Working on visibility pass

This commit is contained in:
Dynamitos
2024-06-07 09:19:47 +02:00
parent ad00e16cf9
commit cb21e8a85a
24 changed files with 450 additions and 373 deletions
+2 -2
View File
@@ -15,7 +15,7 @@ struct PrimitiveAttributes
[outputtopology("triangle")]
[shader("mesh")]
void meshMain(
in uint threadID: SV_GroupIndex,
in uint threadID: SV_GroupThreadID,
in uint groupID: SV_GroupID,
in payload MeshPayload meshPayload,
out vertices FragmentParameter vertices[MAX_VERTICES],
@@ -27,7 +27,7 @@ void meshMain(
uint meshletId = meshPayload.cullingOffset + meshletNumber;
InstanceData inst = pScene.instances[meshPayload.instanceId];
MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
MeshletCullingInfo cull = pScene.culledMeshlets[meshletId];
MeshletCullingInfo cull = pScene.cullingInfos[meshletId];
SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)