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 let ndc_position = clip_position.xyz / clip_position.w; 61 let viewport_position_xy = ndc_to_uv(ndc_position.xy) * view.viewport.zw; 64 viewport_vertices[vertex_id] = vec3(viewport_position_xy, ndc_position.z); 70 let triangle_id = local_invocation_index; 71 if triangle_id >= get_meshlet_triangle_count(&meshlet) { return; } 72 let index_ids = meshlet.start_index_id + (triangle_id * 3u) + vec3(0u, 1u, 2u); 73 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])); 74 let vertex_0 = viewport_vertices[vertex_ids[2]]; 75 let vertex_1 = viewport_vertices[vertex_ids[1]]; 76 let vertex_2 = viewport_vertices[vertex_ids[0]]; 77 let packed_ids = (cluster_id << 7u) | triangle_id; 80 let triangle_double_area = edge_function(vertex_0.xy, vertex_1.xy, vertex_2.xy); 81 if triangle_double_area <= 0.0 { return; } 84 let w_x = vec3(vertex_1.y - vertex_2.y, vertex_2.y - vertex_0.y, vertex_0.y - vertex_1.y); 85 let w_y = vec3(vertex_2.x - vertex_1.x, vertex_0.x - vertex_2.x, vertex_1.x - vertex_0.x); 86 let vertices_z = vec3(vertex_0.z, vertex_1.z, vertex_2.z) / triangle_double_area; 87 let z_x = dot(vertices_z, w_x); 88 let z_y = dot(vertices_z, w_y); 91 var min_x = floor(min3(vertex_0.x, vertex_1.x, vertex_2.x)); 92 var min_y = floor(min3(vertex_0.y, vertex_1.y, vertex_2.y)); 93 var max_x = ceil(max3(vertex_0.x, vertex_1.x, vertex_2.x)); 94 var max_y = ceil(max3(vertex_0.y, vertex_1.y, vertex_2.y)); 95 min_x = max(min_x, 0.0); 96 min_y = max(min_y, 0.0); 97 max_x = min(max_x, view.viewport.z - 1.0); 98 max_y = min(max_y, view.viewport.w - 1.0); 101 let starting_pixel = vec2(min_x, min_y) + 0.5; 103 edge_function(vertex_1.xy, vertex_2.xy, starting_pixel), 104 edge_function(vertex_2.xy, vertex_0.xy, starting_pixel), 105 edge_function(vertex_0.xy, vertex_1.xy, starting_pixel), 107 var z_row = dot(vertices_z, w_row); 110 if subgroupAny(max_x - min_x > 4.0) { 113 let open_edge = edge_012 < vec3(0.0); 114 let inverse_edge_012 = select(1.0 / edge_012, vec3(1e8), edge_012 == vec3(0.0)); 115 let max_x_diff = vec3(max_x - min_x); 116 for (var y = min_y; y <= max_y; y += 1.0) { 118 let cross_x = w_row * inverse_edge_012; 119 let min_x2 = select(vec3(0.0), cross_x, open_edge); 120 let max_x2 = select(cross_x, max_x_diff, open_edge); 121 var x0 = ceil(max3(min_x2[0], min_x2[1], min_x2[2])); 122 var x1 = min3(max_x2[0], max_x2[1], max_x2[2]); 124 var w = w_row + w_x * x0; 125 var z = z_row + z_x * x0; 130 for (var x = x0; x <= x1; x += 1.0) { 132 if min3(w[0], w[1], w[2]) >= 0.0 { 133 write_visibility_buffer_pixel(x, y, z, packed_ids); 147 for (var y = min_y; y <= max_y; y += 1.0) { 151 for (var x = min_x; x <= max_x; x += 1.0) { 153 if min3(w[0], w[1], w[2]) >= 0.0 { 154 write_visibility_buffer_pixel(x, y, z, packed_ids); 169fn write_visibility_buffer_pixel(x: f32, y: f32, z: f32, packed_ids: u32) { 170 let depth = bitcast<u32>(z); 171#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT 172 let visibility = (u64(depth) << 32u) | u64(packed_ids); 174 let visibility = depth; 176 textureAtomicMax(meshlet_visibility_buffer, vec2(u32(x), u32(y)), visibility); 179fn edge_function(a: vec2<f32>, b: vec2<f32>, c: vec2<f32>) -> f32 { 180 return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x); 183fn min3(a: f32, b: f32, c: f32) -> f32 { 184 return min(a, min(b, c)); 187fn max3(a: f32, b: f32, c: f32) -> f32 { 188 return max(a, max(b, c));