Adding cached depth renderpass
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@@ -0,0 +1,34 @@
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import Common;
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import Scene;
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groupshared MeshPayload p;
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groupshared uint head;
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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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uint threadID: SV_GroupIndex,
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uint groupID: SV_GroupID, )
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{
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if (threadID == 0)
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{
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head = 0;
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p.instanceId = pOffsets.instanceOffset + groupID;
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}
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GroupMemoryBarrierWithGroupSync();
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MeshData mesh = pScene.meshData[p.instanceId];
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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 = mesh.meshletOffset + i;
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//MeshletDescription meshlet = pScene.meshletInfos[m];
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//MeshletCullingInfo culling = pScene.culledMeshlets[pScene.cullingOffsets[p.instanceId] + i];
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//if(culling.anyVisible())
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{
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uint index;
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InterlockedAdd(head, 1, index);
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p.culledMeshlets[i] = m;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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DispatchMesh(mesh.numMeshlets, 1, 1, p);
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}
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