143 lines
6.1 KiB
Plaintext
143 lines
6.1 KiB
Plaintext
import Common;
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import Scene;
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import Bounding;
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import DepthCommon;
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groupshared MeshPayload p;
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groupshared uint head;
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groupshared MeshData mesh;
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groupshared InstanceData instance;
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groupshared Frustum viewFrustum;
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groupshared float4x4 modelViewProjection;
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groupshared bool meshVisible;
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//void writeDebug(uint mipLevel, uint mipOffset, int2 mipDimensions, int2 screenMin, int2 screenMax, int2 origScreenMin, int2 origScreenMax)
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//{
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// uint index = 0;
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// InterlockedAdd(pDepthAttachment.debugHead[0], 1, index);
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// index = min(index, 10000);
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// {
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// pDepthAttachment.debugData[index].mipLevel = mipLevel;
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// pDepthAttachment.debugData[index].mipOffset = mipOffset;
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// pDepthAttachment.debugData[index].mipDimensions = mipDimensions;
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// pDepthAttachment.debugData[index].screenCornerMax = screenMax;
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// pDepthAttachment.debugData[index].screenCornerMin = screenMin;
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// pDepthAttachment.debugData[index].origScreenMax = origScreenMax;
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// pDepthAttachment.debugData[index].origScreenMin = origScreenMin;
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// }
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//}
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ParameterBlock<DepthData> pDepthAttachment;
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bool isBoxVisible(AABB bounding)
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{
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int2 mipDimensions = int2(int(pViewParams.screenDimensions.x), int(pViewParams.screenDimensions.y));
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// now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet
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int2 screenCornerMin = mipDimensions;
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int2 screenCornerMax = int2(0, 0);
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// lower values are closer
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float maxDepth = bounding.projectScreenDepth(modelViewProjection, screenCornerMin, screenCornerMax);
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uint mipOffset = 0;
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// in theory this wouldnt work if no corner was in screen, as min would be greater that max, however we verified that with view culling
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while(screenCornerMax.x - screenCornerMin.x > 1 || screenCornerMax.y - screenCornerMin.y > 1)
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{
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mipOffset += mipDimensions.x * mipDimensions.y;
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mipDimensions = int2(mipDimensions.x + 1, mipDimensions.y + 1) / 2;
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screenCornerMin = int2(screenCornerMin.x, screenCornerMin.y) / 2;
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screenCornerMax = int2(screenCornerMax.x, screenCornerMax.y) / 2;
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}
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//float d = 1;
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//for(uint y = screenCornerMin.y; y <= screenCornerMax.y; y++)
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//{
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// for(uint x = screenCornerMin.x; x <= screenCornerMax.x; x++)
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// {
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// d = min(pDepthAttachment.buffer[mipOffset + (y * mipDimensions.x) + x], d);
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// }
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//}
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uint i0 = mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMin.x;
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uint i1 = mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMax.x;
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uint i2 = mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMin.x;
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uint i3 = mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMax.x;
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// now we sample 4 texels from the depth at the calculated mip level, this should give us the screen extent of the meshlet
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float d1 = pDepthAttachment.buffer[i0];
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float d2 = pDepthAttachment.buffer[i1];
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float d3 = pDepthAttachment.buffer[i2];
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float d4 = pDepthAttachment.buffer[i3];
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// we want to check if the minimum depth (the value farthest away) is smaller than the maximum bounding box depth
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// otherwise, there is no way for the meshlet to be visible
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float d = min(min(d1, d2), min(d3, d4));
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if(d < maxDepth)
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{
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return true;
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}
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return false;
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}
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[numthreads(TASK_GROUP_SIZE, 1, 1)]
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[shader("amplification")]
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void taskMain(
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uint threadID: SV_GroupThreadID,
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uint groupID: SV_GroupID, )
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{
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if(threadID == 0)
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{
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head = 0;
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instance = pScene.instances[pOffsets.instanceOffset + groupID];
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mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
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p.instanceId = pOffsets.instanceOffset + groupID;
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p.meshletOffset = mesh.meshletOffset;
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p.cullingOffset = pScene.cullingOffsets[p.instanceId];
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modelViewProjection = mul(mul(pViewParams.projectionMatrix, pViewParams.viewMatrix), instance.transformMatrix);
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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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const float offset = 0.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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//meshVisible = mesh.bounding.insideFrustum(viewFrustum) && isBoxVisible(mesh.bounding);
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meshVisible = true;
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}
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GroupMemoryBarrierWithGroupSync();
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if(!meshVisible)
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{
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return;
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}
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for (uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
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{
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uint m = p.meshletOffset + i;
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uint cull = p.cullingOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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// if any triangle was visible last frame, it was drawn by the cached pass already
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if(!culling.wasVisible())
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{
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// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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#ifdef DEPTH_CULLING
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// if the meshlet bounding box is behind the cached depth buffer, we skip
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if(isBoxVisible(meshlet.bounding))
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#endif
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{
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uint index;
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InterlockedAdd(head, 1, index);
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p.culledMeshlets[index] = i;
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}
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}
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}
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}
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GroupMemoryBarrierWithGroupSync();
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DispatchMesh(head, 1, 1, p);
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}
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