import Common; import BRDF; import Scene; import VertexData; import MaterialParameter; struct PrimitiveAttributes { uint cull: SV_CullPrimitive; }; [numthreads(MESH_GROUP_SIZE, 1, 1)] [outputtopology("triangle")] [shader("mesh")] void meshMain( in uint threadID: SV_GroupIndex, in uint groupID: SV_GroupID, out vertices FragmentParameter vertices[MAX_VERTICES], out indices uint3 indices[MAX_PRIMITIVES] ){ MeshletDescription m = pScene.meshletInfos[groupID]; SetMeshOutputCounts(m.vertexCount, m.primitiveCount); for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE) { uint p = min(i, m.primitiveCount - 1); { uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0]; uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1]; uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2]; indices[p] = uint3(local_idx0, local_idx1, local_idx2); } } for(uint i = threadID; i < MAX_VERTICES; i+=MESH_GROUP_SIZE) { uint v = min(i, m.vertexCount - 1); { uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v]; VertexAttributes attr = pVertexData.getAttributes(md.indicesOffset + vertexIndex); vertices[v] = attr.getParameter(float4x4(1.0)); } } }