1#define_import_path bevy_pbr::meshlet_bindings 3#import bevy_pbr::mesh_types::Mesh 4#import bevy_render::view::View 5#import bevy_pbr::prepass_bindings::PreviousViewUniforms 6#import bevy_pbr::utils::octahedral_decode_signed 9 aabbs: array<MeshletAabbErrorOffset, 8>, 10 lod_bounds: array<vec4<f32>, 8>, 11 child_counts: array<u32, 2>, 16 start_vertex_position_bit: u32, 17 start_vertex_attribute_id: u32, 21 min_vertex_position_channel_x: f32, 22 min_vertex_position_channel_y: f32, 23 min_vertex_position_channel_z: f32, 26fn get_meshlet_vertex_count(meshlet: ptr<function, Meshlet>) -> u32 { 27 return extractBits((*meshlet).packed_a, 0u, 8u); 30fn get_meshlet_triangle_count(meshlet: ptr<function, Meshlet>) -> u32 { 31 return extractBits((*meshlet).packed_a, 8u, 8u); 34struct MeshletCullData { 35 aabb: MeshletAabbErrorOffset, 36 lod_group_sphere: vec4<f32>, 41 half_extent: vec3<f32>, 44struct MeshletAabbErrorOffset { 45 center_and_error: vec4<f32>, 46 half_extent_and_child_offset: vec4<f32>, 49fn get_aabb(aabb: ptr<function, MeshletAabbErrorOffset>) -> MeshletAabb { 51 (*aabb).center_and_error.xyz, 52 (*aabb).half_extent_and_child_offset.xyz, 56fn get_aabb_error(aabb: ptr<function, MeshletAabbErrorOffset>) -> f32 { 57 return (*aabb).center_and_error.w; 60fn get_aabb_child_offset(aabb: ptr<function, MeshletAabbErrorOffset>) -> u32 { 61 return bitcast<u32>((*aabb).half_extent_and_child_offset.w); 64struct DispatchIndirectArgs { 70struct DrawIndirectArgs { 72 instance_count: atomic<u32>, 82struct InstancedOffset { 87const CENTIMETERS_PER_METER = 100.0; 89#ifdef MESHLET_INSTANCE_CULLING_PASS 90struct Constants { scene_instance_count: u32 } 91var<push_constant> constants: Constants; 94@group(0) @binding(0) var depth_pyramid: texture_2d<f32>; 95@group(0) @binding(1) var<uniform> view: View; 96@group(0) @binding(2) var<uniform> previous_view: PreviousViewUniforms; 99@group(0) @binding(3) var<storage, read> meshlet_instance_uniforms: array<Mesh>; 100@group(0) @binding(4) var<storage, read> meshlet_view_instance_visibility: array<u32>; 101@group(0) @binding(5) var<storage, read> meshlet_instance_aabbs: array<MeshletAabb>; 102@group(0) @binding(6) var<storage, read> meshlet_instance_bvh_root_nodes: array<u32>; 105@group(0) @binding(7) var<storage, read_write> meshlet_bvh_cull_count_write: atomic<u32>; 106@group(0) @binding(8) var<storage, read_write> meshlet_bvh_cull_dispatch: DispatchIndirectArgs; 107@group(0) @binding(9) var<storage, read_write> meshlet_bvh_cull_queue: array<InstancedOffset>; 110#ifdef MESHLET_FIRST_CULLING_PASS 111@group(0) @binding(10) var<storage, read_write> meshlet_second_pass_instance_count: atomic<u32>; 112@group(0) @binding(11) var<storage, read_write> meshlet_second_pass_instance_dispatch: DispatchIndirectArgs; 113@group(0) @binding(12) var<storage, read_write> meshlet_second_pass_instance_candidates: array<u32>; 115@group(0) @binding(10) var<storage, read> meshlet_second_pass_instance_count: u32; 116@group(0) @binding(11) var<storage, read> meshlet_second_pass_instance_candidates: array<u32>; 120#ifdef MESHLET_BVH_CULLING_PASS 121struct Constants { read_from_front: u32, rightmost_slot: u32 } 122var<push_constant> constants: Constants; 125@group(0) @binding(0) var depth_pyramid: texture_2d<f32>; 126@group(0) @binding(1) var<uniform> view: View; 127@group(0) @binding(2) var<uniform> previous_view: PreviousViewUniforms; 130@group(0) @binding(3) var<storage, read> meshlet_bvh_nodes: array<BvhNode>; 133@group(0) @binding(4) var<storage, read> meshlet_instance_uniforms: array<Mesh>; 136@group(0) @binding(5) var<storage, read> meshlet_bvh_cull_count_read: u32; 137@group(0) @binding(6) var<storage, read_write> meshlet_bvh_cull_count_write: atomic<u32>; 