Graceful exit

This commit is contained in:
Dynamitos
2023-12-12 11:37:00 +01:00
parent 3feb331927
commit dc28979cfd
13 changed files with 99 additions and 255 deletions
+1 -1
View File
@@ -51,7 +51,7 @@ void taskMain(
{
uint m = mesh.meshletOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
//if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
{
uint index;
InterlockedAdd(head, 1, index);
+1 -1
View File
@@ -5,7 +5,7 @@ struct AABB
float3 min;
float pad0;
float3 max;
float3 pad1;
float pad1;
bool insideFrustum(float4x4 transform, Frustum frustum)
{
float3 corners[8];
+5 -7
View File
@@ -2,7 +2,6 @@ import AABB;
struct MeshletDescription
{
AABB boundingBox;
uint32_t vertexCount;
uint32_t primitiveCount;
uint32_t vertexOffset;
@@ -11,12 +10,11 @@ struct MeshletDescription
struct MeshData
{
AABB boundingBox;
uint numMeshlets;
uint meshletOffset;
uint firstIndex;
uint numIndices;
uint indicesOffset;
uint32_t meshletOffset = 0;
uint16_t numMeshlets = 0;
uint16_t indicesOffset = 0;
uint32_t firstIndex = 0;
uint32_t numIndices = 0;
};
static const uint MAX_VERTICES = 64;
+8 -167
View File
@@ -1,178 +1,19 @@
#version 450
#extension GL_EXT_mesh_shader : require
layout(row_major) uniform;
layout(row_major) buffer;
#line 5 0
struct InstanceData_0
{
mat4x4 transformMatrix_0;
};
#line 22
layout(std430, binding = 0) readonly buffer StructuredBuffer_InstanceData_t_0 {
InstanceData_0 _data[];
} pScene_instances_0;
#line 5 1
layout(std430, binding = 0, set = 2) readonly buffer StructuredBuffer_float3_t_0 {
vec3 _data[];
} pVertexData_positions_0;
#line 5
layout(std430, binding = 1, set = 2) readonly buffer StructuredBuffer_float2_t_0 {
vec2 _data[];
} pVertexData_texCoords_0;
#line 5
layout(std430, binding = 2, set = 2) readonly buffer StructuredBuffer_float3_t_1 {
vec3 _data[];
} pVertexData_normals_0;
#line 5
layout(std430, binding = 3, set = 2) readonly buffer StructuredBuffer_float3_t_2 {
vec3 _data[];
} pVertexData_tangents_0;
#line 5
layout(std430, binding = 4, set = 2) readonly buffer StructuredBuffer_float3_t_3 {
vec3 _data[];
} pVertexData_biTangents_0;
#line 5 2
struct ViewParameter_0
{
mat4x4 viewMatrix_0;
mat4x4 projectionMatrix_0;
vec4 cameraPos_WS_0;
vec2 screenDimensions_0;
};
#line 12
layout(binding = 0, set = 1)
layout(std140) uniform _S1
{
mat4x4 viewMatrix_0;
mat4x4 projectionMatrix_0;
vec4 cameraPos_WS_0;
vec2 screenDimensions_0;
}pViewParams_0;
#line 4206 3
layout(location = 0)
out vec3 _S2;
#line 4206
layout(location = 1)
out vec3 _S3;
#line 4206
layout(location = 2)
out vec2 _S4;
#line 4206
layout(location = 3)
out vec3 _S5;
#line 4206
layout(location = 4)
out vec3 _S6;
#line 4206
layout(location = 5)
out vec3 _S7;
#line 4206
layout(location = 6)
out vec3 _S8;
#line 1 4
struct MaterialParameter_0
{
vec3 position_TS_0;
vec3 worldPosition_0;
vec2 texCoords_0;
vec3 normal_0;
vec3 tangent_0;
vec3 biTangent_0;
vec3 viewDir_TS_0;
};
struct VertexAttributes_0
{
MaterialParameter_0 parameter_0;
vec4 clipPosition_0;
};
#line 9 1
VertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S9, mat4x4 _S10)
{
vec4 worldPos_0 = (((vec4(pVertexData_positions_0._data[_S9], 1.0)) * (_S10)));
vec4 clipPos_0 = ((((((worldPos_0) * (pViewParams_0.viewMatrix_0)))) * (pViewParams_0.projectionMatrix_0)));
#line 10
MaterialParameter_0 params_0;
