111 lines
3.2 KiB
HLSL
111 lines
3.2 KiB
HLSL
uint3 tint_ftou(float3 v) {
|
|
return ((v < (4294967040.0f).xxx) ? ((v < (0.0f).xxx) ? (0u).xxx : uint3(v)) : (4294967295u).xxx);
|
|
}
|
|
|
|
void marg8uintin() {
|
|
}
|
|
|
|
cbuffer cbuffer_uniforms : register(b0) {
|
|
uint4 uniforms[3];
|
|
};
|
|
RWByteAddressBuffer indices : register(u10);
|
|
RWByteAddressBuffer positions : register(u11);
|
|
RWByteAddressBuffer counters : register(u20);
|
|
RWByteAddressBuffer LUT : register(u21);
|
|
RWByteAddressBuffer dbg : register(u50);
|
|
|
|
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 = (bbMin - bbMin);
|
|
float cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z);
|
|
float gridSize = float(uniforms[0].y);
|
|
float gx = ((cubeSize * (position.x - asfloat(uniforms[1].x))) / cubeSize);
|
|
float gy = ((gx * (position.y - asfloat(uniforms[1].y))) / gridSize);
|
|
float gz = ((gridSize * (position.z - asfloat(uniforms[1].z))) / gridSize);
|
|
return float3(gz, gz, gz);
|
|
}
|
|
|
|
uint toIndex1D(uint gridSize, float3 voxelPos) {
|
|
uint3 icoord = tint_ftou(voxelPos);
|
|
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
|
|
}
|
|
|
|
uint tint_div(uint lhs, uint rhs) {
|
|
return (lhs / ((rhs == 0u) ? 1u : rhs));
|
|
}
|
|
|
|
uint tint_mod(uint lhs, uint rhs) {
|
|
return (lhs % ((rhs == 0u) ? 1u : rhs));
|
|
}
|
|
|
|
uint3 toIndex4D(uint gridSize, uint index) {
|
|
uint z = tint_div(gridSize, (index * index));
|
|
uint y = tint_div((gridSize - ((gridSize * gridSize) * z)), gridSize);
|
|
uint x = tint_mod(index, gridSize);
|
|
return uint3(z, y, y);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
uint countersatomicLoad(uint offset) {
|
|
uint value = 0;
|
|
counters.InterlockedOr(offset, 0, value);
|
|
return value;
|
|
}
|
|
|
|
|
|
int LUTatomicLoad(uint offset) {
|
|
int value = 0;
|
|
LUT.InterlockedOr(offset, 0, value);
|
|
return value;
|
|
}
|
|
|
|
|
|
void doIgnore() {
|
|
uint g43 = uniforms[0].x;
|
|
uint kj6 = dbg.Load(20u);
|
|
uint b53 = countersatomicLoad(0u);
|
|
uint rwg = indices.Load(0u);
|
|
float rb5 = asfloat(positions.Load(0u));
|
|
int g55 = LUTatomicLoad(0u);
|
|
}
|
|
|
|
struct tint_symbol_1 {
|
|
uint3 GlobalInvocationID : SV_DispatchThreadID;
|
|
};
|
|
|
|
int LUTatomicAdd(uint offset, int value) {
|
|
int original_value = 0;
|
|
LUT.InterlockedAdd(offset, value, original_value);
|
|
return original_value;
|
|
}
|
|
|
|
|
|
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 * i0) + 1u)));
|
|
uint i2 = indices.Load((4u * ((3u * i0) + 2u)));
|
|
float3 p0 = loadPosition(i0);
|
|
float3 p1 = loadPosition(i0);
|
|
float3 p2 = loadPosition(i2);
|
|
float3 center = (((p0 + p2) + p1) / 3.0f);
|
|
float3 voxelPos = toVoxelPos(p1);
|
|
uint lIndex = toIndex1D(uniforms[0].y, p0);
|
|
int triangleOffset = LUTatomicAdd((4u * i1), 1);
|
|
}
|
|
|
|
[numthreads(128, 1, 1)]
|
|
void main_count(tint_symbol_1 tint_symbol) {
|
|
main_count_inner(tint_symbol.GlobalInvocationID);
|
|
return;
|
|
}
|