[[block]] struct Uniforms { numTriangles : u32; gridSize : u32; pad1 : u32; pad2 : u32; bbMin : vec3; bbMax : vec3; }; [[block]] struct Dbg { offsetCounter : atomic; pad0 : u32; pad1 : u32; pad2 : u32; value0 : u32; value1 : u32; value2 : u32; value3 : u32; value_f32_0 : f32; value_f32_1 : f32; value_f32_2 : f32; value_f32_3 : f32; }; [[block]] struct F32s { values : [[stride(4)]] array; }; [[block]] struct U32s { values : [[stride(4)]] array; }; [[block]] struct I32s { values : [[stride(4)]] array; }; [[block]] struct AU32s { values : [[stride(4)]] array>; }; [[block]] struct AI32s { values : [[stride(4)]] array>; }; [[binding(0), group(0)]] var uniforms : Uniforms; [[binding(10), group(0)]] var indices : U32s; [[binding(11), group(0)]] var positions : F32s; [[binding(20), group(0)]] var counters : AU32s; [[binding(21), group(0)]] var LUT : AI32s; [[binding(50), group(0)]] var dbg : Dbg; fn toVoxelPos(position : vec3) -> vec3 { var bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z); var bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z); var bbSize = (bbMax - bbMin); var cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z); var gridSize = f32(uniforms.gridSize); var gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize); var gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize); var gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize); return vec3(gx, gy, gz); } fn toIndex1D(gridSize : u32, voxelPos : vec3) -> u32 { var icoord = vec3(voxelPos); return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z)); } fn toIndex3D(gridSize : u32, index : u32) -> vec3 { var z = (index / (gridSize * gridSize)); var y = ((index - ((gridSize * gridSize) * z)) / gridSize); var x = (index % gridSize); return vec3(x, y, z); } fn loadPosition(vertexIndex : u32) -> vec3 { var position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]); return position; } fn doIgnore() { var g42 = uniforms.numTriangles; var kj6 = dbg.value1; var b53 = atomicLoad(&(counters.values[0])); var rwg = indices.values[0]; var rb5 = positions.values[0]; var g55 = atomicLoad(&(LUT.values[0])); } [[stage(compute), workgroup_size(128)]] fn main_count([[builtin(global_invocation_id)]] GlobalInvocationID : vec3) { var triangleIndex = GlobalInvocationID.x; if ((triangleIndex >= uniforms.numTriangles)) { return; } doIgnore(); var i0 = indices.values[((3u * triangleIndex) + 0u)]; var i1 = indices.values[((3u * triangleIndex) + 1u)]; var i2 = indices.values[((3u * triangleIndex) + 2u)]; var p0 = loadPosition(i0); var p1 = loadPosition(i1); var p2 = loadPosition(i2); var center = (((p0 + p1) + p2) / 3.0); var voxelPos = toVoxelPos(center); var voxelIndex = toIndex1D(uniforms.gridSize, voxelPos); var acefg = atomicAdd(&(counters.values[voxelIndex]), 1u); 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; } } [[stage(compute), workgroup_size(128)]] fn main_create_lut([[builtin(global_invocation_id)]] GlobalInvocationID : vec3) { var voxelIndex = GlobalInvocationID.x; doIgnore(); var maxVoxels = ((uniforms.gridSize * uniforms.gridSize) * uniforms.gridSize); if ((voxelIndex >= maxVoxels)) { return; } var numTriangles = atomicLoad(&(counters.values[voxelIndex])); var offset = -1; if ((numTriangles > 0u)) { offset = i32(atomicAdd(&(dbg.offsetCounter), numTriangles)); } atomicStore(&(LUT.values[voxelIndex]), offset); } [[stage(compute), workgroup_size(128)]] fn main_sort_triangles([[builtin(global_invocation_id)]] GlobalInvocationID : vec3) { var triangleIndex = GlobalInvocationID.x; doIgnore(); if ((triangleIndex >= uniforms.numTriangles)) { return; } var i0 = indices.values[((3u * triangleIndex) + 0u)]; var i1 = indices.values[((3u * triangleIndex) + 1u)]; var i2 = indices.values[((3u * triangleIndex) + 2u)]; var p0 = loadPosition(i0); var p1 = loadPosition(i1); var p2 = loadPosition(i2); var center = (((p0 + p1) + p2) / 3.0); var voxelPos = toVoxelPos(center); var voxelIndex = toIndex1D(uniforms.gridSize, voxelPos); var triangleOffset = atomicAdd(&(LUT.values[voxelIndex]), 1); }