2021-08-12 18:23:10 +00:00
|
|
|
#include <metal_stdlib>
|
|
|
|
|
|
|
|
using namespace metal;
|
2021-08-23 21:45:23 +00:00
|
|
|
|
|
|
|
template<typename T, int N, int M>
|
|
|
|
inline auto operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) {
|
|
|
|
return lhs * vec<T, N>(rhs);
|
|
|
|
}
|
|
|
|
|
|
|
|
template<typename T, int N, int M>
|
|
|
|
inline auto operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) {
|
|
|
|
return vec<T, M>(lhs) * rhs;
|
|
|
|
}
|
|
|
|
|
2021-08-12 18:23:10 +00:00
|
|
|
struct Uniforms {
|
|
|
|
/* 0x0000 */ uint numTriangles;
|
|
|
|
/* 0x0004 */ uint gridSize;
|
|
|
|
/* 0x0008 */ uint pad1;
|
|
|
|
/* 0x000c */ uint pad2;
|
|
|
|
/* 0x0010 */ packed_float3 bbMin;
|
|
|
|
/* 0x001c */ int8_t tint_pad[4];
|
|
|
|
/* 0x0020 */ packed_float3 bbMax;
|
|
|
|
/* 0x002c */ int8_t tint_pad_1[4];
|
|
|
|
};
|
|
|
|
struct Dbg {
|
|
|
|
/* 0x0000 */ atomic_uint offsetCounter;
|
|
|
|
/* 0x0004 */ uint pad0;
|
|
|
|
/* 0x0008 */ uint pad1;
|
|
|
|
/* 0x000c */ uint pad2;
|
|
|
|
/* 0x0010 */ uint value0;
|
|
|
|
/* 0x0014 */ uint value1;
|
|
|
|
/* 0x0018 */ uint value2;
|
|
|
|
/* 0x001c */ uint value3;
|
|
|
|
/* 0x0020 */ float value_f32_0;
|
|
|
|
/* 0x0024 */ float value_f32_1;
|
|
|
|
/* 0x0028 */ float value_f32_2;
|
|
|
|
/* 0x002c */ float value_f32_3;
|
|
|
|
};
|
|
|
|
struct F32s {
|
|
|
|
/* 0x0000 */ float values[1];
|
|
|
|
};
|
|
|
|
struct U32s {
|
|
|
|
/* 0x0000 */ uint values[1];
|
|
|
|
};
|
|
|
|
struct I32s {
|
|
|
|
int values[1];
|
|
|
|
};
|
|
|
|
struct AU32s {
|
|
|
|
/* 0x0000 */ atomic_uint values[1];
|
|
|
|
};
|
|
|
|
struct AI32s {
|
|
|
|
/* 0x0000 */ atomic_int values[1];
|
|
|
|
};
|
|
|
|
|
|
|
|
float3 toVoxelPos(constant Uniforms& uniforms, float3 position) {
|
|
|
|
float3 bbMin = float3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
|
|
|
|
float3 bbMax = float3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
|
|
|
|
float3 bbSize = (bbMax - bbMin);
|
|
|
|
float cubeSize = fmax(fmax(bbSize.x, bbSize.y), bbSize.z);
|
|
|
|
float gridSize = float(uniforms.gridSize);
|
|
|
|
float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize);
|
|
|
|
float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize);
|
|
|
|
float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize);
|
|
|
|
return float3(gx, gy, gz);
|
|
|
|
}
|
|
|
|
|
|
|
|
uint toIndex1D(uint gridSize, float3 voxelPos) {
|
|
|
|
uint3 icoord = uint3(voxelPos);
|
|
|
|
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
|
|
|
|
}
|
|
|
|
|
|
|
|
uint3 toIndex3D(uint gridSize, uint index) {
|
|
|
|
uint z_1 = (index / (gridSize * gridSize));
|
|
|
|
uint y_1 = ((index - ((gridSize * gridSize) * z_1)) / gridSize);
|
|
|
|
uint x_1 = (index % gridSize);
|
|
|
|
return uint3(x_1, y_1, z_1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float3 loadPosition(device F32s& positions, uint vertexIndex) {
|
|
|
|
float3 position = float3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
|
|
|
|
return position;
|
|
|
|
}
|
|
|
|
|
|
|
|
void doIgnore(constant Uniforms& uniforms, device Dbg& dbg, device AU32s& counters, device U32s& indices, device F32s& positions, device AI32s& LUT) {
|
|
|
|
uint g42 = uniforms.numTriangles;
|
|
|
|
uint kj6 = dbg.value1;
|
|
|
|
uint b53 = atomic_load_explicit(&(counters.values[0]), memory_order_relaxed);
|
|
|
|
uint rwg = indices.values[0];
|
|
|
|
float rb5 = positions.values[0];
|
|
|
|
int g55 = atomic_load_explicit(&(LUT.values[0]), memory_order_relaxed);
|
|
|
|
}
|
|
|
|
|
|
|
|
void main_count_inner(constant Uniforms& uniforms, device Dbg& dbg, device AU32s& counters, device U32s& indices, device F32s& positions, device AI32s& LUT, uint3 GlobalInvocationID) {
|
|
|
|
uint triangleIndex = GlobalInvocationID.x;
|
|
|
|
if ((triangleIndex >= uniforms.numTriangles)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
doIgnore(uniforms, dbg, counters, indices, positions, LUT);
|
|
|
|
uint i0 = indices.values[((3u * triangleIndex) + 0u)];
|
|
|
|
uint i1 = indices.values[((3u * triangleIndex) + 1u)];
|
|
|
|
uint i2 = indices.values[((3u * triangleIndex) + 2u)];
