Remove nvmesh and gl46 meshlets for the time being

This commit is contained in:
mcrcortex
2024-08-03 13:27:23 +10:00
parent 945cd68672
commit 082885a5eb
16 changed files with 0 additions and 1314 deletions

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@@ -1,99 +0,0 @@
#line 1
struct Frustum {
vec4 planes[6];
};
layout(binding = 0, std140) uniform SceneUniform {
mat4 MVP;
ivec3 baseSectionPos;
int sectionCount;
Frustum frustum;
vec3 cameraSubPos;
uint frameId;
uvec2 screensize;
};
struct BlockModel {
uint faceData[6];
uint flagsA;
uint colourTint;
uint _pad[8];
};
struct SectionMeta {
uint posA;
uint posB;
uint AABB;
uint ptr;
uint cntA;
uint cntB;
uint cntC;
uint cntD;
};
//TODO: see if making the stride 2*4*4 bytes or something cause you get that 16 byte write
struct DrawCommand {
uint count;
uint instanceCount;
uint firstIndex;
int baseVertex;
uint baseInstance;
};
struct DispatchIndirect {
uint x;
uint y;
uint z;
};
#ifdef BIND_SAMPLER_AS_HIZ
layout(binding = 0) uniform sampler2DShadow hizSampler;
#else
layout(binding = 0) uniform sampler2D blockModelAtlas;
#endif
#ifndef Quad
#define Quad ivec2
#endif
layout(binding = 1, std430) readonly restrict buffer GeometryBuffer {
Quad geometryPool[];
};
layout(binding = 2, std430) restrict buffer DrawBuffer {
DispatchIndirect dispatchCmd;
uint fullMeshletCount;
DrawCommand drawCmd;
};
layout(binding = 3, std430) restrict buffer MeshletListData {
uint meshlets[];
};
layout(binding = 4, std430) readonly restrict buffer SectionBuffer {
SectionMeta sectionData[];
};
#ifndef VISIBILITY_ACCESS
#define VISIBILITY_ACCESS readonly
#endif
layout(binding = 5, std430) VISIBILITY_ACCESS restrict buffer VisibilityBuffer {
uint visibilityData[];
};
layout(binding = 6, std430) readonly restrict buffer ModelBuffer {
BlockModel modelData[];
};
layout(binding = 7, std430) readonly restrict buffer ModelColourBuffer {
uint colourData[];
};
layout(binding = 8, std430) readonly restrict buffer LightingBuffer {
uint lightData[];
};
vec4 getLighting(uint index) {
uvec4 arr = uvec4(lightData[index]);
arr = arr>>uvec4(16,8,0,24);
arr = arr & uvec4(0xFF);
return vec4(arr)*vec4(1.0f/255.0f);
}

