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Seele/res/shaders/MeshletBasePass.slang
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2023-11-05 10:36:01 +01:00

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import Common;
import BRDF;
import Meshlet;
import Scene;
import VertexData;
struct MeshPayload
{
uint instanceId[MAX_MESHLETS_PER_MESH];
uint meshletId[MAX_MESHLETS_PER_MESH];
};
groupshared MeshPayload p;
groupshared uint head;
groupshared float4x4 localToClip;
groupshared Frustum viewFrustum;
[numthreads(TASK_GROUP_SIZE, 1, 1)]
[outputtopology("triangle")]
[shader("amplification")]
void taskMain(
uint threadID: SV_GroupIndex,
uint groupID: SV_GroupID
){
InstanceData instance = scene.instances[groupID];
if(threadID == 0)
{
head = 0;
localToClip = mul(viewParams.projectionMatrix, mul(viewParams.viewMatrix, instance.transformMatrix));
// Left
viewFrustum.sides[0].n = float3(1, 0, 0);
viewFrustum.sides[0].d = -1;
// Right
viewFrustum.sides[1].n = float3(-1, 0, 0);
viewFrustum.sides[1].d = 1;
// Top
viewFrustum.sides[2].n = float3(0, -1, 0);
viewFrustum.sides[2].d = 1;
// Bottom
viewFrustum.sides[1].n = float3(0, 1, 0);
viewFrustum.sides[1].d = -1;
// Base
viewFrustum.basePlane.n = float3(0, 0, 1);
viewFrustum.basePlane.d = 0;
}
GroupMemoryBarrierWithGroupSync();
MeshData mesh = scene.meshData[groupID];
for(uint i = threadID; i < MAX_MESHLETS_PER_MESH; i += TASK_GROUP_SIZE)
{
uint m = mesh.meshletOffset + min(mesh.numMeshlets, i);
MeshletDescription meshlet = scene.meshlets.meshletInfos[m];
//if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
{
uint index;
InterlockedAdd(head, 1, index);
p.meshletId[index] = m;
p.instanceId[index] = groupID;
}
}
GroupMemoryBarrierWithGroupSync();
DispatchMesh(head, 1, 1, p);
}
groupshared VertexAttributes gs_vertices[MAX_VERTICES];
groupshared uint3 gs_indices[MAX_PRIMITIVES];
groupshared uint gs_numVertices;
groupshared uint gs_numPrimitives;
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,
in payload MeshPayload meshPayload,
out Vertices<VertexAttributes, MAX_VERTICES> vertices,
out Indices<uint3, MAX_PRIMITIVES> indices
){
InstanceData inst = scene.instances[meshPayload.instanceId[groupID]];
MeshData md = scene.meshData[meshPayload.instanceId[groupID]];
MeshletDescription m = meshlets.meshletInfos[meshPayload.meshletId[groupID]];
const uint vertexLoops = (MAX_VERTICES + MESH_GROUP_SIZE - 1) / MESH_GROUP_SIZE;
for(uint loop = 0; loop < vertexLoops; ++loop)
{
uint v = threadID + loop * MESH_GROUP_SIZE;
v = min(v, m.vertexCount - 1);
InterlockedMax(gs_numVertices, v + 1);
{
int vertexIndex = meshlets.vertexIndices[m.vertexOffset + v];
gs_vertices[v] = vertexData.getAttributes(md.indexOffset + vertexIndex, inst);
}
}
const uint primitiveLoops = (MAX_PRIMITIVES + MESH_GROUP_SIZE - 1) / MESH_GROUP_SIZE;
for(uint loop = 0; loop < primitiveLoops; ++loop)
{
uint p = threadID + loop * MESH_GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
InterlockedMax(gs_numPrimitives, p + 1);
{
uint8_t local_idx0 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
uint8_t local_idx1 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint8_t local_idx2 = meshlets.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
uint32_t idx0 = meshlets.vertexIndices[m.vertexOffset + local_idx0];
uint32_t idx1 = meshlets.vertexIndices[m.vertexOffset + local_idx1];
uint32_t idx2 = meshlets.vertexIndices[m.vertexOffset + local_idx2];
gs_indices[p * 3 + 0] = idx0;
gs_indices[p * 3 + 1] = idx1;
gs_indices[p * 3 + 2] = idx2;
}
}
GroupMemoryBarrierWithGroupSync();
SetMeshOutputCounts(gs_numVertices, gs_numPrimitives);
GroupMemoryBarrierWithGroupSync();
uint v = threadID;
v = min(v, m.vertexCount - 1);
vertices[v] = gs_vertices[v];
if(vertexLoops >= 1)
{
uint v = threadID + MESH_GROUP_SIZE;
v = min(v, m.vertexCount - 1);
vertices[v] = gs_vertices[v];
}
uint p = threadID;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
if(primitiveLoops >= 1)
{
uint p = threadID + MESH_GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
}
if(primitiveLoops >= 2)
{
uint p = threadID + 2 * MESH_GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
}
if(primitiveLoops >= 3)
{
uint p = threadID + 3 * MESH_GROUP_SIZE;
p = min(p, m.primitiveCount - 1);
indices[p] = gs_indices[p];
}
}