Adding transparency support
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@@ -1,5 +1,6 @@
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import Common;
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import Scene;
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import Bounding;
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groupshared MeshPayload p;
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groupshared uint head;
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@@ -7,6 +8,7 @@ groupshared MeshData mesh;
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groupshared InstanceData instance;
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groupshared Frustum viewFrustum;
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groupshared float4x4 modelViewProjection;
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groupshared bool meshVisible;
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struct DepthData
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{
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@@ -16,6 +18,60 @@ struct DepthData
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ParameterBlock<DepthData> pDepthAttachment;
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bool isBoxVisible(AABB bounding)
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{
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uint2 mipDimensions = uint2((uint(pViewParams.screenDimensions.x) + BLOCK_SIZE - 1) / BLOCK_SIZE, (uint(pViewParams.screenDimensions.y) + BLOCK_SIZE - 1) / BLOCK_SIZE);
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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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uint2 screenCornerMin = mipDimensions;
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uint2 screenCornerMax = uint2(0, 0);
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// we use reverse depth, so higher values are closer
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float maxDepth = 0;
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{
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float4 corners[8];
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corners[0] = float4(bounding.min.x, bounding.min.y, bounding.min.z, 1.0f);
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corners[1] = float4(bounding.min.x, bounding.min.y, bounding.max.z, 1.0f);
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corners[2] = float4(bounding.min.x, bounding.max.y, bounding.min.z, 1.0f);
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corners[3] = float4(bounding.min.x, bounding.max.y, bounding.max.z, 1.0f);
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corners[4] = float4(bounding.max.x, bounding.min.y, bounding.min.z, 1.0f);
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corners[5] = float4(bounding.max.x, bounding.min.y, bounding.max.z, 1.0f);
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corners[6] = float4(bounding.max.x, bounding.max.y, bounding.min.z, 1.0f);
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corners[7] = float4(bounding.max.x, bounding.max.y, bounding.max.z, 1.0f);
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for(uint i = 0; i < 8; ++i)
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{
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float4 clipCorner = mul(modelViewProjection, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner) / BLOCK_SIZE;
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screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
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screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
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maxDepth = max(maxDepth, screenCorner.z);
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}
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}
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uint mipOffset = 0;
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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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mipOffset += mipDimensions.x * mipDimensions.y;
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mipDimensions = uint2(mipDimensions.x + 1, mipDimensions.y + 1) / 2;
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screenCornerMin /= 2;
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screenCornerMax /= 2;
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}
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// now we sample 4 texels from the depth at the calculated mip level, this should give us the screen extent of the meshlet
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float d1 = pDepthAttachment.buffer[mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMin.x];
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float d2 = pDepthAttachment.buffer[mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMax.x];
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float d3 = pDepthAttachment.buffer[mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMin.x];
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float d4 = pDepthAttachment.buffer[mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMax.x];
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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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}
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return false;
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}
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[numthreads(TASK_GROUP_SIZE, 1, 1)]
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[shader("amplification")]
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void taskMain(
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@@ -43,8 +99,13 @@ void taskMain(
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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 = isBoxVisible(mesh.bounding);
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}
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GroupMemoryBarrierWithGroupSync();
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if(!meshVisible)
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{
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return;
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}
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for (uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
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{
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uint m = p.meshletOffset + i;
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@@ -57,53 +118,8 @@ void taskMain(
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// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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uint2 mipDimensions = uint2((uint(pViewParams.screenDimensions.x) + BLOCK_SIZE - 1) / BLOCK_SIZE, (uint(pViewParams.screenDimensions.y) + BLOCK_SIZE - 1) / BLOCK_SIZE);
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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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uint2 screenCornerMin = mipDimensions;
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uint2 screenCornerMax = uint2(0, 0);
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// we use reverse depth, so higher values are closer
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float maxDepth = 0;
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{
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float4 corners[8];
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corners[0] = float4(meshlet.bounding.min.x, meshlet.bounding.min.y, meshlet.bounding.min.z, 1.0f);
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corners[1] = float4(meshlet.bounding.min.x, meshlet.bounding.min.y, meshlet.bounding.max.z, 1.0f);
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corners[2] = float4(meshlet.bounding.min.x, meshlet.bounding.max.y, meshlet.bounding.min.z, 1.0f);
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corners[3] = float4(meshlet.bounding.min.x, meshlet.bounding.max.y, meshlet.bounding.max.z, 1.0f);
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corners[4] = float4(meshlet.bounding.max.x, meshlet.bounding.min.y, meshlet.bounding.min.z, 1.0f);
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corners[5] = float4(meshlet.bounding.max.x, meshlet.bounding.min.y, meshlet.bounding.max.z, 1.0f);
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corners[6] = float4(meshlet.bounding.max.x, meshlet.bounding.max.y, meshlet.bounding.min.z, 1.0f);
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corners[7] = float4(meshlet.bounding.max.x, meshlet.bounding.max.y, meshlet.bounding.max.z, 1.0f);
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for(uint i = 0; i < 8; ++i)
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{
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float4 clipCorner = mul(modelViewProjection, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner) / BLOCK_SIZE;
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screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
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screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
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maxDepth = max(maxDepth, screenCorner.z);
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}
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}
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uint mipOffset = 0;
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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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mipOffset += mipDimensions.x * mipDimensions.y;
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mipDimensions = uint2(mipDimensions.x + 1, mipDimensions.y + 1) / 2;
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screenCornerMin /= 2;
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screenCornerMax /= 2;
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}
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// now we sample 4 texels from the depth at the calculated mip level, this should give us the screen extent of the meshlet
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float d1 = pDepthAttachment.buffer[mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMin.x];
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float d2 = pDepthAttachment.buffer[mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMax.x];
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float d3 = pDepthAttachment.buffer[mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMin.x];
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float d4 = pDepthAttachment.buffer[mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMax.x];
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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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// this is technically not correct, as the mipmap is generated with a linear filter, but we actually would need a min filter, but whatever
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if(d < maxDepth)
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// if the meshlet bounding box is behind the cached depth buffer, we skip
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if(isBoxVisible(meshlet.bounding))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -14,7 +14,7 @@ struct MipParam
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uint2 srcMipDim;
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uint2 dstMipDim;
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}
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layout(push_constants)
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layout(push_constant)
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ConstantBuffer<MipParam> pMipParam;
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float getSrcDepth(uint2 pos)
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