3 meshlet_cluster_meshlet_ids, 5 meshlet_cluster_instance_ids, 6 meshlet_instance_uniforms, 7 meshlet_raster_clusters, 8 meshlet_software_raster_cluster_count, 9 meshlet_visibility_buffer, 11 get_meshlet_vertex_count, 12 get_meshlet_triangle_count, 13 get_meshlet_vertex_id, 14 get_meshlet_vertex_position, 16 mesh_functions::mesh_position_local_to_world, 17 view_transformations::ndc_to_uv, 19#import bevy_render::maths::affine3_to_square 25var<workgroup> viewport_vertices: array<vec3f, 255>; 28@workgroup_size(128, 1, 1) 30 @builtin(workgroup_id) workgroup_id: vec3<u32>, 31 @builtin(local_invocation_index) local_invocation_index: u32, 32#ifdef MESHLET_2D_DISPATCH 33 @builtin(num_workgroups) num_workgroups: vec3<u32>, 36 var workgroup_id_1d = workgroup_id.x; 38#ifdef MESHLET_2D_DISPATCH 39 workgroup_id_1d += workgroup_id.y * num_workgroups.x; 40 if workgroup_id_1d >= meshlet_software_raster_cluster_count { return; } 43 let cluster_id = meshlet_raster_clusters[workgroup_id_1d]; 44 let meshlet_id = meshlet_cluster_meshlet_ids[cluster_id]; 45 var meshlet = meshlets[meshlet_id]; 47 let instance_id = meshlet_cluster_instance_ids[cluster_id]; 48 let instance_uniform = meshlet_instance_uniforms[instance_id]; 49 let world_from_local = affine3_to_square(instance_uniform.world_from_local); 52 for (var i = 0u; i <= 128u; i += 128u) { 53 let vertex_id = local_invocation_index + i; 54 if vertex_id < get_meshlet_vertex_count(&meshlet) { 55 let vertex_position = get_meshlet_vertex_position(&meshlet, vertex_id); 58 let world_position = mesh_position_local_to_world(world_from_local, vec4(vertex_position, 1.0)); 59 let clip_position = view.clip_from_world * vec4(world_position.xyz, 1.0); 60 var ndc_position = clip_position.xyz / clip_position.w; 61#ifdef DEPTH_CLAMP_ORTHO 62 ndc_position.z = 1.0 / clip_position.z; 64 let viewport_position_xy = ndc_to_uv(ndc_position.xy) * view.viewport.zw; 67 viewport_vertices[vertex_id] = vec3(viewport_position_xy, ndc_position.z); 73 let triangle_id = local_invocation_index; 74 if triangle_id >= get_meshlet_triangle_count(&meshlet) { return; } 75 let index_ids = meshlet.start_index_id + (triangle_id * 3u) + vec3(0u, 1u, 2u); 76 let vertex_ids = vec3(get_meshlet_vertex_id(index_ids[0]), get_meshlet_vertex_id(index_ids[1]), get_meshlet_vertex_id(index_ids[2])); 77 let vertex_0 = viewport_vertices[vertex_ids[2]]; 78 let vertex_1 = viewport_vertices[vertex_ids[1]]; 79 let vertex_2 = viewport_vertices[vertex_ids[0]]; 80 let packed_ids = (cluster_id << 7u) | triangle_id; 83 let triangle_double_area = edge_function(vertex_0.xy, vertex_1.xy, vertex_2.xy); 84 if triangle_double_area <= 0.0 { return; } 87 let w_x = vec3(vertex_1.y - vertex_2.y, vertex_2.y - vertex_0.y, vertex_0.y - vertex_1.y); 88 let w_y = vec3(vertex_2.x - vertex_1.x, vertex_0.x - vertex_2.x, vertex_1.x - vertex_0.x); 89 let vertices_z = vec3(vertex_0.z, vertex_1.z, vertex_2.z) / triangle_double_area; 90 let z_x = dot(vertices_z, w_x); 91 let z_y = dot(vertices_z, w_y); 94 var min_x = floor(min3(vertex_0.x, vertex_1.x, vertex_2.x)); 95 var min_y = floor(min3(vertex_0.y, vertex_1.y, vertex_2.y)); 96 var max_x = ceil(max3(vertex_0.x, vertex_1.x, vertex_2.x)); 97 var max_y = ceil(max3(vertex_0.y, vertex_1.y, vertex_2.y)); 98 min_x = max(min_x, 0.0); 99 min_y = max(min_y, 0.0); 100 max_x = min(max_x, view.viewport.z - 1.0); 101 max_y = min(max_y, view.viewport.w - 1.0); 104 let starting_pixel = vec2(min_x, min_y) + 0.5; 106 edge_function(vertex_1.xy, vertex_2.xy, starting_pixel), 107 edge_function(vertex_2.xy, vertex_0.xy, starting_pixel), 108 edge_function(vertex_0.xy, vertex_1.xy, starting_pixel), 110 var z_row = dot(vertices_z, w_row); 113 if subgroupAny(max_x - min_x > 4.0) { 116 let open_edge = edge_012 < vec3(0.0); 117 let inverse_edge_012 = select(1.0 / edge_012, vec3(1e8), edge_012 == vec3(0.0)); 118 let max_x_diff = vec3(max_x - min_x); 119 for (var y = min_y; y <= max_y; y += 1.0) { 121 let cross_x = w_row * inverse_edge_012; 122 let min_x2 = select(vec3(0.0), cross_x, open_edge); 123 let max_x2 = select(cross_x, max_x_diff, open_edge); 124 var x0 = ceil(max3(min_x2[0], min_x2[1], min_x2[2])); 125 var x1 = min3(max_x2[0], max_x2[1], max_x2[2]); 127 var w = w_row + w_x * x0; 128 var z = z_row + z_x * x0; 133 for (var x = x0; x <= x1; x += 1.0) { 135 if min3(w[0], w[1], w[2]) >= 0.0 { 136 write_visibility_buffer_pixel(x, y, z, packed_ids); 150 for (var y = min_y; y <= max_y; y += 1.0) { 154 for (var x = min_x; x <= max_x; x += 1.0) { 156 if min3(w[0], w[1], w[2]) >= 0.0 { 157 write_visibility_buffer_pixel(x, y, z, packed_ids); 172fn write_visibility_buffer_pixel(x: f32, y: f32, z: f32, packed_ids: u32) { 173 let frag_coord_1d = u32(y * view.viewport.z + x); 175#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT 176 let depth = bitcast<u32>(z); 177 let visibility = (u64(depth) << 32u) | u64(packed_ids); 178 atomicMax(&meshlet_visibility_buffer[frag_coord_1d], visibility); 179#else ifdef DEPTH_CLAMP_ORTHO 180 let depth = bitcast<u32>(1.0 / z); 181 atomicMax(&meshlet_visibility_buffer[frag_coord_1d], depth); 183 let depth = bitcast<u32>(z); 184 atomicMax(&meshlet_visibility_buffer[frag_coord_1d], depth); 188fn edge_function(a: vec2<f32>, b: vec2<f32>, c: vec2<f32>) -> f32 { 189 return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x); 192fn min3(a: f32, b: f32, c: f32) -> f32 { 193 return min(a, min(b, c)); 196fn max3(a: f32, b: f32, c: f32) -> f32 { 197 return max(a, max(b, c));