|
|
|
|
float3 p0 = loadPosition(positions, i0);
|
|
|
|
float3 p1 = loadPosition(positions, i1);
|
|
|
|
float3 p2 = loadPosition(positions, i2);
|
|
|
|
float3 center = (((p0 + p1) + p2) / 3.0f);
|
|
|
|
float3 voxelPos = toVoxelPos(uniforms, center);
|
|
|
|
uint voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
|
|
|
|
uint acefg = atomic_fetch_add_explicit(&(counters.values[voxelIndex]), 1u, memory_order_relaxed);
|
|
|
|
if ((triangleIndex == 0u)) {
|
|
|
|
dbg.value0 = uniforms.gridSize;
|
|
|
|
dbg.value_f32_0 = center.x;
|
|
|
|
dbg.value_f32_1 = center.y;
|
|
|
|
dbg.value_f32_2 = center.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-08-12 19:47:20 +00:00
|
|
|
kernel void main_count(uint3 GlobalInvocationID [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(0)]], device Dbg& dbg [[buffer(1)]], device AU32s& counters [[buffer(2)]], device U32s& indices [[buffer(3)]], device F32s& positions [[buffer(4)]], device AI32s& LUT [[buffer(5)]]) {
|
2021-08-12 18:23:10 +00:00
|
|
|
main_count_inner(uniforms, dbg, counters, indices, positions, LUT, GlobalInvocationID);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void main_create_lut_inner(constant Uniforms& uniforms, device Dbg& dbg, device AU32s& counters, device U32s& indices, device F32s& positions, device AI32s& LUT, uint3 GlobalInvocationID) {
|
|
|
|
uint voxelIndex = GlobalInvocationID.x;
|
|
|
|
doIgnore(uniforms, dbg, counters, indices, positions, LUT);
|
|
|
|
uint maxVoxels = ((uniforms.gridSize * uniforms.gridSize) * uniforms.gridSize);
|
|
|
|
if ((voxelIndex >= maxVoxels)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
uint numTriangles = atomic_load_explicit(&(counters.values[voxelIndex]), memory_order_relaxed);
|
|
|
|
int offset = -1;
|
|
|
|
if ((numTriangles > 0u)) {
|
|
|
|
offset = int(atomic_fetch_add_explicit(&(dbg.offsetCounter), numTriangles, memory_order_relaxed));
|
|
|
|
}
|
|
|
|
atomic_store_explicit(&(LUT.values[voxelIndex]), offset, memory_order_relaxed);
|
|
|
|
}
|
|
|
|
|
2021-08-12 19:47:20 +00:00
|
|
|
kernel void main_create_lut(uint3 GlobalInvocationID [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(0)]], device Dbg& dbg [[buffer(1)]], device AU32s& counters [[buffer(2)]], device U32s& indices [[buffer(3)]], device F32s& positions [[buffer(4)]], device AI32s& LUT [[buffer(5)]]) {
|
2021-08-12 18:23:10 +00:00
|
|
|
main_create_lut_inner(uniforms, dbg, counters, indices, positions, LUT, GlobalInvocationID);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void main_sort_triangles_inner(constant Uniforms& uniforms, device Dbg& dbg, device AU32s& counters, device U32s& indices, device F32s& positions, device AI32s& LUT, uint3 GlobalInvocationID) {
|
|
|
|
uint triangleIndex = GlobalInvocationID.x;
|
|
|
|
doIgnore(uniforms, dbg, counters, indices, positions, LUT);
|
|
|
|
if ((triangleIndex >= uniforms.numTriangles)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
uint i0 = indices.values[((3u * triangleIndex) + 0u)];
|
|
|
|
uint i1 = indices.values[((3u * triangleIndex) + 1u)];
|
|
|
|
uint i2 = indices.values[((3u * triangleIndex) + 2u)];
|
|
|
|
float3 p0 = loadPosition(positions, i0);
|
|
|
|
float3 p1 = loadPosition(positions, i1);
|
|
|
|
float3 p2 = loadPosition(positions, i2);
|
|
|
|
float3 center = (((p0 + p1) + p2) / 3.0f);
|
|
|
|
float3 voxelPos = toVoxelPos(uniforms, center);
|
|
|
|
uint voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
|
|
|
|
int triangleOffset = atomic_fetch_add_explicit(&(LUT.values[voxelIndex]), 1, memory_order_relaxed);
|
|
|
|
}
|
|
|
|
|
2021-08-12 19:47:20 +00:00
|
|
|
kernel void main_sort_triangles(uint3 GlobalInvocationID [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(0)]], device Dbg& dbg [[buffer(1)]], device AU32s& counters [[buffer(2)]], device U32s& indices [[buffer(3)]], device F32s& positions [[buffer(4)]], device AI32s& LUT [[buffer(5)]]) {
|
2021-08-12 18:23:10 +00:00
|
|
|
main_sort_triangles_inner(uniforms, dbg, counters, indices, positions, LUT, GlobalInvocationID);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|