uint atomicLoad_1(RWByteAddressBuffer buffer, uint offset) { uint value = 0; buffer.InterlockedOr(offset, 0, value); return value; } int atomicLoad_2(RWByteAddressBuffer buffer, uint offset) { int value = 0; buffer.InterlockedOr(offset, 0, value); return value; } uint atomicAdd_1(RWByteAddressBuffer buffer, uint offset, uint value) { uint original_value = 0; buffer.InterlockedAdd(offset, value, original_value); return original_value; } void atomicStore_1(RWByteAddressBuffer buffer, uint offset, int value) { int ignored; buffer.InterlockedExchange(offset, value, ignored); } int atomicAdd_2(RWByteAddressBuffer buffer, uint offset, int value) { int original_value = 0; buffer.InterlockedAdd(offset, value, original_value); return original_value; } cbuffer cbuffer_uniforms : register(b0, space0) { uint4 uniforms[3]; }; RWByteAddressBuffer indices : register(u10, space0); RWByteAddressBuffer positions : register(u11, space0); RWByteAddressBuffer counters : register(u20, space0); RWByteAddressBuffer LUT : register(u21, space0); RWByteAddressBuffer dbg : register(u50, space0); float3 toVoxelPos(float3 position) { float3 bbMin = float3(asfloat(uniforms[1].x), asfloat(uniforms[1].y), asfloat(uniforms[1].z)); float3 bbMax = float3(asfloat(uniforms[2].x), asfloat(uniforms[2].y), asfloat(uniforms[2].z)); float3 bbSize = (bbMax - bbMin); float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z); float gridSize = float(uniforms[0].y); float gx = ((gridSize * (position.x - asfloat(uniforms[1].x))) / cubeSize); float gy = ((gridSize * (position.y - asfloat(uniforms[1].y))) / cubeSize); float gz = ((gridSize * (position.z - asfloat(uniforms[1].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(uint vertexIndex) { float3 position = float3(asfloat(positions.Load((4u * ((3u * vertexIndex) + 0u)))), asfloat(positions.Load((4u * ((3u * vertexIndex) + 1u)))), asfloat(positions.Load((4u * ((3u * vertexIndex) + 2u))))); return position; } void doIgnore() { uint g42 = uniforms[0].x; uint kj6 = dbg.Load(20u); uint b53 = atomicLoad_1(counters, (4u * uint(0))); uint rwg = indices.Load((4u * uint(0))); float rb5 = asfloat(positions.Load((4u * uint(0)))); int g55 = atomicLoad_2(LUT, (4u * uint(0))); } struct tint_symbol_1 { uint3 GlobalInvocationID : SV_DispatchThreadID; }; void main_count_inner(uint3 GlobalInvocationID) { uint triangleIndex = GlobalInvocationID.x; if ((triangleIndex >= uniforms[0].x)) { return; } doIgnore(); uint i0 = indices.Load((4u * ((3u * triangleIndex) + 0u))); uint i1 = indices.Load((4u * ((3u * triangleIndex) + 1u))); uint i2 = indices.Load((4u * ((3u * triangleIndex) + 2u))); float3 p0 = loadPosition(i0); float3 p1 = loadPosition(i1); float3 p2 = loadPosition(i2); float3 center = (((p0 + p1) + p2) / 3.0f); float3 voxelPos = toVoxelPos(center); uint voxelIndex = toIndex1D(uniforms[0].y, voxelPos); uint acefg = atomicAdd_1(counters, (4u * voxelIndex), 1u); if ((triangleIndex == 0u)) { dbg.Store(16u, asuint(uniforms[0].y)); dbg.Store(32u, asuint(center.x)); dbg.Store(36u, asuint(center.y)); dbg.Store(40u, asuint(center.z)); } } [numthreads(128, 1, 1)] void main_count(tint_symbol_1 tint_symbol) { main_count_inner(tint_symbol.GlobalInvocationID); return; } struct tint_symbol_3 { uint3 GlobalInvocationID : SV_DispatchThreadID; }; void main_create_lut_inner(uint3 GlobalInvocationID) { uint voxelIndex = GlobalInvocationID.x; doIgnore(); uint maxVoxels = ((uniforms[0].y * uniforms[0].y) * uniforms[0].y); if ((voxelIndex >= maxVoxels)) { return; } uint numTriangles = atomicLoad_1(counters, (4u * voxelIndex)); int offset = -1; if ((numTriangles > 0u)) { offset = int(atomicAdd_1(dbg, 0u, numTriangles)); } atomicStore_1(LUT, (4u * voxelIndex), offset); } [numthreads(128, 1, 1)] void main_create_lut(tint_symbol_3 tint_symbol_2) { main_create_lut_inner(tint_symbol_2.GlobalInvocationID); return; } struct tint_symbol_5 { uint3 GlobalInvocationID : SV_DispatchThreadID; }; void main_sort_triangles_inner(uint3 GlobalInvocationID) { uint triangleIndex = GlobalInvocationID.x; doIgnore(); if ((triangleIndex >= uniforms[0].x)) { return; } uint i0 = indices.Load((4u * ((3u * triangleIndex) + 0u))); uint i1 = indices.Load((4u * ((3u * triangleIndex) + 1u))); uint i2 = indices.Load((4u * ((3u * triangleIndex) + 2u))); float3 p0 = loadPosition(i0); float3 p1 = loadPosition(i1); float3 p2 = loadPosition(i2); float3 center = (((p0 + p1) + p2) / 3.0f); float3 voxelPos = toVoxelPos(center); uint voxelIndex = toIndex1D(uniforms[0].y, voxelPos); int triangleOffset = atomicAdd_2(LUT, (4u * voxelIndex), 1); } [numthreads(128, 1, 1)] void main_sort_triangles(tint_symbol_5 tint_symbol_4) { main_sort_triangles_inner(tint_symbol_4.GlobalInvocationID); return; }