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drawmeshlet_nv.task.glsl
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/*
* Copyright (c) 2016-2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#ifdef VULKAN
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_control_flow_attributes: require
#define UNROLL_LOOP [[unroll]]
#else
#extension GL_ARB_shading_language_include : enable
#pragma optionNV(unroll all)
#define UNROLL_LOOP
#endif
#include "config.h"
//////////////////////////////////////
#extension GL_NV_mesh_shader : require
//////////////////////////////////////
#if IS_VULKAN
// one of them provides uint8_t
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
#else
#extension GL_NV_gpu_shader5 : require
#extension GL_NV_bindless_texture : require
#endif
#extension GL_KHR_shader_subgroup_basic : require
#extension GL_KHR_shader_subgroup_ballot : require
#extension GL_KHR_shader_subgroup_vote : require
/////////////////////////////////////////////////////////////////////////
#include "common.h"
/////////////////////////////////////////////////////////////////////////
// TASK CONFIG
const uint WORKGROUP_SIZE = 32;
layout(local_size_x=WORKGROUP_SIZE) in;
// The workgroup size of the shader may not have enough threads
// to do all the work in a unique thread.
// Therefore we might need to loop to process all the work.
const uint TASK_MESHLET_ITERATIONS = ((NVMESHLET_PER_TASK + WORKGROUP_SIZE - 1) / WORKGROUP_SIZE);
/////////////////////////////////////
// UNIFORMS
#if IS_VULKAN
layout(push_constant) uniform pushConstant{
// x: mesh, y: prim, z: 0, w: vertex
uvec4 geometryOffsets;
// x: meshFirst, y: meshMax
uvec4 drawRange;
};
layout(std140, binding = SCENE_UBO_VIEW, set = DSET_SCENE) uniform sceneBuffer {
SceneData scene;
};
layout(std430, binding = SCENE_SSBO_STATS, set = DSET_SCENE) buffer statsBuffer {
CullStats stats;
};
layout(std140, binding= 0, set = DSET_OBJECT) uniform objectBuffer {
ObjectData object;
};
layout(std430, binding = GEOMETRY_SSBO_MESHLETDESC, set = DSET_GEOMETRY) buffer meshletDescBuffer {
uvec4 meshletDescs[];
};
layout(std430, binding = GEOMETRY_SSBO_PRIM, set = DSET_GEOMETRY) buffer primIndexBuffer {
uvec2 primIndices[];
};
layout(binding=GEOMETRY_TEX_VBO, set=DSET_GEOMETRY) uniform samplerBuffer texVbo;
layout(binding=GEOMETRY_TEX_ABO, set=DSET_GEOMETRY) uniform samplerBuffer texAbo;
#else
// x: mesh, y: prim, z: 0, w: vertex
layout(location = 0) uniform uvec4 geometryOffsets;
// x: meshFirst, y: meshMax
layout(location = 1) uniform uvec4 drawRange;
layout(std140, binding = UBO_SCENE_VIEW) uniform sceneBuffer {
SceneData scene;
};
layout(std140, binding = SSBO_SCENE_STATS) buffer statsBuffer{
CullStats stats;
};
layout(std140, binding = UBO_OBJECT) uniform objectBuffer {
ObjectData object;
};
// keep in sync with binding order defined via GEOMETRY_
layout(std140, binding = UBO_GEOMETRY) uniform geometryBuffer{
uvec4* meshletDescs;
uvec2* primIndices;
samplerBuffer texVbo;
samplerBuffer texAbo;
};
#endif
//////////////////////////////////////////////////////////////////////////
// INPUT
uint baseID = gl_WorkGroupID.x * NVMESHLET_PER_TASK;
uint laneID = gl_LocalInvocationID.x;
//////////////////////////////////////////////////////////////////////////
// OUTPUT
// on NVIDIA hw the task-shader output should stay below
// 108 bytes to stay on a very fast path. 236 bytes typically is
// okay as well, but more is not recommended.
taskNV out Task
{
uint baseID;
uint8_t deltaIDs[NVMESHLET_PER_TASK];
} OUT;
//////////////////////////////////////////////////////////////////////////
// UTILS
#include "nvmeshlet_utils.glsl"
/////////////////////////////////////////////////
// EXECUTION
void main()
{
baseID += drawRange.x;
uint outMeshletsCount = 0;
UNROLL_LOOP
for (uint i = 0; i < TASK_MESHLET_ITERATIONS; i++)
{
uint meshletLocal = laneID + i * WORKGROUP_SIZE;
uint meshletGlobal = baseID + meshletLocal;
uvec4 desc = meshletDescs[min(meshletGlobal, drawRange.y) + geometryOffsets.x];
bool render = !(meshletGlobal > drawRange.y || earlyCull(desc, object));
uvec4 voteMeshlets = subgroupBallot(render);
uint numMeshlets = subgroupBallotBitCount(voteMeshlets);
uint idxOffset = subgroupBallotExclusiveBitCount(voteMeshlets) + outMeshletsCount;
if (render)
{
OUT.deltaIDs[idxOffset] = uint8_t(meshletLocal);
}
outMeshletsCount += numMeshlets;
}
if (laneID == 0) {
gl_TaskCountNV = outMeshletsCount;
OUT.baseID = baseID;
#if USE_STATS
atomicAdd(stats.tasksOutput, outMeshletsCount);
#endif
}
}