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Seele/res/shaders/lib/Scene.slang
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2024-05-22 19:20:30 +02:00

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import Bounding;
struct MeshletDescription
{
AABB bounding;
uint32_t vertexCount;
uint32_t primitiveCount;
uint32_t vertexOffset;
uint32_t primitiveOffset;
float3 color;
uint32_t indicesOffset;
};
struct MeshData
{
AABB bounding;
uint32_t numMeshlets;
uint32_t meshletOffset;
uint32_t firstIndex;
uint32_t numIndices;
};
static const uint MAX_VERTICES = 256;
static const uint MAX_PRIMITIVES = 256;
static const uint TASK_GROUP_SIZE = 128;
static const uint MESH_GROUP_SIZE = 32;
struct InstanceData
{
float4x4 transformMatrix;
float4x4 inverseTransformMatrix;
};
struct DrawCallOffsets
{
uint32_t instanceOffset;
};
layout(push_constant)
ConstantBuffer<DrawCallOffsets> pOffsets;
struct Scene
{
StructuredBuffer<InstanceData> instances;
StructuredBuffer<MeshData> meshData;
StructuredBuffer<MeshletDescription> meshletInfos;
StructuredBuffer<uint8_t> primitiveIndices;
StructuredBuffer<uint32_t> vertexIndices;
// StructuredBuffer<uint32_t> cullingOffsets;
// RWStructuredBuffer<uint32_t> culledMeshlets;
};
layout(set=2)
ParameterBlock<Scene> pScene;
struct MeshPayload
{
uint instanceId;
uint culledMeshlets[2048];
};