#line 15
params_0.worldPosition_0 = worldPos_0.xyz;
params_0.texCoords_0 = pVertexData_texCoords_0._data[_S9];
params_0.normal_0 = pVertexData_normals_0._data[_S9];
params_0.tangent_0 = pVertexData_tangents_0._data[_S9];
params_0.biTangent_0 = pVertexData_biTangents_0._data[_S9];
#line 9
VertexAttributes_0 attributes_0;
#line 20
attributes_0.parameter_0 = params_0;
attributes_0.clipPosition_0 = clipPos_0;
return attributes_0;
}
#line 18 0
#line 27 0
layout(local_size_x = 3, local_size_y = 1, local_size_z = 1) in;
layout(max_vertices = 12) out;
layout(max_primitives = 4) out;
layout(triangles) out;
void main()
{
#line 18
VertexAttributes_0 _S11 = StaticMeshVertexData_getAttributes_0(uint(gl_VertexIndex), pScene_instances_0._data[uint(gl_InstanceIndex)].transformMatrix_0);
SetMeshOutputsEXT(12U, 4U);
#line 18
_S2 = _S11.parameter_0.position_TS_0;
#line 18
_S3 = _S11.parameter_0.worldPosition_0;
#line 18
_S4 = _S11.parameter_0.texCoords_0;
#line 18
_S5 = _S11.parameter_0.normal_0;
#line 18
_S6 = _S11.parameter_0.tangent_0;
#line 18
_S7 = _S11.parameter_0.biTangent_0;
#line 18
_S8 = _S11.parameter_0.viewDir_TS_0;
#line 18
gl_Position = _S11.clipPosition_0;
#line 18
#line 46
return;
}
+41 -60
View File
@@ -1,63 +1,44 @@
const static float2 positions[3] = {
float2(0.0, -0.5),
float2(0.5, 0.5),
float2(-0.5, 0.5)
};
struct MeshPayload
{
int exponent;
};
groupshared MeshPayload payload;
[numthreads(1, 1, 1)]
[outputtopology("triangle")]
void taskMain(
uint3 threadID: SV_GroupIndex,
uint3 groupID: SV_GroupID
){
DispatchMesh(1,1,1,payload);
}
const static float2 positions[3] = {
float2(0.0, -0.5),
float2(0.5, 0.5),
float2(-0.5, 0.5)
};
const static float3 colors[3] = {
float3(1.0, 1.0, 0.0),
float3(0.0, 1.0, 1.0),
float3(1.0, 0.0, 1.0)
};
struct Vertex
{
float4 pos : SV_Position;
float3 color : Color;
int index : Index;
int value : Value;
};
const static uint MAX_VERTS = 12;
const static uint MAX_PRIMS = 4;
[outputtopology("triangle")]
[shader("mesh")]
[numthreads(12, 1, 1)]
void meshMain(
in uint tig : SV_GroupIndex,
in payload MeshPayload meshPayload,
out Vertices<Vertex, MAX_VERTS> verts,
out Indices<uint3, MAX_PRIMS> triangles)
{
const uint numVertices = 12;
const uint numPrimitives = 4;
SetMeshOutputCounts(numVertices, numPrimitives);
if(tig < numVertices)
const static float3 colors[3] = {
float3(1.0, 1.0, 0.0),
float3(0.0, 1.0, 1.0),
float3(1.0, 0.0, 1.0)
};
struct Vertex
{
const int tri = tig / 3;
verts[tig] = {float4(positions[tig % 3], 0, 1), colors[tig % 3], tri, int(pow(tri, meshPayload.exponent))};
}
float4 pos : SV_Position;
float3 color : Color;
int index : Index;
};
if(tig < numPrimitives)
triangles[tig] = tig * 3 + uint3(0,1,2);
}
const static uint MAX_VERTS = 12;
const static uint MAX_PRIMS = 4;
[outputtopology("triangle")]
[shader("mesh")]
[numthreads(3, 1, 1)]
void meshMain(
in uint tig : SV_GroupIndex,
out Vertices<Vertex, MAX_VERTS> verts,
out Indices<uint3, MAX_PRIMS> triangles)
{
const uint numVertices = 12;
const uint numPrimitives = 4;
SetMeshOutputCounts(numVertices, numPrimitives);
for(uint i = tig; i < numVertices; ++i)
{
const int tri = i / 3;
verts[i] = {float4(positions[i % 3], 0, 1), colors[i % 3], tri};
}
for(uint i = tig; i < numPrimitives; ++i)
{
triangles[i] = i * 3 + uint3(0,1,2);
}
}