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@@ -1,67 +0,0 @@
#version 450
#extension GL_ARB_gpu_shader_int64 : enable
#define MESHLET_ACCESS writeonly
#import <voxy:lod/quad_format.glsl>
#import <voxy:lod/gl46mesh/bindings.glsl>
#import <voxy:lod/section.glsl>
#import <voxy:lod/gl46mesh/meshlet.glsl>
layout(local_size_x = 64) in;
void emitMeshlets(inout uint mli, inout uint meshletPtr, uint mskedCnt, uint cnt) {
for (;mskedCnt != 0; mskedCnt--,mli++) {
meshlets[mli] = meshletPtr + (mskedCnt-1);
}
meshletPtr += cnt;
}
void main() {
//Clear here as it stops the need to dispatch a glClearData instruction
if (gl_GlobalInvocationID.x == 0) {
drawCmd.instanceCount = 0;
dispatchCmd.y = 1;
dispatchCmd.z = 1;
}
if (gl_GlobalInvocationID.x >= sectionCount) {
return;
}
//Check the occlusion data from last frame
bool shouldRender = visibilityData[gl_GlobalInvocationID.x] == frameId;
if (shouldRender) {
SectionMeta meta = sectionData[gl_GlobalInvocationID.x];
uint detail = extractDetail(meta);
ivec3 ipos = extractPosition(meta);
ivec3 relative = ipos-(baseSectionPos>>detail);
uint a = ((meta.cntA>>16)&0xFFFF);
uint u = (meta.cntB &0xFFFF) * uint(relative.y>-1);
uint d = ((meta.cntB>>16)&0xFFFF) * uint(relative.y<1 );
uint s = (meta.cntC &0xFFFF) * uint(relative.z>-1);
uint n = ((meta.cntC>>16)&0xFFFF) * uint(relative.z<1 );
uint w = (meta.cntD &0xFFFF) * uint(relative.x>-1);
uint e = ((meta.cntD>>16)&0xFFFF) * uint(relative.x<1 );
uint total = a + u + d + s + n + w + e;
uint mli = atomicAdd(fullMeshletCount, total);//meshletListIndex
//Need to increment the glDispatchComputeIndirect with respect to the workgroup
uint addWorkAmount = ((mli+total)>>7)-(mli>>7);//the >>7 is cause the workgroup size is 128
addWorkAmount += uint(mli==0); //If we where the first to add to the meshlet counter then we need to add an extra dispatch
// to account for trailing data
atomicAdd(dispatchCmd.x, addWorkAmount);
uint meshletPtr = extractMeshletStart(meta) + (meta.cntA&0xFFFF);
emitMeshlets(mli, meshletPtr, a, a);
emitMeshlets(mli, meshletPtr, u, (meta.cntB &0xFFFF));
emitMeshlets(mli, meshletPtr, d, ((meta.cntB>>16)&0xFFFF));
emitMeshlets(mli, meshletPtr, s, (meta.cntC &0xFFFF));
emitMeshlets(mli, meshletPtr, n, ((meta.cntC>>16)&0xFFFF));
emitMeshlets(mli, meshletPtr, w, (meta.cntD &0xFFFF));
emitMeshlets(mli, meshletPtr, e, ((meta.cntD>>16)&0xFFFF));
//TODO: also increment a secondary atomic buffer that can be used to do a compute pass over all meshlets (need to basicly divide the meshletCounter by the computes workGroup size)
}
}

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@@ -1,13 +0,0 @@
#version 460 core
#define VISIBILITY_ACCESS writeonly
#import <voxy:lod/gl46mesh/bindings.glsl>
layout(early_fragment_tests) in;
flat in uint id;
flat in uint value;
out vec4 colour;
void main() {
visibilityData[id] = value;
colour = vec4(float(id&7u)/7, float((id>>3)&7u)/7, float((id>>6)&7u)/7, 1);
}

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@@ -1,30 +0,0 @@
#version 460 core
#extension GL_ARB_gpu_shader_int64 : enable
#define VISIBILITY_ACCESS writeonly
#import <voxy:lod/gl46mesh/bindings.glsl>
#import <voxy:lod/section.glsl>
flat out uint id;
flat out uint value;
void main() {
uint sid = gl_InstanceID;
SectionMeta section = sectionData[sid];
uint detail = extractDetail(section);
ivec3 ipos = extractPosition(section);
ivec3 aabbOffset = extractAABBOffset(section);
ivec3 size = extractAABBSize(section);
//Transform ipos with respect to the vertex corner
ivec3 pos = (((ipos<<detail)-baseSectionPos)<<5);
pos += (aabbOffset-1)*(1<<detail);
pos += (ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1)*(size+2))*(1<<detail);
gl_Position = MVP * vec4(vec3(pos),1);
//Write to this id
id = sid;
value = frameId;
}

