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Seele/res/shaders/DepthCullingMesh.slang
2025-04-15 00:33:49 +02:00

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import Common;
import Scene;
import VertexData;
import StaticMeshVertexData;
import MaterialParameter;
struct PrimitiveAttributes
{
#ifdef VISIBILITY
uint32_t prim : SV_PrimitiveID;
#endif
};
[numthreads(MESH_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("mesh")]
void meshMain(
in uint threadID: SV_GroupThreadID,
in uint groupID: SV_GroupID,
in payload MeshPayload meshPayload,
out vertices FragmentParameter vertices[MAX_VERTICES],
out indices uint3 indices[MAX_PRIMITIVES],
out primitives PrimitiveAttributes prim[MAX_PRIMITIVES]
) {
// meshlet number relative to start for this instance
uint meshletNumber = meshPayload.culledMeshlets[groupID];
uint meshletId = meshPayload.cullingOffset + meshletNumber;
InstanceData inst = pScene.instances[meshPayload.instanceId];
MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
MeshletCullingInfo cull = pScene.cullingInfos[meshletId];
SetMeshOutputCounts(m.vertexIndices.size, m.primitiveIndices.size);
for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
{
uint p = min(i, m.primitiveIndices.size - 1);
{
uint baseIndex = m.primitiveIndices.offset + (p * 3);
uint local_idx0 = pScene.primitiveIndices[baseIndex + 0];
uint local_idx1 = pScene.primitiveIndices[baseIndex + 1];
uint local_idx2 = pScene.primitiveIndices[baseIndex + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
PrimitiveAttributes primAttr;
#ifdef VISIBILITY
primAttr.prim = encodePrimitive(meshletId);
#endif
prim[p] = primAttr;
}
}
for(uint i = threadID; i < MAX_VERTICES; i += MESH_GROUP_SIZE)
{
uint v = min(i, m.vertexIndices.size - 1);
{
uint vertexIndex = pScene.vertexIndices[m.vertexIndices.offset + v];
VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
vertices[v] = attr.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
}
}
}