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draw_uncompressed_lod.task.glsl
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/*
* Copyright (c) 2022-2023, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2022-2023 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_control_flow_attributes : require
#extension GL_NV_mesh_shader : enable
#extension GL_EXT_buffer_reference2 : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_8bit_storage : enable
#extension GL_EXT_shader_16bit_storage : enable
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_shader_atomic_int64 : enable
#extension GL_KHR_shader_subgroup_basic : require
#extension GL_KHR_shader_subgroup_ballot : require
#extension GL_KHR_shader_subgroup_vote : require
#extension GL_KHR_shader_subgroup_arithmetic : require
#extension GL_KHR_shader_subgroup_shuffle : require
#extension GL_NV_shader_subgroup_partitioned : require
#include "common.h"
#include "common_mesh.h"
#include "common_barymap.h"
#include "common_micromesh_uncompressed.h"
#include "micromesh_binpack_decl.glsl"
layout(local_size_x=MICRO_TRI_PER_TASK) in;
////////////////////////////////////////////////////////////////
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_VIEW) uniform sceneBuffer {
SceneData scene;
SceneData sceneLast;
};
layout(scalar, binding = DRAWUNCOMPRESSED_SSBO_STATS) coherent buffer statsBuffer {
ShaderStats stats;
};
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_MESH) uniform meshBuffer {
MeshData mesh;
};
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_MAP) uniform bmapBuffer {
BaryMapData bmap;
};
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_UNCOMPRESSED) uniform baryBuffer {
MicromeshUncData microdata;
};
#if USE_OCCLUSION_CULLING
#define SUPPORTS_HIZ 1
layout(binding = DRAWUNCOMPRESSED_TEX_HIZ) uniform sampler2D texHizFar;
#endif
layout(push_constant) uniform pushDraw {
DrawMicromeshUncPushData push;
};
//////////////////////////////////////////////////////////////////////////
// OUTPUT
taskNV out Task
{
MicroBinPack binpack;
} OUT;
//////////////////////////////////////////////////////////////////////////
#include "draw_culling.glsl"
#include "micromesh_culling_uncompressed.glsl"
// MicroBinPack functions need to reference target variables directly via macros
#define MICROBINPACK_USE_MESHLETCOUNT 1
#define MICROBINPACK_OUT OUT.binpack
#define MICROBINPACK_OUT_COUNT gl_TaskCountNV
#include "micromesh_binpack.glsl"
//////////////////////////////////////////////////////////////////////////
void main()
{
uint baseID = gl_WorkGroupID.x * MICRO_TRI_PER_TASK;
uint laneID = gl_SubgroupInvocationID;
uint triMax = push.triangleMax;
//if (baseID != 0) return;
//triMax = 1;
bool valid = baseID + laneID <= triMax;
uint relativeID = valid ? laneID : 0;
uint triID = baseID + relativeID;
MicromeshUncBaseTri baseTri = microdata.basetriangles.d[min(triID, triMax)];
uint meshletCount = baseTri.meshletCount;
uint baseSubdiv = baseTri.subdivLevel;
uint targetSubdiv = cullAndLodBaseTriangle(triID, baseSubdiv, valid);
#if 0
uint targetMax = subgroupMax(valid ? targetSubdiv : 0);
targetSubdiv = valid ? targetMax : targetSubdiv;
#endif
if (valid && targetSubdiv < baseSubdiv) {
meshletCount = bmap.levels.d[targetSubdiv].meshletCount;
}
MicroBinPack_subgroupPack(baseID, relativeID, targetSubdiv, meshletCount, valid);
//gl_TaskCountNV *= scene.dbgUint;
}