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@@ -1,44 +0,0 @@
#define extractMeshletStart extractQuadStart
#define PosHeader Quad
#define AABBHeader Quad
//There are 16 bytes of metadata at the start of the meshlet
#define MESHLET_SIZE (QUADS_PER_MESHLET+2)
#ifdef GL_ARB_gpu_shader_int64
ivec3 extractPosition(PosHeader pos64) {
//((long)lvl<<60)|((long)(y&0xFF)<<52)|((long)(z&((1<<24)-1))<<28)|((long)(x&((1<<24)-1))<<4);
//return ivec3((pos64<<4)&uint64_t(0xFFFFFFFF),(pos64>>28)&uint64_t(0xFFFFFFFF),(pos64>>24)&uint64_t(0xFFFFFFFF))>>ivec3(8,24,8);
return (ivec3(int(pos64>>4)&((1<<24)-1), int(pos64>>52)&0xFF, int(pos64>>28)&((1<<24)-1))<<ivec3(8,24,8))>>ivec3(8,24,8);
}
uint extractDetail(PosHeader pos64) {
return uint(pos64>>60);
}
uvec3 extractMin(AABBHeader aabb) {
return uvec3(uint(uint(aabb)&0xFF),uint((uint(aabb)>>8)&0xFF),uint((uint(aabb)>>16)&0xFF));
}
uvec3 extractMax(AABBHeader aabb) {
return uvec3(uint((aabb>>24)&0xFF),uint((aabb>>32)&0xFF),uint((aabb>>40)&0xFF));
}
#else
ivec3 extractPosition(PosHeader pos) {
int y = ((int(pos.x)<<4)>>24);
int x = (int(pos.y)<<4)>>8;
int z = int((pos.x&((1<<20)-1))<<4);
z |= int(pos.y>>28)&0xF;
z <<= 8;
z >>= 8;
return ivec3(x,y,z);
}
uint extractDetail(PosHeader pos) {
return uint(pos.x)>>28;
}
uvec3 extractMin(AABBHeader aabb) {
return uvec3(aabb.x&0xFF,(aabb.x>>8)&0xFF,(aabb.x>>16)&0xFF);
}
uvec3 extractMax(AABBHeader aabb) {
return uvec3((aabb.x>>24)&0xFF,aabb.y&0xFF,(aabb.y>>8)&0xFF);
}
#endif

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@@ -1,72 +0,0 @@
#version 450
#extension GL_ARB_gpu_shader_int64 : enable
#define MESHLET_ACCESS
#define BIND_SAMPLER_AS_HIZ
#import <voxy:lod/quad_format.glsl>
#import <voxy:lod/gl46mesh/bindings.glsl>
#import <voxy:lod/section.glsl>
#import <voxy:lod/gl46mesh/meshlet.glsl>
layout(local_size_x=128) in;
vec3 proj(vec3 pos) {
vec4 t = MVP * vec4(vec3(pos),1);
return t.xyz/t.w;
}
bool testHiZ(PosHeader secPos, AABBHeader aabb) {
ivec3 section = extractPosition(secPos);
uint detail = extractDetail(secPos);
vec3 pos = vec3(ivec3(((section<<detail)-baseSectionPos)<<5));
vec3 cmin = ivec3(extractMin(aabb)*(1<<detail));
vec3 cmax = ivec3((extractMax(aabb)+1)*(1<<detail));
//TODO:FIXME: either pos,cmin,cmax isnt correct, aswell as the miplevel isnt correct as its sampling at the wrong detail level
vec3 minBB = proj(pos + cmin);//
vec3 maxBB = minBB;
for (int i = 1; i < 8; i++) {
vec3 point = proj(pos + mix(cmin, cmax, bvec3((i&1)!=0,(i&2)!=0,(i&4)!=0)));
minBB = min(minBB, point);
maxBB = max(maxBB, point);
}
minBB = clamp(minBB*0.5+0.5, vec3(0), vec3(1));
maxBB = clamp(maxBB*0.5+0.5, vec3(0), vec3(1));
vec2 size = (maxBB.xy - minBB.xy) * vec2(ivec2(screensize));
float miplevel = ceil(log2(max(max(size.x, size.y),1)));
/*
float a = textureLod(hizSampler,minBB.xy,miplevel).r;
float b = textureLod(hizSampler,vec2(minBB.x,maxBB.y),miplevel).r;
float c = textureLod(hizSampler,maxBB.xy,miplevel).r;
float d = textureLod(hizSampler,vec2(maxBB.x,minBB.y),miplevel).r;
float depth = max(max(a,b),max(c,d));
return minBB.z <= depth;
*/
vec2 midpoint = (maxBB.xy + minBB.xy)*0.5;
return textureLod(hizSampler, vec3(midpoint, minBB.z - 0.000000001), miplevel) > 0.0001;
}
void main() {
if (gl_GlobalInvocationID.x >= fullMeshletCount) {
return;
}
if (gl_GlobalInvocationID.x == 0) {
//Setup the state of the drawElementsIndirect command, instanceCount is cleared externally
drawCmd.count = QUADS_PER_MESHLET*6;
drawCmd.firstIndex = 0;
drawCmd.baseVertex = 0;
drawCmd.baseInstance = fullMeshletCount;//Start at the begining of the newly emitted meshlet array
}
uint meshletId = meshlets[gl_GlobalInvocationID.x];
PosHeader pos = geometryPool[meshletId*MESHLET_SIZE];
AABBHeader aabb = geometryPool[meshletId*MESHLET_SIZE+1];
if (testHiZ(pos, aabb)) {//If didnt cull, insert it back into the stream
meshlets[atomicAdd(drawCmd.instanceCount, 1)+fullMeshletCount] = meshletId;
}
}

