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draw_uncompressed_basic.task.glsl
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draw_uncompressed_basic.task.glsl
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/*
* Copyright (c) 2022-2023, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2022-2023 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_control_flow_attributes : require
#extension GL_NV_mesh_shader : enable
#extension GL_EXT_buffer_reference2 : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_8bit_storage : enable
#extension GL_EXT_shader_16bit_storage : enable
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_shader_atomic_int64 : enable
#extension GL_KHR_shader_subgroup_basic : require
#extension GL_KHR_shader_subgroup_ballot : require
#extension GL_KHR_shader_subgroup_vote : require
#extension GL_KHR_shader_subgroup_arithmetic : require
#include "common.h"
#include "common_mesh.h"
#include "common_barymap.h"
#include "common_micromesh_uncompressed.h"
layout(local_size_x=MICRO_TRI_PER_TASK) in;
////////////////////////////////////////////////////////////////
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_VIEW) uniform sceneBuffer {
SceneData scene;
SceneData sceneLast;
};
layout(scalar, binding = DRAWUNCOMPRESSED_SSBO_STATS) coherent buffer statsBuffer {
ShaderStats stats;
};
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_MESH) uniform meshBuffer {
MeshData mesh;
};
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_MAP) uniform bmapBuffer {
BaryMapData bmap;
};
layout(scalar, binding = DRAWUNCOMPRESSED_UBO_UNCOMPRESSED) uniform baryBuffer {
MicromeshUncData microdata;
};
layout(push_constant) uniform pushDraw {
DrawMicromeshUncPushData push;
};
//////////////////////////////////////////////////////////////////////////
// OUTPUT
taskNV out Task
{
uint baseID;
uint16_t prefix[MICRO_TRI_PER_TASK];
} OUT;
//////////////////////////////////////////////////////////////////////////
// This shader does not do any packing of micromeshes with low subdivision
// into a single mesh-shader invocation. This yields less performance as we
// unterutilize the hardware this way (an entire mesh workgroup may generate
// only a single triangle).
// Look at the draw_micromesh_lod shaders which use a more complex setup
// that does this.
void main()
{
uint baseID = gl_WorkGroupID.x * MICRO_TRI_PER_TASK;
uint laneID = gl_SubgroupInvocationID;
uint tri = baseID + laneID;
uint triMax = push.triangleMax;
//triMax = 0;
uint triFlatID = min(tri, triMax);
uint meshletCount = microdata.basetriangles.d[triFlatID].meshletCount;
meshletCount = tri <= triMax ? meshletCount : 0;
uint prefix = subgroupExclusiveAdd(meshletCount);
OUT.prefix[laneID] = uint16_t(prefix);
if (laneID == MICRO_GROUP_SIZE-1)
{
gl_TaskCountNV = prefix + meshletCount;
OUT.baseID = baseID;
#if USE_STATS
atomicAdd(stats.meshlets, prefix + meshletCount);
atomicAdd(stats.debugUI, 1);
#endif
}
}