| uint atomicLoad_1(RWByteAddressBuffer buffer, uint offset) { |
| uint value = 0; |
| buffer.InterlockedOr(offset, 0, value); |
| return value; |
| } |
| |
| int atomicLoad_2(RWByteAddressBuffer buffer, uint offset) { |
| int value = 0; |
| buffer.InterlockedOr(offset, 0, value); |
| return value; |
| } |
| |
| uint atomicAdd_1(RWByteAddressBuffer buffer, uint offset, uint value) { |
| uint original_value = 0; |
| buffer.InterlockedAdd(offset, value, original_value); |
| return original_value; |
| } |
| |
| void atomicStore_1(RWByteAddressBuffer buffer, uint offset, int value) { |
| int ignored; |
| buffer.InterlockedExchange(offset, value, ignored); |
| } |
| |
| int atomicAdd_2(RWByteAddressBuffer buffer, uint offset, int value) { |
| int original_value = 0; |
| buffer.InterlockedAdd(offset, value, original_value); |
| return original_value; |
| } |
| |
| cbuffer cbuffer_uniforms : register(b0, space0) { |
| uint4 uniforms[3]; |
| }; |
| RWByteAddressBuffer indices : register(u10, space0); |
| RWByteAddressBuffer positions : register(u11, space0); |
| RWByteAddressBuffer counters : register(u20, space0); |
| RWByteAddressBuffer LUT : register(u21, space0); |
| RWByteAddressBuffer dbg : register(u50, space0); |
| |
| float3 toVoxelPos(float3 position) { |
| float3 bbMin = float3(asfloat(uniforms[1].x), asfloat(uniforms[1].y), asfloat(uniforms[1].z)); |
| float3 bbMax = float3(asfloat(uniforms[2].x), asfloat(uniforms[2].y), asfloat(uniforms[2].z)); |
| float3 bbSize = (bbMax - bbMin); |
| float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z); |
| float gridSize = float(uniforms[0].y); |
| float gx = ((gridSize * (position.x - asfloat(uniforms[1].x))) / cubeSize); |
| float gy = ((gridSize * (position.y - asfloat(uniforms[1].y))) / cubeSize); |
| float gz = ((gridSize * (position.z - asfloat(uniforms[1].z))) / cubeSize); |
| return float3(gx, gy, gz); |
| } |
| |
| uint toIndex1D(uint gridSize, float3 voxelPos) { |
| uint3 icoord = uint3(voxelPos); |
| return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z)); |
| } |
| |
| uint3 toIndex3D(uint gridSize, uint index) { |
| uint z_1 = (index / (gridSize * gridSize)); |
| uint y_1 = ((index - ((gridSize * gridSize) * z_1)) / gridSize); |
| uint x_1 = (index % gridSize); |
| return uint3(x_1, y_1, z_1); |
| } |
| |
| float3 loadPosition(uint vertexIndex) { |
| float3 position = float3(asfloat(positions.Load((4u * ((3u * vertexIndex) + 0u)))), asfloat(positions.Load((4u * ((3u * vertexIndex) + 1u)))), asfloat(positions.Load((4u * ((3u * vertexIndex) + 2u))))); |
| return position; |
| } |
| |
| void doIgnore() { |
| uint g42 = uniforms[0].x; |
| uint kj6 = dbg.Load(20u); |
| uint b53 = atomicLoad_1(counters, (4u * uint(0))); |
| uint rwg = indices.Load((4u * uint(0))); |
| float rb5 = asfloat(positions.Load((4u * uint(0)))); |
| int g55 = atomicLoad_2(LUT, (4u * uint(0))); |
| } |
| |
| struct tint_symbol_1 { |
| uint3 GlobalInvocationID : SV_DispatchThreadID; |
| }; |
| |
| void main_count_inner(uint3 GlobalInvocationID) { |
| uint triangleIndex = GlobalInvocationID.x; |
| if ((triangleIndex >= uniforms[0].x)) { |
| return; |
| } |
| doIgnore(); |
| uint i0 = indices.Load((4u * ((3u * triangleIndex) + 0u))); |
| uint i1 = indices.Load((4u * ((3u * triangleIndex) + 1u))); |
| uint i2 = indices.Load((4u * ((3u * triangleIndex) + 2u))); |
| float3 p0 = loadPosition(i0); |
| float3 p1 = loadPosition(i1); |
| float3 p2 = loadPosition(i2); |
| float3 center = (((p0 + p1) + p2) / 3.0f); |
| float3 voxelPos = toVoxelPos(center); |
| uint voxelIndex = toIndex1D(uniforms[0].y, voxelPos); |
| uint acefg = atomicAdd_1(counters, (4u * voxelIndex), 1u); |
| if ((triangleIndex == 0u)) { |
| dbg.Store(16u, asuint(uniforms[0].y)); |
| dbg.Store(32u, asuint(center.x)); |
| dbg.Store(36u, asuint(center.y)); |
| dbg.Store(40u, asuint(center.z)); |
| } |
| } |
| |
| [numthreads(128, 1, 1)] |
| void main_count(tint_symbol_1 tint_symbol) { |
| main_count_inner(tint_symbol.GlobalInvocationID); |
| return; |
| } |
| |
| struct tint_symbol_3 { |
| uint3 GlobalInvocationID : SV_DispatchThreadID; |
| }; |
| |
| void main_create_lut_inner(uint3 GlobalInvocationID) { |
| uint voxelIndex = GlobalInvocationID.x; |
| doIgnore(); |
| uint maxVoxels = ((uniforms[0].y * uniforms[0].y) * uniforms[0].y); |
| if ((voxelIndex >= maxVoxels)) { |
| return; |
| } |
| uint numTriangles = atomicLoad_1(counters, (4u * voxelIndex)); |
| int offset = -1; |
| if ((numTriangles > 0u)) { |
| offset = int(atomicAdd_1(dbg, 0u, numTriangles)); |
| } |
| atomicStore_1(LUT, (4u * voxelIndex), offset); |
| } |
| |
| [numthreads(128, 1, 1)] |
| void main_create_lut(tint_symbol_3 tint_symbol_2) { |
| main_create_lut_inner(tint_symbol_2.GlobalInvocationID); |
| return; |
| } |
| |
| struct tint_symbol_5 { |
| uint3 GlobalInvocationID : SV_DispatchThreadID; |
| }; |
| |
| void main_sort_triangles_inner(uint3 GlobalInvocationID) { |
| uint triangleIndex = GlobalInvocationID.x; |
| doIgnore(); |
| if ((triangleIndex >= uniforms[0].x)) { |
| return; |
| } |
| uint i0 = indices.Load((4u * ((3u * triangleIndex) + 0u))); |
| uint i1 = indices.Load((4u * ((3u * triangleIndex) + 1u))); |
| uint i2 = indices.Load((4u * ((3u * triangleIndex) + 2u))); |
| float3 p0 = loadPosition(i0); |
| float3 p1 = loadPosition(i1); |
| float3 p2 = loadPosition(i2); |
| float3 center = (((p0 + p1) + p2) / 3.0f); |
| float3 voxelPos = toVoxelPos(center); |
| uint voxelIndex = toIndex1D(uniforms[0].y, voxelPos); |
| int triangleOffset = atomicAdd_2(LUT, (4u * voxelIndex), 1); |
| } |
| |
| [numthreads(128, 1, 1)] |
| void main_sort_triangles(tint_symbol_5 tint_symbol_4) { |
| main_sort_triangles_inner(tint_symbol_4.GlobalInvocationID); |
| return; |
| } |