1// Builds GPU indirect draw parameters from metadata.2//3// This only runs when indirect drawing is enabled. It takes the output of4// `mesh_preprocess.wgsl` and creates indirect parameters for the GPU.5//6// This shader runs separately for indexed and non-indexed meshes. Unlike7// `mesh_preprocess.wgsl`, which runs one instance per mesh *instance*, one8// instance of this shader corresponds to a single *batch* which could contain9// arbitrarily many instances of a single mesh.11#import bevy_pbr::mesh_preprocess_types::{12 IndirectBatchSet,13 IndirectParametersIndexed,14 IndirectParametersNonIndexed,15 IndirectParametersCpuMetadata,16 IndirectParametersGpuMetadata,17 MeshInput18}20// The data for each mesh that the CPU supplied to the GPU.21@group(0) @binding(0) var<storage> current_input: array<MeshInput>;23// Data that we use to generate the indirect parameters.24//25// The `mesh_preprocess.wgsl` shader emits these.26@group(0) @binding(1) var<storage> indirect_parameters_cpu_metadata:27 array<IndirectParametersCpuMetadata>;29@group(0) @binding(2) var<storage> indirect_parameters_gpu_metadata:30 array<IndirectParametersGpuMetadata>;32// Information about each batch set.33//34// A *batch set* is a set of meshes that might be multi-drawn together.35@group(0) @binding(3) var<storage, read_write> indirect_batch_sets: array<IndirectBatchSet>;37#ifdef INDEXED38// The buffer of indirect draw parameters that we generate, and that the GPU39// reads to issue the draws.40//41// This buffer is for indexed meshes.42@group(0) @binding(4) var<storage, read_write> indirect_parameters:43 array<IndirectParametersIndexed>;44#else // INDEXED45// The buffer of indirect draw parameters that we generate, and that the GPU46// reads to issue the draws.47//48// This buffer is for non-indexed meshes.49@group(0) @binding(4) var<storage, read_write> indirect_parameters:50 array<IndirectParametersNonIndexed>;51#endif // INDEXED53@compute54@workgroup_size(64)55fn main(@builtin(global_invocation_id) global_invocation_id: vec3<u32>) {56 // Figure out our instance index (i.e. batch index). If this thread doesn't57 // correspond to any index, bail.58 let instance_index = global_invocation_id.x;59 if (instance_index >= arrayLength(&indirect_parameters_cpu_metadata)) {60 return;61 }63 // Unpack the metadata for this batch.64 let base_output_index = indirect_parameters_cpu_metadata[instance_index].base_output_index;65 let batch_set_index = indirect_parameters_cpu_metadata[instance_index].batch_set_index;66 let mesh_index = indirect_parameters_gpu_metadata[instance_index].mesh_index;68 // If we aren't using `multi_draw_indirect_count`, we have a 1:1 fixed69 // assignment of batches to slots in the indirect parameters buffer, so we70 // can just use the instance index as the index of our indirect parameters.71 let early_instance_count =72 indirect_parameters_gpu_metadata[instance_index].early_instance_count;73 let late_instance_count = indirect_parameters_gpu_metadata[instance_index].late_instance_count;75 // If in the early phase, we draw only the early meshes. If in the late76 // phase, we draw only the late meshes. If in the main phase, draw all the77 // meshes.78#ifdef EARLY_PHASE79 let instance_count = early_instance_count;80#else // EARLY_PHASE81#ifdef LATE_PHASE82 let instance_count = late_instance_count;83#else // LATE_PHASE84 let instance_count = early_instance_count + late_instance_count;85#endif // LATE_PHASE86#endif // EARLY_PHASE88 var indirect_parameters_index = instance_index;90 // If the current hardware and driver support `multi_draw_indirect_count`,91 // dynamically reserve an index for the indirect parameters we're to92 // generate.93#ifdef MULTI_DRAW_INDIRECT_COUNT_SUPPORTED94 // If this batch belongs to a batch set, then allocate space for the95 // indirect commands in that batch set.96 if (batch_set_index != 0xffffffffu) {97 // Bail out now if there are no instances. Note that we can only bail if98 // we're in a batch set. That's because only batch sets are drawn using99 // `multi_draw_indirect_count`. If we aren't using100 // `multi_draw_indirect_count`, then we need to continue in order to101 // zero out the instance count; otherwise, it'll have garbage data in102 // it.103 if (instance_count == 0u) {104 return;105 }107 let indirect_parameters_base =108 indirect_batch_sets[batch_set_index].indirect_parameters_base;109 let indirect_parameters_offset =110 atomicAdd(&indirect_batch_sets[batch_set_index].indirect_parameters_count, 1u);112 indirect_parameters_index = indirect_parameters_base + indirect_parameters_offset;113 }114#endif // MULTI_DRAW_INDIRECT_COUNT_SUPPORTED116 // Build up the indirect parameters. The structures for indexed and117 // non-indexed meshes are slightly different.119 indirect_parameters[indirect_parameters_index].instance_count = instance_count;121#ifdef LATE_PHASE122 // The late mesh instances are stored after the early mesh instances, so we123 // offset the output index by the number of early mesh instances.124 indirect_parameters[indirect_parameters_index].first_instance =125 base_output_index + early_instance_count;126#else // LATE_PHASE127 indirect_parameters[indirect_parameters_index].first_instance = base_output_index;128#endif // LATE_PHASE130 indirect_parameters[indirect_parameters_index].base_vertex =131 current_input[mesh_index].first_vertex_index;133#ifdef INDEXED134 indirect_parameters[indirect_parameters_index].index_count =135 current_input[mesh_index].index_count;136 indirect_parameters[indirect_parameters_index].first_index =137 current_input[mesh_index].first_index_index;138#else // INDEXED139 indirect_parameters[indirect_parameters_index].vertex_count =140 current_input[mesh_index].index_count;141#endif // INDEXED142}