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@@ -1,46 +0,0 @@
#version 460 core
layout(binding = 0) uniform sampler2D blockModelAtlas;
//TODO: need to fix when merged quads have discardAlpha set to false but they span multiple tiles
// however they are not a full block
//#define DEBUG_MESHLETS_ONLY
#ifndef DEBUG_MESHLETS_ONLY
layout(location = 0) in vec2 uv;
layout(location = 1) in flat vec2 baseUV;
layout(location = 2) in flat vec4 tinting;
layout(location = 3) in flat vec4 addin;
layout(location = 4) in flat uint flags;
layout(location = 5) in flat vec4 conditionalTinting;
#else
layout(location = 6) in flat uint meshlet;
#endif
layout(location = 0) out vec4 outColour;
void main() {
#ifndef DEBUG_MESHLETS_ONLY
vec2 uv = mod(uv, vec2(1.0))*(1.0/(vec2(3.0,2.0)*256.0));
//vec4 colour = solidColour;
vec4 colour = texture(blockModelAtlas, uv + baseUV, ((flags>>1)&1u)*-4.0);
if ((flags&1u) == 1 && colour.a <= 0.25f) {
discard;
}
//Conditional tinting, TODO: FIXME: REPLACE WITH MASK OR SOMETHING, like encode data into the top bit of alpha
if ((flags&(1u<<2)) != 0 && abs(colour.r-colour.g) < 0.02f && abs(colour.g-colour.b) < 0.02f) {
colour *= conditionalTinting;
}
outColour = (colour * tinting) + addin;
//outColour = vec4(uv + baseUV, 0, 1);
#else
uint hash = meshlet*1231421+123141;
hash ^= hash>>16;
hash = hash*1231421+123141;
hash ^= hash>>16;
hash = hash * 1827364925 + 123325621;
outColour = vec4(float(hash&15u)/15, float((hash>>4)&15u)/15, float((hash>>8)&15u)/15, 1);
#endif
}

