Files
Seele/res/shaders/DepthCullingTask.slang
T

136 lines
5.8 KiB
Plaintext

import Common;
import Scene;
import Bounding;
import DepthCommon;
groupshared MeshPayload p;
groupshared uint head;
groupshared MeshData mesh;
groupshared InstanceData instance;
groupshared Frustum viewFrustum;
groupshared float4x4 modelViewProjection;
groupshared bool meshVisible;
//void writeDebug(uint mipLevel, uint mipOffset, int2 mipDimensions, int2 screenMin, int2 screenMax, int2 origScreenMin, int2 origScreenMax)
//{
// uint index = 0;
// InterlockedAdd(pDepthAttachment.debugHead[0], 1, index);
// index = min(index, 10000);
// {
// pDepthAttachment.debugData[index].mipLevel = mipLevel;
// pDepthAttachment.debugData[index].mipOffset = mipOffset;
// pDepthAttachment.debugData[index].mipDimensions = mipDimensions;
// pDepthAttachment.debugData[index].screenCornerMax = screenMax;
// pDepthAttachment.debugData[index].screenCornerMin = screenMin;
// pDepthAttachment.debugData[index].origScreenMax = origScreenMax;
// pDepthAttachment.debugData[index].origScreenMin = origScreenMin;
// }
//}
ParameterBlock<DepthData> pDepthAttachment;
bool isBoxVisible(AABB bounding)
{
int2 mipDimensions = uint2(uint(pViewParams.screenDimensions.x), uint(pViewParams.screenDimensions.y));
// now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet
int2 screenCornerMin = mipDimensions;
int2 screenCornerMax = uint2(0, 0);
// lower values are closer
float maxDepth = bounding.projectScreenDepth(modelViewProjection, screenCornerMin, screenCornerMax);
uint mipOffset = 0;
// uint mipLevel = 0;
// int2 origScreenMin = screenCornerMin;
// int2 origScreenMax = screenCornerMax;
// 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
while(screenCornerMax.x - screenCornerMin.x > 1 || screenCornerMax.y - screenCornerMin.y > 1)
{
// mipLevel++;
mipOffset += mipDimensions.x * mipDimensions.y;
mipDimensions = int2(mipDimensions.x + 1, mipDimensions.y + 1) / 2;
screenCornerMin = int2(screenCornerMin.x + 1, screenCornerMin.y + 1) / 2;
screenCornerMax = int2(screenCornerMax.x, screenCornerMax.y) / 2;
}
uint i0 = mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMin.x;
uint i1 = mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMax.x;
uint i2 = mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMin.x;
uint i3 = mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMax.x;
// now we sample 4 texels from the depth at the calculated mip level, this should give us the screen extent of the meshlet
float d1 = pDepthAttachment.buffer[i0];
float d2 = pDepthAttachment.buffer[i1];
float d3 = pDepthAttachment.buffer[i2];
float d4 = pDepthAttachment.buffer[i3];
// we want to check if the minimum depth (the value farthest away) is smaller than the maximum bounding box depth
// otherwise, there is no way for the meshlet to be visible
float d = min(min(d1, d2), min(d3, d4));
if(d < maxDepth)
{
return true;
}
return false;
}
[numthreads(TASK_GROUP_SIZE, 1, 1)]
[shader("amplification")]
void taskMain(
uint threadID: SV_GroupThreadID,
uint groupID: SV_GroupID, )
{
head = 0;
instance = pScene.instances[pOffsets.instanceOffset + groupID];
mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
p.instanceId = pOffsets.instanceOffset + groupID;
p.meshletOffset = mesh.meshletOffset;
p.cullingOffset = pScene.cullingOffsets[p.instanceId];
modelViewProjection = mul(mul(pViewParams.projectionMatrix, pViewParams.viewMatrix), instance.transformMatrix);
float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
const float offset = 0.0f;
float3 corners[4] = {
screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -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]);
meshVisible = mesh.bounding.insideFrustum(viewFrustum) && isBoxVisible(mesh.bounding);
//meshVisible = true;
GroupMemoryBarrierWithGroupSync();
if(!meshVisible)
{
return;
}
for (uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
{
uint m = p.meshletOffset + i;
uint cull = p.cullingOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
MeshletCullingInfo culling = pScene.cullingInfos[cull];
// if any triangle was visible last frame, it was drawn by the cached pass already
if(!culling.wasVisible())
{
// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
if(meshlet.bounding.insideFrustum(viewFrustum))
{
#ifdef DEPTH_CULLING
// if the meshlet bounding box is behind the cached depth buffer, we skip
if(isBoxVisible(meshlet.bounding))
#endif
{
uint index;
InterlockedAdd(head, 1, index);
p.culledMeshlets[index] = i;
}
}
}
}
GroupMemoryBarrierWithGroupSync();
DispatchMesh(head, 1, 1, p);
}