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1#import bevy_pbr::{
2 meshlet_bindings::{
3 meshlet_cluster_meshlet_ids,
4 meshlets,
5 meshlet_cluster_instance_ids,
6 meshlet_instance_uniforms,
7 meshlet_raster_clusters,
8 meshlet_previous_raster_counts,
9 meshlet_software_raster_cluster_count,
10 meshlet_visibility_buffer,
11 view,
12 get_meshlet_vertex_count,
13 get_meshlet_triangle_count,
14 get_meshlet_vertex_id,
15 get_meshlet_vertex_position,
16 },
17 mesh_functions::mesh_position_local_to_world,
18 view_transformations::ndc_to_uv,
20#import bevy_render::maths::affine3_to_square
22/// Compute shader for rasterizing small clusters into a visibility buffer.
24// TODO: Fixed-point math and top-left rule
26var<workgroup> viewport_vertices: array<vec3f, 255>;
28@compute
29@workgroup_size(128, 1, 1) // 128 threads per workgroup, 1-2 vertices per thread, 1 triangle per thread, 1 cluster per workgroup
30fn rasterize_cluster(
31 @builtin(workgroup_id) workgroup_id: vec3<u32>,
32 @builtin(local_invocation_index) local_invocation_index: u32,
33#ifdef MESHLET_2D_DISPATCH
34 @builtin(num_workgroups) num_workgroups: vec3<u32>,
35#endif
36) {
37 var workgroup_id_1d = workgroup_id.x;
39#ifdef MESHLET_2D_DISPATCH
40 workgroup_id_1d += workgroup_id.y * num_workgroups.x;
41 if workgroup_id_1d >= meshlet_software_raster_cluster_count { return; }
42#endif
44 let cluster_id = workgroup_id_1d + meshlet_previous_raster_counts[0];
45 let instanced_offset = meshlet_raster_clusters[cluster_id];
46 var meshlet = meshlets[instanced_offset.offset];
48 let instance_uniform = meshlet_instance_uniforms[instanced_offset.instance_id];
49 let world_from_local = affine3_to_square(instance_uniform.world_from_local);
51 // Load and project 1 vertex per thread, and then again if there are more than 128 vertices in the meshlet
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);
57 // Project vertex to viewport space
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;
63 // Write vertex to workgroup shared memory
64 viewport_vertices[vertex_id] = vec3(viewport_position_xy, ndc_position.z);
65 }
66 }
67 workgroupBarrier();
69 // Load 1 triangle's worth of vertex data per thread
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;
79 // Backface culling
80 let triangle_double_area = edge_function(vertex_0.xy, vertex_1.xy, vertex_2.xy);
81 if triangle_double_area <= 0.0 { return; }
83 // Setup triangle gradients
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);
90 // Compute triangle bounding box
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);
100 // Setup initial triangle equations
101 let starting_pixel = vec2(min_x, min_y) + 0.5;
102 var w_row = vec3(
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),
106 );
107 var z_row = dot(vertices_z, w_row);
109 // Rasterize triangle
110 if subgroupAny(max_x - min_x > 4.0) {
111 // Scanline setup
112 let edge_012 = -w_x;
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) {
117 // Calculate start and end X interval for pixels in this row within the triangle
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;
126 x0 += min_x;
127 x1 += min_x;
129 // Iterate scanline X interval
130 for (var x = x0; x <= x1; x += 1.0) {
131 // Check if point at pixel is within triangle (TODO: this shouldn't be needed, but there's bugs without it)
132 if min3(w[0], w[1], w[2]) >= 0.0 {
133 write_visibility_buffer_pixel(x, y, z, packed_ids);
134 }
136 // Increment triangle equations along the X-axis
137 w += w_x;
138 z += z_x;
139 }
141 // Increment triangle equations along the Y-axis
142 w_row += w_y;
143 z_row += z_y;
144 }
145 } else {
146 // Iterate over every pixel in the triangle's bounding box
147 for (var y = min_y; y <= max_y; y += 1.0) {
148 var w = w_row;
149 var z = z_row;
151 for (var x = min_x; x <= max_x; x += 1.0) {
152 // Check if point at pixel is within triangle
153 if min3(w[0], w[1], w[2]) >= 0.0 {
154 write_visibility_buffer_pixel(x, y, z, packed_ids);
155 }
157 // Increment triangle equations along the X-axis
158 w += w_x;
159 z += z_x;
160 }
162 // Increment triangle equations along the Y-axis
163 w_row += w_y;
164 z_row += z_y;
165 }
166 }
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);
173#else
174 let visibility = depth;
175#endif
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));
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