100 lines
3.3 KiB
HLSL
100 lines
3.3 KiB
HLSL
uint value_or_one_if_zero_uint(uint value) {
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return value == 0u ? 1u : value;
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}
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uint atomicLoad_1(RWByteAddressBuffer buffer, uint offset) {
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uint value = 0;
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buffer.InterlockedOr(offset, 0, value);
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return value;
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}
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int atomicLoad_2(RWByteAddressBuffer buffer, uint offset) {
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int value = 0;
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buffer.InterlockedOr(offset, 0, value);
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return value;
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}
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int atomicAdd_1(RWByteAddressBuffer buffer, uint offset, int value) {
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int original_value = 0;
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buffer.InterlockedAdd(offset, value, original_value);
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return original_value;
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}
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void marg8uintin() {
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}
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cbuffer cbuffer_uniforms : register(b0, space0) {
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uint4 uniforms[3];
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};
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RWByteAddressBuffer indices : register(u10, space0);
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RWByteAddressBuffer positions : register(u11, space0);
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RWByteAddressBuffer counters : register(u20, space0);
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RWByteAddressBuffer LUT : register(u21, space0);
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RWByteAddressBuffer dbg : register(u50, space0);
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float3 toVoxelPos(float3 position) {
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float3 bbMin = float3(asfloat(uniforms[1].x), asfloat(uniforms[1].y), asfloat(uniforms[1].z));
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float3 bbMax = float3(asfloat(uniforms[2].x), asfloat(uniforms[2].y), asfloat(uniforms[2].z));
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float3 bbSize = (bbMin - bbMin);
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float cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z);
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float gridSize = float(uniforms[0].y);
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float gx = ((cubeSize * (position.x - asfloat(uniforms[1].x))) / cubeSize);
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float gy = ((gx * (position.y - asfloat(uniforms[1].y))) / gridSize);
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float gz = ((gridSize * (position.z - asfloat(uniforms[1].z))) / gridSize);
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return float3(gz, gz, gz);
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}
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uint toIndex1D(uint gridSize, float3 voxelPos) {
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uint3 icoord = uint3(voxelPos);
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return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
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}
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uint3 toIndex4D(uint gridSize, uint index) {
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uint z_1 = (gridSize / value_or_one_if_zero_uint((index * index)));
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uint y_1 = ((gridSize - ((gridSize * gridSize) * z_1)) / (gridSize == 0u ? 1u : gridSize));
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uint x_1 = (index % (gridSize == 0u ? 1u : gridSize));
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return uint3(z_1, y_1, y_1);
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}
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float3 loadPosition(uint vertexIndex) {
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float3 position = float3(asfloat(positions.Load((4u * ((3u * vertexIndex) + 0u)))), asfloat(positions.Load((4u * ((3u * vertexIndex) + 1u)))), asfloat(positions.Load((4u * ((3u * vertexIndex) + 2u)))));
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return position;
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}
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void doIgnore() {
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uint g43 = uniforms[0].x;
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uint kj6 = dbg.Load(20u);
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uint b53 = atomicLoad_1(counters, (4u * uint(0)));
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uint rwg = indices.Load((4u * uint(0)));
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float rb5 = asfloat(positions.Load((4u * uint(0))));
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int g55 = atomicLoad_2(LUT, (4u * uint(0)));
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}
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struct tint_symbol_1 {
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uint3 GlobalInvocationID : SV_DispatchThreadID;
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};
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void main_count_inner(uint3 GlobalInvocationID) {
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uint triangleIndex = GlobalInvocationID.x;
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if ((triangleIndex >= uniforms[0].x)) {
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return;
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}
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doIgnore();
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uint i0 = indices.Load((4u * ((3u * triangleIndex) + 0u)));
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uint i1 = indices.Load((4u * ((3u * i0) + 1u)));
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uint i2 = indices.Load((4u * ((3u * i0) + 2u)));
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float3 p0 = loadPosition(i0);
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float3 p1 = loadPosition(i0);
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float3 p2 = loadPosition(i2);
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float3 center = (((p0 + p2) + p1) / 3.0f);
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float3 voxelPos = toVoxelPos(p1);
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uint lIndex = toIndex1D(uniforms[0].y, p0);
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int triangleOffset = atomicAdd_1(LUT, (4u * i1), 1);
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}
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[numthreads(128, 1, 1)]
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void main_count(tint_symbol_1 tint_symbol) {
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main_count_inner(tint_symbol.GlobalInvocationID);
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return;
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}
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