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@@ -1,189 +0,0 @@
#version 450
#extension GL_ARB_gpu_shader_int64 : enable
#extension GL_ARB_shader_draw_parameters : require
//#define DEBUG_MESHLETS_ONLY
#import <voxy:lod/quad_format.glsl>
#import <voxy:lod/gl46mesh/bindings.glsl>
#import <voxy:lod/block_model.glsl>
#import <voxy:lod/gl46mesh/meshlet.glsl>
#ifdef DEBUG_MESHLETS_ONLY
layout(location = 6) out flat uint meshlet;
#endif
PosHeader meshletPosition;
Quad quad;
bool setupMeshlet() {
gl_CullDistance[0] = 1;
//TODO: replace with vertexAttribute that has a divisor of 1
uint data = meshlets[gl_InstanceID + gl_BaseInstanceARB];
if (data == uint(-1)) {//Came across a culled meshlet
gl_CullDistance[0] = -1;
//Since the primative is culled, dont need to do any more work or set any values as the primative is discarded
// we dont need to care about undefined values
return true;
}
#ifdef DEBUG_MESHLETS_ONLY
meshlet = data;
#endif
uint baseId = (data*MESHLET_SIZE);
uint quadIndex = baseId + (gl_VertexID>>2) + 2;
meshletPosition = geometryPool[baseId];
quad = geometryPool[quadIndex];
if (isQuadEmpty(quad)) {
gl_CullDistance[0] = -1;
return true;
}
return false;
}
#ifndef DEBUG_MESHLETS_ONLY
layout(location = 0) out vec2 uv;
layout(location = 1) out flat vec2 baseUV;
layout(location = 2) out flat vec4 tinting;
layout(location = 3) out flat vec4 addin;
layout(location = 4) out flat uint flags;
layout(location = 5) out flat vec4 conditionalTinting;
#endif
vec4 uint2vec4RGBA(uint colour) {
return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
}
vec4 getFaceSize(uint faceData) {
float EPSILON = 0.001f;
vec4 faceOffsetsSizes = extractFaceSizes(faceData);
//Expand the quads by a very small amount
faceOffsetsSizes.xz -= vec2(EPSILON);
faceOffsetsSizes.yw += vec2(EPSILON);
//Make the end relative to the start
faceOffsetsSizes.yw -= faceOffsetsSizes.xz;
return faceOffsetsSizes;
}
//TODO: make branchless by using ternaries i think
vec3 swizzelDataAxis(uint axis, vec3 data) {
if (axis == 0) { //Up/down
data = data.xzy;
}
//Not needed, here for readability
//if (axis == 1) {//north/south
// offset = offset.xyz;
//}
if (axis == 2) { //west/east
data = data.zxy;
}
return data;
}
void main() {
if (setupMeshlet()) {
gl_Position = vec4(1.0f/0.0f);
return;
}
uint lodLevel = extractDetail(meshletPosition);
ivec3 sectionPos = extractPosition(meshletPosition);
//meshlet = (meshlet<<5)|(gl_VertexID>>2);
int cornerIdx = gl_VertexID&3;
vec3 innerPos = extractPos(quad);
uint face = extractFace(quad);
uint modelId = extractStateId(quad);
BlockModel model = modelData[modelId];
uint faceData = model.faceData[face];
bool isTranslucent = modelIsTranslucent(model);
bool hasAO = modelHasMipmaps(model);//TODO: replace with per face AO flag
bool isShaded = hasAO;//TODO: make this a per face flag
ivec2 quadSize = extractSize(quad);
#ifndef DEBUG_MESHLETS_ONLY
//Exploit provoking vertex to do less work
//if (cornerIdx==1)
{
vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
baseUV = modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
//Generate tinting and flag data
flags = faceHasAlphaCuttout(faceData);
//We need to have a conditional override based on if the model size is < a full face + quadSize > 1
flags |= uint(any(greaterThan(quadSize, ivec2(1)))) & faceHasAlphaCuttoutOverride(faceData);
flags |= uint(!modelHasMipmaps(model))<<1;
//Compute lighting
tinting = getLighting(extractLightId(quad));
//Apply model colour tinting
uint tintColour = model.colourTint;
if (modelHasBiomeLUT(model)) {
tintColour = colourData[tintColour + extractBiomeId(quad)];
}
conditionalTinting = vec4(0);
if (tintColour != uint(-1)) {
flags |= 1u<<2;
conditionalTinting = uint2vec4RGBA(tintColour).yzwx;
}
addin = vec4(0.0);
if (!isTranslucent) {
tinting.w = 0.0;
//Encode the face, the lod level and
uint encodedData = 0;
encodedData |= face;
encodedData |= (lodLevel<<3);
encodedData |= uint(hasAO)<<6;
addin.w = float(encodedData)/255.0;
}
//Apply face tint
if (isShaded) {
//TODO: make branchless, infact apply ahead of time to the texture itself in ModelManager since that is
// per face
if ((face>>1) == 1) {
tinting.xyz *= 0.8f;
} else if ((face>>1) == 2) {
tinting.xyz *= 0.6f;
} else if (face == 0){
tinting.xyz *= 0.5f;
}
}
}
#endif
vec4 faceSize = getFaceSize(faceData);
vec2 cQuadSize = (faceSize.yw + quadSize - 1) * vec2((cornerIdx>>1)&1, cornerIdx&1);
//uv = faceSize.xz + cQuadSize;
vec3 cornerPos = extractPos(quad);
float depthOffset = extractFaceIndentation(faceData);
cornerPos += swizzelDataAxis(face>>1, vec3(faceSize.xz, mix(depthOffset, 1-depthOffset, float(face&1u))));
vec3 origin = vec3(((sectionPos<<lodLevel)-baseSectionPos)<<5);
gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize,0)))*(1<<lodLevel)+origin, 1.0);
}