138@group(0) @binding(7) var<storage, read_write> meshlet_bvh_cull_dispatch: DispatchIndirectArgs; 139@group(0) @binding(8) var<storage, read_write> meshlet_bvh_cull_queue: array<InstancedOffset>; 142@group(0) @binding(9) var<storage, read_write> meshlet_meshlet_cull_count_early: atomic<u32>; 143@group(0) @binding(10) var<storage, read_write> meshlet_meshlet_cull_count_late: atomic<u32>; 144@group(0) @binding(11) var<storage, read_write> meshlet_meshlet_cull_dispatch_early: DispatchIndirectArgs; 145@group(0) @binding(12) var<storage, read_write> meshlet_meshlet_cull_dispatch_late: DispatchIndirectArgs; 146@group(0) @binding(13) var<storage, read_write> meshlet_meshlet_cull_queue: array<InstancedOffset>; 149#ifdef MESHLET_FIRST_CULLING_PASS 150@group(0) @binding(14) var<storage, read_write> meshlet_second_pass_bvh_count: atomic<u32>; 151@group(0) @binding(15) var<storage, read_write> meshlet_second_pass_bvh_dispatch: DispatchIndirectArgs; 152@group(0) @binding(16) var<storage, read_write> meshlet_second_pass_bvh_queue: array<InstancedOffset>; 156#ifdef MESHLET_CLUSTER_CULLING_PASS 157struct Constants { rightmost_slot: u32 } 158var<push_constant> constants: Constants; 161@group(0) @binding(0) var depth_pyramid: texture_2d<f32>; 162@group(0) @binding(1) var<uniform> view: View; 163@group(0) @binding(2) var<uniform> previous_view: PreviousViewUniforms; 166@group(0) @binding(3) var<storage, read> meshlet_cull_data: array<MeshletCullData>; 169@group(0) @binding(4) var<storage, read> meshlet_instance_uniforms: array<Mesh>; 172@group(0) @binding(5) var<storage, read_write> meshlet_software_raster_indirect_args: DispatchIndirectArgs; 173@group(0) @binding(6) var<storage, read_write> meshlet_hardware_raster_indirect_args: DrawIndirectArgs; 174@group(0) @binding(7) var<storage, read> meshlet_previous_raster_counts: array<u32>; 175@group(0) @binding(8) var<storage, read_write> meshlet_raster_clusters: array<InstancedOffset>; 178@group(0) @binding(9) var<storage, read> meshlet_meshlet_cull_count_read: u32; 181#ifdef MESHLET_FIRST_CULLING_PASS 182@group(0) @binding(10) var<storage, read_write> meshlet_meshlet_cull_count_write: atomic<u32>; 183@group(0) @binding(11) var<storage, read_write> meshlet_meshlet_cull_dispatch: DispatchIndirectArgs; 184@group(0) @binding(12) var<storage, read_write> meshlet_meshlet_cull_queue: array<InstancedOffset>; 186@group(0) @binding(10) var<storage, read> meshlet_meshlet_cull_queue: array<InstancedOffset>; 190#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS 191@group(0) @binding(0) var<storage, read> meshlet_raster_clusters: array<InstancedOffset>; 192@group(0) @binding(1) var<storage, read> meshlets: array<Meshlet>; 193@group(0) @binding(2) var<storage, read> meshlet_indices: array<u32>; 194@group(0) @binding(3) var<storage, read> meshlet_vertex_positions: array<u32>; 195@group(0) @binding(4) var<storage, read> meshlet_instance_uniforms: array<Mesh>; 196@group(0) @binding(5) var<storage, read> meshlet_previous_raster_counts: array<u32>; 197@group(0) @binding(6) var<storage, read> meshlet_software_raster_cluster_count: u32; 198#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT 199@group(0) @binding(7) var meshlet_visibility_buffer: texture_storage_2d<r64uint, atomic>; 201@group(0) @binding(7) var meshlet_visibility_buffer: texture_storage_2d<r32uint, atomic>; 203@group(0) @binding(8) var<uniform> view: View; 206fn get_meshlet_vertex_id(index_id: u32) -> u32 { 207 let packed_index = meshlet_indices[index_id / 4u]; 208 let bit_offset = (index_id % 4u) * 8u; 209 return extractBits(packed_index, bit_offset, 8u); 212fn get_meshlet_vertex_position(meshlet: ptr<function, Meshlet>, vertex_id: u32) -> vec3<f32> { 214 let unpacked = unpack4xU8((*meshlet).packed_b); 215 let bits_per_channel = unpacked.xyz; 216 let bits_per_vertex = bits_per_channel.x + bits_per_channel.y + bits_per_channel.z; 217 var start_bit = (*meshlet).start_vertex_position_bit + (vertex_id * bits_per_vertex); 220 var vertex_position_packed = vec3(0u); 221 for (var i = 0u; i < 3u; i++) { 222 let lower_word_index = start_bit / 32u; 223 let lower_word_bit_offset = start_bit & 31u; 224 var next_32_bits = meshlet_vertex_positions[lower_word_index] >> lower_word_bit_offset; 225 if lower_word_bit_offset + bits_per_channel[i] > 32u { 226 next_32_bits |= meshlet_vertex_positions[lower_word_index + 1u] << (32u - lower_word_bit_offset); 228 vertex_position_packed[i] = extractBits(next_32_bits, 0u, bits_per_channel[i]); 229 start_bit += bits_per_channel[i]; 233 var vertex_position = vec3<f32>(vertex_position_packed) + vec3( 234 (*meshlet).min_vertex_position_channel_x, 235 (*meshlet).min_vertex_position_channel_y, 236 (*meshlet).min_vertex_position_channel_z, 240 let vertex_position_quantization_factor = unpacked.w; 241 vertex_position /= f32(1u << vertex_position_quantization_factor) * CENTIMETERS_PER_METER; 243 return vertex_position; 247#ifdef MESHLET_MESH_MATERIAL_PASS 248@group(2) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r64uint, read>; 249@group(2) @binding(1) var<storage, read> meshlet_raster_clusters: array<InstancedOffset>; 250@group(2) @binding(2) var<storage, read> meshlets: array<Meshlet>; 251@group(2) @binding(3) var<storage, read> meshlet_indices: array<u32>; 252@group(2) @binding(4) var<storage, read> meshlet_vertex_positions: array<u32>; 253@group(2) @binding(5) var<storage, read> meshlet_vertex_normals: array<u32>; 254@group(2) @binding(6) var<storage, read> meshlet_vertex_uvs: array<vec2<f32>>; 255@group(2) @binding(7) var<storage, read> meshlet_instance_uniforms: array<Mesh>; 258fn get_meshlet_vertex_id(index_id: u32) -> u32 { 259 let packed_index = meshlet_indices[index_id / 4u]; 260 let bit_offset = (index_id % 4u) * 8u; 261 return extractBits(packed_index, bit_offset, 8u); 264fn get_meshlet_vertex_position(meshlet: ptr<function, Meshlet>, vertex_id: u32) -> vec3<f32> { 266 let unpacked = unpack4xU8((*meshlet).packed_b); 267 let bits_per_channel = unpacked.xyz; 268 let bits_per_vertex = bits_per_channel.x + bits_per_channel.y + bits_per_channel.z; 269 var start_bit = (*meshlet).start_vertex_position_bit + (vertex_id * bits_per_vertex); 272 var vertex_position_packed = vec3(0u); 273 for (var i = 0u; i < 3u; i++) { 274 let lower_word_index = start_bit / 32u; 275 let lower_word_bit_offset = start_bit & 31u; 276 var next_32_bits = meshlet_vertex_positions[lower_word_index] >> lower_word_bit_offset; 277 if lower_word_bit_offset + bits_per_channel[i] > 32u { 278 next_32_bits |= meshlet_vertex_positions[lower_word_index + 1u] << (32u - lower_word_bit_offset); 280 vertex_position_packed[i] = extractBits(next_32_bits, 0u, bits_per_channel[i]); 281 start_bit += bits_per_channel[i]; 285 var vertex_position = vec3<f32>(vertex_position_packed) + vec3( 286 (*meshlet).min_vertex_position_channel_x, 287 (*meshlet).min_vertex_position_channel_y, 288 (*meshlet).min_vertex_position_channel_z, 292 let vertex_position_quantization_factor = unpacked.w; 293 vertex_position /= f32(1u << vertex_position_quantization_factor) * CENTIMETERS_PER_METER; 295 return vertex_position; 298fn get_meshlet_vertex_normal(meshlet: ptr<function, Meshlet>, vertex_id: u32) -> vec3<f32> { 299 let packed_normal = meshlet_vertex_normals[(*meshlet).start_vertex_attribute_id + vertex_id]; 300 return octahedral_decode_signed(unpack2x16snorm(packed_normal)); 303fn get_meshlet_vertex_uv(meshlet: ptr<function, Meshlet>, vertex_id: u32) -> vec2<f32> { 304 return meshlet_vertex_uvs[(*meshlet).start_vertex_attribute_id + vertex_id];