Adding cached depth renderpass

This commit is contained in:
Dynamitos
2024-05-30 16:56:22 +02:00
parent 4b6022237b
commit f278afad66
20 changed files with 908 additions and 677 deletions
+18 -36
View File
@@ -3,47 +3,29 @@ import Scene;
groupshared MeshPayload p;
groupshared uint head;
groupshared Frustum viewFrustum;
[numthreads(TASK_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("amplification")]
void taskMain(
uint threadID: SV_GroupIndex,
uint groupID: SV_GroupID
uint groupID: SV_GroupID,
){
InstanceData instance = pScene.instances[pOffsets.instanceOffset + groupID];
MeshData mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
if(threadID == 0)
{
head = 0;
float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
const float offset = 0.0f;
float3 corners[4] = {
screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
};
viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
p.instanceId = pOffsets.instanceOffset + groupID;
p.cullingOffset = pScene.cullingOffsets[pOffsets.cullingCounterOffset + groupID];
}
GroupMemoryBarrierWithGroupSync();
for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
{
uint m = mesh.meshletOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
if(meshlet.bounding.insideFrustum(viewFrustum))
{
uint index;
InterlockedAdd(head, 1, index);
pScene.culledMeshlets[p.cullingOffset + index] = m;
}
}
GroupMemoryBarrierWithGroupSync();
DispatchMesh(head, 1, 1, p);
}
//head = 0;
//GroupMemoryBarrierWithGroupSync();
//for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
//{
// uint m = mesh.meshletOffset + i;
// MeshletDescription meshlet = pScene.meshletInfos[m];
// MeshletCullingInfo culling = pScene.culledMeshlets[instance.meshletCullingOffset];
// if(culling.anyVisible())
// {
// uint index;
// InterlockedAdd(head, 1, index);
// p.culledMeshlets[index] = m;
// }
//}
//GroupMemoryBarrierWithGroupSync();
//DispatchMesh(head, 1, 1, p);
}