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@@ -1,64 +0,0 @@
struct SectionMeta {
uint posA;
uint posB;
uint AABB;
uint ptr;
uint cntA;
uint cntB;
uint cntC;
uint cntD;
};
struct BlockModel {
uint faceData[6];
uint flagsA;
uint colourTint;
uint _pad[8];
};
layout(binding = 0) uniform sampler2D blockModelAtlas;
layout(binding = 0, std140) uniform SceneUniform {
mat4 MVP;
ivec3 baseSectionPos;
int sectionCount;
vec3 cameraSubPos;
uint frameId;
};
#define Quad uint64_t
layout(binding = 1, std430) readonly restrict buffer QuadBuffer {
Quad quadData[];
};
layout(binding = 2, std430) readonly restrict buffer SectionBuffer {
SectionMeta sectionData[];
};
#ifndef VISIBILITY_ACCESS
#define VISIBILITY_ACCESS readonly
#endif
layout(binding = 3, std430) VISIBILITY_ACCESS restrict buffer VisibilityBuffer {
uint visibilityData[];
};
layout(binding = 4, std430) readonly restrict buffer ModelBuffer {
BlockModel modelData[];
};
layout(binding = 5, std430) readonly restrict buffer ModelColourBuffer {
uint colourData[];
};
layout(binding = 6, std430) readonly restrict buffer LightingBuffer {
uint lightData[];
};
vec4 getLighting(uint index) {
uvec4 arr = uvec4(lightData[index]);
arr = arr>>uvec4(16,8,0,24);
arr = arr & uvec4(0xFF);
return vec4(arr)*vec4(1.0f/255.0f);
}

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@@ -1,14 +0,0 @@
#version 460 core
#extension GL_ARB_gpu_shader_int64 : enable
#define VISIBILITY_ACCESS writeonly
#import <voxy:lod/nvmesh/bindings.glsl>
layout(early_fragment_tests) in;
flat in uint id;
flat in uint value;
//out vec4 colour;
void main() {
visibilityData[id] = value;
//colour = vec4(float(id&7u)/7, float((id>>3)&7u)/7, float((id>>6)&7u)/7, 1);
}

