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1//! Compute shader for rasterizing small clusters into a visibility buffer.
3import package::{
4 meshlet::bindings::{
5 meshlet_cluster_meshlet_ids,
6 meshlets,
7 meshlet_cluster_instance_ids,
8 meshlet_instance_uniforms,
9 meshlet_raster_clusters,
10 meshlet_previous_raster_counts,
11 meshlet_software_raster_cluster_count,
12 meshlet_visibility_buffer,
13 view,
14 get_meshlet_vertex_count,
15 get_meshlet_triangle_count,
16 get_meshlet_vertex_id,
17 get_meshlet_vertex_position,
18 },
19 render::{
20 mesh_functions::mesh_position_local_to_world,
21 view_transformations::ndc_to_uv,
22 },
23};
24import bevy_render::maths::affine3_to_square;
26// TODO: Fixed-point math and top-left rule
28var<workgroup> viewport_vertices: array<vec3f, 256>;
30@compute
31@workgroup_size(128, 1, 1) // 128 threads per workgroup, 1-2 vertices per thread, 1 triangle per thread, 1 cluster per workgroup
32fn rasterize_cluster(
33 @builtin(workgroup_id) workgroup_id: vec3<u32>,
34 @builtin(local_invocation_index) local_invocation_index: u32,
35 @if(MESHLET_2D_DISPATCH)
36 @builtin(num_workgroups) num_workgroups: vec3<u32>,
37) {
38 var workgroup_id_1d = workgroup_id.x;
40@if(MESHLET_2D_DISPATCH) {
41 workgroup_id_1d += workgroup_id.y * num_workgroups.x;
42 if workgroup_id_1d >= meshlet_software_raster_cluster_count { return; }
45 let cluster_id = workgroup_id_1d + meshlet_previous_raster_counts[0];
46 let instanced_offset = meshlet_raster_clusters[cluster_id];
47 var meshlet = meshlets[instanced_offset.offset];
49 let instance_uniform = meshlet_instance_uniforms[instanced_offset.instance_id];
50 let world_from_local = affine3_to_square(instance_uniform.world_from_local);
52 // Load and project 1 vertex per thread, and then again if there are more than 128 vertices in the meshlet
53 for (var i = 0u; i <= 128u; i += 128u) {
54 let vertex_id = local_invocation_index + i;
55 if vertex_id < get_meshlet_vertex_count(&meshlet) {
56 let vertex_position = get_meshlet_vertex_position(&meshlet, vertex_id);
58 // Project vertex to viewport space
59 let world_position = mesh_position_local_to_world(world_from_local, vec4(vertex_position, 1.0));
60 let clip_position = view.clip_from_world * vec4(world_position.xyz, 1.0);
61 let ndc_position = clip_position.xyz / clip_position.w;
62 let viewport_position_xy = ndc_to_uv(ndc_position.xy) * view.viewport.zw;
64 // Write vertex to workgroup shared memory
65 viewport_vertices[vertex_id] = vec3(viewport_position_xy, ndc_position.z);
66 }
67 }
68 workgroupBarrier();
70 // Load 1 triangle's worth of vertex data per thread
71 let triangle_id = local_invocation_index;
72 if triangle_id >= get_meshlet_triangle_count(&meshlet) { return; }
73 let index_ids = meshlet.start_index_id + (triangle_id * 3u) + vec3(0u, 1u, 2u);
74 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]));
75 let vertex_0 = viewport_vertices[vertex_ids[2]];
76 let vertex_1 = viewport_vertices[vertex_ids[1]];
77 let vertex_2 = viewport_vertices[vertex_ids[0]];
78 let packed_ids = (cluster_id << 7u) | triangle_id;
80 // Backface culling
81 let triangle_double_area = edge_function(vertex_0.xy, vertex_1.xy, vertex_2.xy);
82 if triangle_double_area <= 0.0 { return; }
84 // Setup triangle gradients
