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Seele/res/shaders/MeshletBasePass.slang
T
2024-04-23 17:08:39 +02:00

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import Common;
import BRDF;
import Scene;
import VertexData;
import MaterialParameter;
struct MeshPayload
{
uint instanceId[MAX_MESHLETS_PER_MESH];
uint meshletId[MAX_MESHLETS_PER_MESH];
};
groupshared MeshPayload p;
groupshared uint head;
groupshared float4x4 localToView;
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 = pScene.instances[groupID];
if(threadID == 0)
{
head = 0;
localToView = mul(pViewParams.viewMatrix, instance.transformMatrix);
float3 origin = float3(0, 0, 0);
float3 corners[4] = {
screenToView(float4(0.0f, 0.0f, -1.0f, 1.0f)).xyz,
screenToView(float4(pViewParams.screenDimensions.x, 0.0f, -1.0f, 1.0f)).xyz,
screenToView(float4(0.0f, pViewParams.screenDimensions.y, -1.0f, 1.0f)).xyz,
screenToView(float4(pViewParams.screenDimensions, -1.0f, 1.0f)).xyz
};
viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
}
GroupMemoryBarrierWithGroupSync();
MeshData mesh = pScene.meshData[groupID];
for(uint i = threadID; i < MAX_MESHLETS_PER_MESH; i += TASK_GROUP_SIZE)
{
if(i < mesh.numMeshlets)
{
uint m = mesh.meshletOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
if(meshlet.bounding.insideFrustum(localToView, viewFrustum))
{
uint index;
InterlockedAdd(head, 1, index);
p.meshletId[index] = m;
p.instanceId[index] = groupID + pScene.primitiveIndices[m];
}
}
}
GroupMemoryBarrierWithGroupSync();
DispatchMesh(head, 1, 1, p);
}
struct PrimitiveAttributes
{
uint cull: SV_CullPrimitive;
};
uint unpackPrimitiveIndices(uint index)
{
uint32_t packed = pScene.primitiveIndices[index / 4];
return (packed >> (index % 4)) & 0xff;
}
[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 FragmentParameter vertices[MAX_VERTICES],
out indices uint3 indices[MAX_PRIMITIVES]
){
InstanceData inst = pScene.instances[meshPayload.instanceId[groupID]];
MeshData md = pScene.meshData[meshPayload.instanceId[groupID]];
MeshletDescription m = pScene.meshletInfos[meshPayload.meshletId[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(inst.transformMatrix);
vertices[v].vertexColor = m.color;
}
}
}