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Seele/res/shaders/VisibilityCompute.slang

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import Common;
import Scene;
struct VisibilityCullingData
{
Texture2D<uint> visibilityTexture;
RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
};
ParameterBlock<VisibilityCullingData> pVisibilityParams;
[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
[shader("compute")]
void computeMain(
uint3 dispatchThreadID: SV_DispatchThreadID,
){
int3 texCoords = int3(dispatchThreadID.xy, 0);
uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
uint meshletId = decodePrimitive(encoded);
pVisibilityParams.cullingInfos[meshletId].visible = 1;
}