85 let w_x = vec3(vertex_1.y - vertex_2.y, vertex_2.y - vertex_0.y, vertex_0.y - vertex_1.y);
86 let w_y = vec3(vertex_2.x - vertex_1.x, vertex_0.x - vertex_2.x, vertex_1.x - vertex_0.x);
87 let vertices_z = vec3(vertex_0.z, vertex_1.z, vertex_2.z) / triangle_double_area;
88 let z_x = dot(vertices_z, w_x);
89 let z_y = dot(vertices_z, w_y);
91 // Compute triangle bounding box
92 var min_x = floor(min3(vertex_0.x, vertex_1.x, vertex_2.x));
93 var min_y = floor(min3(vertex_0.y, vertex_1.y, vertex_2.y));
94 var max_x = ceil(max3(vertex_0.x, vertex_1.x, vertex_2.x));
95 var max_y = ceil(max3(vertex_0.y, vertex_1.y, vertex_2.y));
96 min_x = max(min_x, 0.0);
97 min_y = max(min_y, 0.0);
98 max_x = min(max_x, view.viewport.z - 1.0);
99 max_y = min(max_y, view.viewport.w - 1.0);
101 // Setup initial triangle equations
102 let starting_pixel = vec2(min_x, min_y) + 0.5;
103 var w_row = vec3(
104 edge_function(vertex_1.xy, vertex_2.xy, starting_pixel),
105 edge_function(vertex_2.xy, vertex_0.xy, starting_pixel),
106 edge_function(vertex_0.xy, vertex_1.xy, starting_pixel),
107 );
108 var z_row = dot(vertices_z, w_row);
110 // Rasterize triangle
111 if subgroupAny(max_x - min_x > 4.0) {
112 // Scanline setup
113 let edge_012 = -w_x;
114 let open_edge = edge_012 < vec3(0.0);
115 let inverse_edge_012 = select(1.0 / edge_012, vec3(1e8), edge_012 == vec3(0.0));
116 let max_x_diff = vec3(max_x - min_x);
117 for (var y = min_y; y <= max_y; y += 1.0) {
118 // Calculate start and end X interval for pixels in this row within the triangle
119 let cross_x = w_row * inverse_edge_012;
120 let min_x2 = select(vec3(0.0), cross_x, open_edge);
121 let max_x2 = select(cross_x, max_x_diff, open_edge);
122 var x0 = ceil(max3(min_x2[0], min_x2[1], min_x2[2]));
123 var x1 = min3(max_x2[0], max_x2[1], max_x2[2]);
125 var w = w_row + w_x * x0;
126 var z = z_row + z_x * x0;
127 x0 += min_x;
128 x1 += min_x;
130 // Iterate scanline X interval
131 for (var x = x0; x <= x1; x += 1.0) {
132 // Check if point at pixel is within triangle (TODO: this shouldn't be needed, but there's bugs without it)
133 if min3(w[0], w[1], w[2]) >= 0.0 {
134 write_visibility_buffer_pixel(x, y, z, packed_ids);
135 }
137 // Increment triangle equations along the X-axis
138 w += w_x;
139 z += z_x;
140 }
142 // Increment triangle equations along the Y-axis
143 w_row += w_y;
144 z_row += z_y;
145 }
146 } else {
147 // Iterate over every pixel in the triangle's bounding box
148 for (var y = min_y; y <= max_y; y += 1.0) {
149 var w = w_row;
150 var z = z_row;
152 for (var x = min_x; x <= max_x; x += 1.0) {
153 // Check if point at pixel is within triangle
154 if min3(w[0], w[1], w[2]) >= 0.0 {
155 write_visibility_buffer_pixel(x, y, z, packed_ids);
156 }
158 // Increment triangle equations along the X-axis
159 w += w_x;
160 z += z_x;
161 }
163 // Increment triangle equations along the Y-axis
164 w_row += w_y;
165 z_row += z_y;
166 }
167 }
170fn write_visibility_buffer_pixel(x: f32, y: f32, z: f32, packed_ids: u32) {
171 let depth = bitcast<u32>(z);
172 @if(MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT)
173 let visibility = (u64(depth) << 32u) | u64(packed_ids);
174 @else
175 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));
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