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Seele/res/shaders/VisibilityCompute.slang
T

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import Common;
import Scene;
struct VisibilityCullingData
{
Texture2D<uint> visibilityTexture;
RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
};
ParameterBlock<VisibilityCullingData> pVisibilityParams;
groupshared MeshletCullingInfo cullInfo;
[numthreads(BLOCK_SIZE, 1, 1)]
[shader("compute")]
void computeMain(
uint threadID: SV_GroupIndex,
uint groupID: SV_GroupID,
){
if (threadID < MAX_PRIMITIVES / 32)
{
cullInfo.visible[threadID] = 0;
}
GroupMemoryBarrierWithGroupSync();
for (uint y = 0; y < pViewParams.screenDimensions.y; y++)
{
for (uint x = threadID; x < pViewParams.screenDimensions.x; x += BLOCK_SIZE)
{
int3 texCoords = int3(x, y, 0);
uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
uint2 decoded = decodePrimitive(encoded);
uint base = decoded.y == groupID ? 1 : 0;
uint arrIdx = decoded.x / 32;
uint bit = decoded.x % 32;
cullInfo.visible[arrIdx] |= (base << bit);
}
}
GroupMemoryBarrierWithGroupSync();
if (threadID < MAX_PRIMITIVES / 32)
{
pVisibilityParams.cullingInfos[groupID].visible[threadID] = cullInfo.visible[threadID];
}
}