + loop * GROUP_SIZE;
|
||||
p = min(p, m.primitiveCount - 1);
|
||||
InterlockedMax(gs_numPrimitives, p + 1);
|
||||
{
|
||||
uint8_t local_idx0 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
|
||||
uint8_t local_idx1 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
|
||||
uint8_t local_idx2 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
|
||||
uint32_t idx0 = meshlets.vertexIndices[m.vertexOffset + local_idx0];
|
||||
uint32_t idx1 = meshlets.vertexIndices[m.vertexOffset + local_idx1];
|
||||
uint32_t idx2 = meshlets.vertexIndices[m.vertexOffset + local_idx2];
|
||||
gs_indices[p * 3 + 0] = idx0;
|
||||
gs_indices[p * 3 + 1] = idx1;
|
||||
gs_indices[p * 3 + 2] = idx2;
|
||||
}
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
SetMeshOutputCounts(gs_numVertices, gs_numPrimitives);
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
for(uint loop1 = 0; loop1 < vertexLoops; ++loop1)
|
||||
{
|
||||
uint v = threadID + loop1 * GROUP_SIZE;
|
||||
vertices[v] = gs_vertices[v];
|
||||
}
|
||||
for(uint loop2 = 0; loop2 < primitiveLoops; ++loop2)
|
||||
{
|
||||
uint p = threadID + loop2 * GROUP_SIZE;
|
||||
indices[p] = gs_indices[p];
|
||||
}
|
||||
}
|
||||
@@ -3,9 +3,11 @@
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
class IndexBufferTopologyData
|
||||
class IndexBufferTopologyData : public TopologyData
|
||||
{
|
||||
public:
|
||||
IndexBufferTopologyData();
|
||||
virtual ~IndexBufferTopologyData();
|
||||
private:
|
||||
Gfx::PIndexBuffer indices;
|
||||
};
|
||||
|
||||
@@ -6,6 +6,9 @@ namespace Seele
|
||||
class TopologyData
|
||||
{
|
||||
public:
|
||||
TopologyData();
|
||||
virtual ~TopologyData();
|
||||
virtual void bind() = 0;
|
||||
private:
|
||||
};
|
||||
} // namespace Seele
|
||||
Reference in New Issue
Block a user