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fill_counts.wgsl

Bindings

meshlet_software_raster_indirect_args

#
@group(0)
@binding(0)
var<storage, read_write> meshlet_software_raster_indirect_args: DispatchIndirectArgs

meshlet_hardware_raster_indirect_args

#
@group(0)
@binding(1)
var<storage, read_write> meshlet_hardware_raster_indirect_args: DrawIndirectArgs

meshlet_previous_raster_counts

#
@group(0)
@binding(2)
var<storage, read_write> meshlet_previous_raster_counts: array<u32>

meshlet_software_raster_cluster_count

#

Shader defs requirments:

🟢 MESHLET_2D_DISPATCH

@group(0)
@binding(3)
var<storage, read_write> meshlet_software_raster_cluster_count: u32

Structures

DispatchIndirectArgs

#
struct DispatchIndirectArgs {
x: u32 ,
y: u32 ,
z: u32 ,
}

DrawIndirectArgs

#
struct DrawIndirectArgs {
vertex_count: u32 ,
instance_count: u32 ,
first_vertex: u32 ,
first_instance: u32 ,
}

Functions

fill_counts

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(1, 1, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn fill_counts ()