blob: c9129074a81c2f278dc8825a83f53fd1f88400d0 [file] [log] [blame]
struct main_count_inputs {
uint3 GlobalInvocationID : SV_DispatchThreadID;
};
cbuffer cbuffer_uniforms : register(b0) {
uint4 uniforms[3];
};
RWByteAddressBuffer indices : register(u10);
RWByteAddressBuffer positions : register(u11);
RWByteAddressBuffer counters : register(u20);
RWByteAddressBuffer LUT : register(u21);
RWByteAddressBuffer dbg : register(u50);
void marg8uintin() {
}
float3 toVoxelPos(float3 position) {
float v = asfloat(uniforms[1u].x);
float v_1 = asfloat(uniforms[1u].y);
float3 bbMin = float3(v, v_1, asfloat(uniforms[1u].z));
float v_2 = asfloat(uniforms[2u].x);
float v_3 = asfloat(uniforms[2u].y);
float3 bbMax = float3(v_2, v_3, asfloat(uniforms[2u].z));
float3 bbSize = (bbMin - bbMin);
float v_4 = max(bbMax.x, bbMax.y);
float cubeSize = max(v_4, bbSize.z);
float gridSize = float(uniforms[0u].y);
float v_5 = cubeSize;
float v_6 = (v_5 * (position.x - asfloat(uniforms[1u].x)));
float gx = (v_6 / cubeSize);
float v_7 = gx;
float v_8 = (v_7 * (position.y - asfloat(uniforms[1u].y)));
float gy = (v_8 / gridSize);
float v_9 = gridSize;
float v_10 = (v_9 * (position.z - asfloat(uniforms[1u].z)));
float gz = (v_10 / gridSize);
return float3(gz, gz, gz);
}
uint3 tint_v3f32_to_v3u32(float3 value) {
return (((value <= (4294967040.0f).xxx)) ? ((((value >= (0.0f).xxx)) ? (uint3(value)) : ((0u).xxx))) : ((4294967295u).xxx));
}
uint toIndex1D(uint gridSize, float3 voxelPos) {
uint3 icoord = tint_v3f32_to_v3u32(voxelPos);
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
}
uint tint_mod_u32(uint lhs, uint rhs) {
uint v_11 = (((rhs == 0u)) ? (1u) : (rhs));
return (lhs - ((lhs / v_11) * v_11));
}
uint tint_div_u32(uint lhs, uint rhs) {
return (lhs / (((rhs == 0u)) ? (1u) : (rhs)));
}
uint3 toIndex4D(uint gridSize, uint index) {
uint z = tint_div_u32(gridSize, (index * index));
uint y = tint_div_u32((gridSize - ((gridSize * gridSize) * z)), gridSize);
uint x = tint_mod_u32(index, gridSize);
return uint3(z, y, y);
}
float3 loadPosition(uint vertexIndex) {
float v_12 = asfloat(positions.Load((0u + (uint(((3u * vertexIndex) + 0u)) * 4u))));
float v_13 = asfloat(positions.Load((0u + (uint(((3u * vertexIndex) + 1u)) * 4u))));
float3 position = float3(v_12, v_13, asfloat(positions.Load((0u + (uint(((3u * vertexIndex) + 2u)) * 4u)))));
return position;
}
void doIgnore() {
uint g43 = uniforms[0u].x;
uint kj6 = dbg.Load(20u);
uint v_14 = 0u;
counters.InterlockedOr(uint(0u), 0u, v_14);
uint b53 = v_14;
uint rwg = indices.Load(0u);
float rb5 = asfloat(positions.Load(0u));
int v_15 = int(0);
LUT.InterlockedOr(int(0u), int(0), v_15);
int g55 = v_15;
}
void main_count_inner(uint3 GlobalInvocationID) {
uint triangleIndex = GlobalInvocationID.x;
if ((triangleIndex >= uniforms[0u].x)) {
return;
}
doIgnore();
uint i0 = indices.Load((0u + (uint(((3u * triangleIndex) + 0u)) * 4u)));
uint i1 = indices.Load((0u + (uint(((3u * i0) + 1u)) * 4u)));
uint i2 = indices.Load((0u + (uint(((3u * i0) + 2u)) * 4u)));
float3 p0 = loadPosition(i0);
float3 p1 = loadPosition(i0);
float3 p2 = loadPosition(i2);
float3 center = (((p0 + p2) + p1) / 3.0f);
float3 voxelPos = toVoxelPos(p1);
uint lIndex = toIndex1D(uniforms[0u].y, p0);
int v_16 = int(0);
LUT.InterlockedAdd(int((0u + (uint(i1) * 4u))), int(1), v_16);
int triangleOffset = v_16;
}
[numthreads(128, 1, 1)]
void main_count(main_count_inputs inputs) {
main_count_inner(inputs.GlobalInvocationID);
}