180 lines
5.6 KiB
HLSL
180 lines
5.6 KiB
HLSL
uint value_or_one_if_zero_uint(uint value) {
|
|
return value == 0u ? 1u : 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 / value_or_one_if_zero_uint((gridSize * gridSize)));
|
|
uint y_1 = ((index - ((gridSize * gridSize) * z_1)) / (gridSize == 0u ? 1u : gridSize));
|
|
uint x_1 = (index % (gridSize == 0u ? 1u : 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;
|
|
}
|
|
|
|
uint tint_atomicLoad(RWByteAddressBuffer buffer, uint offset) {
|
|
uint value = 0;
|
|
buffer.InterlockedOr(offset, 0, value);
|
|
return value;
|
|
}
|
|
|
|
|
|
int tint_atomicLoad_1(RWByteAddressBuffer buffer, uint offset) {
|
|
int value = 0;
|
|
buffer.InterlockedOr(offset, 0, value);
|
|
return value;
|
|
}
|
|
|
|
|
|
void doIgnore() {
|
|
uint g42 = uniforms[0].x;
|
|
uint kj6 = dbg.Load(20u);
|
|
uint b53 = tint_atomicLoad(counters, (4u * 0u));
|
|
uint rwg = indices.Load((4u * 0u));
|
|
float rb5 = asfloat(positions.Load((4u * 0u)));
|
|
int g55 = tint_atomicLoad_1(LUT, (4u * 0u));
|
|
}
|
|
|
|
struct tint_symbol_1 {
|
|
uint3 GlobalInvocationID : SV_DispatchThreadID;
|
|
};
|
|
|
|
uint tint_atomicAdd(RWByteAddressBuffer buffer, uint offset, uint value) {
|
|
uint original_value = 0;
|
|
buffer.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 * 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 = tint_atomicAdd(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;
|
|
};
|
|
|
|
uint tint_atomicAdd_1(RWByteAddressBuffer buffer, uint offset, uint value) {
|
|
uint original_value = 0;
|
|
buffer.InterlockedAdd(offset, value, original_value);
|
|
return original_value;
|
|
}
|
|
|
|
|
|
void tint_atomicStore(RWByteAddressBuffer buffer, uint offset, int value) {
|
|
int ignored;
|
|
buffer.InterlockedExchange(offset, value, ignored);
|
|
}
|
|
|
|
|
|
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 = tint_atomicLoad(counters, (4u * voxelIndex));
|
|
int offset = -1;
|
|
if ((numTriangles > 0u)) {
|
|
const uint tint_symbol_6 = tint_atomicAdd_1(dbg, 0u, numTriangles);
|
|
offset = int(tint_symbol_6);
|
|
}
|
|
tint_atomicStore(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;
|
|
};
|
|
|
|
int tint_atomicAdd_2(RWByteAddressBuffer buffer, uint offset, int value) {
|
|
int original_value = 0;
|
|
buffer.InterlockedAdd(offset, value, original_value);
|
|
return original_value;
|
|
}
|
|
|
|
|
|
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 = tint_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;
|
|
}
|