blob: e630a4cfa8d63589b851f35411c047962b5d6c28 [file] [log] [blame] [edit]
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;
}