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@@ -1,30 +0,0 @@
#version 460 core
#extension GL_ARB_gpu_shader_int64 : enable
#define VISIBILITY_ACCESS writeonly
#import <voxy:lod/nvmesh/bindings.glsl>
#import <voxy:lod/section.glsl>
flat out uint id;
flat out uint value;
void main() {
uint sid = gl_InstanceID;
SectionMeta section = sectionData[sid];
uint detail = extractDetail(section);
ivec3 ipos = extractPosition(section);
ivec3 aabbOffset = extractAABBOffset(section);
ivec3 size = extractAABBSize(section);
//Transform ipos with respect to the vertex corner
ivec3 pos = (((ipos<<detail)-baseSectionPos)<<5);
pos += (aabbOffset-1)*(1<<detail);
pos += (ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1)*(size+2))*(1<<detail);
gl_Position = MVP * vec4(vec3(pos)-cameraSubPos,1);
//Write to this id
id = sid;
value = frameId;
}

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@@ -1,30 +0,0 @@
#version 460 core
layout(binding = 0) uniform sampler2D blockModelAtlas;
layout(location=1) in Interpolants {
vec2 uv;
};
layout(location=2) perprimitiveNV in PerPrimData {
vec2 baseUV;
vec4 tinting;
vec4 addin;
uint flags;
vec4 conditionalTinting;
};
layout(location = 0) out vec4 outColour;
void main() {
vec2 uv = mod(uv, vec2(1.0))*(1.0/(vec2(3.0,2.0)*256.0));
vec4 colour = texture(blockModelAtlas, uv + baseUV, ((flags>>1)&1u)*-4.0);
if ((flags&1u) == 1 && colour.a <= 0.25f) {
discard;
}
//Conditional tinting, TODO: FIXME: REPLACE WITH MASK OR SOMETHING, like encode data into the top bit of alpha
if ((flags&(1u<<2)) != 0 && abs(colour.r-colour.g) < 0.02f && abs(colour.g-colour.b) < 0.02f) {
colour *= conditionalTinting;
}
outColour = (colour * tinting) + addin;
}

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@@ -1,237 +0,0 @@
#version 460
#extension GL_ARB_shading_language_include : enable
#pragma optionNV(unroll all)
#define UNROLL_LOOP
#extension GL_NV_mesh_shader : require
#extension GL_NV_gpu_shader5 : require
#extension GL_ARB_gpu_shader_int64 : require
#import <voxy:lod/nvmesh/bindings.glsl>
#import <voxy:lod/block_model.glsl>
#import <voxy:lod/quad_format.glsl>
#line 13
layout(local_size_x = 16) in;
layout(triangles, max_vertices=64, max_primitives=32) out;
layout(location=1) out Interpolants {
vec2 uv;
} i_out[];
layout(location=2) perprimitiveNV out PerPrimData {
vec2 baseUV;
vec4 tinting;
vec4 addin;
uint flags;
vec4 conditionalTinting;
} per_prim_out[];
void emitIndicies() {
uint primBase = gl_LocalInvocationID.x * 6;
uint vertBase = gl_LocalInvocationID.x<<2;
gl_PrimitiveIndicesNV[primBase+0] = vertBase+0;
gl_PrimitiveIndicesNV[primBase+1] = vertBase+1;
gl_PrimitiveIndicesNV[primBase+2] = vertBase+2;
gl_PrimitiveIndicesNV[primBase+3] = vertBase+2;
gl_PrimitiveIndicesNV[primBase+4] = vertBase+3;
gl_PrimitiveIndicesNV[primBase+5] = vertBase+0;
}
vec4 uint2vec4RGBA(uint colour) {
return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
}
vec4 getFaceSize(uint faceData) {
float EPSILON = 0.001f;
vec4 faceOffsetsSizes = extractFaceSizes(faceData);
//Expand the quads by a very small amount
faceOffsetsSizes.xz -= vec2(EPSILON);
faceOffsetsSizes.yw += vec2(EPSILON);
//Make the end relative to the start
faceOffsetsSizes.yw -= faceOffsetsSizes.xz;
return faceOffsetsSizes;
}
//TODO: make branchless by using ternaries i think
vec3 swizzelDataAxis(uint axis, vec3 data) {
if (axis == 0) { //Up/down
data = data.xzy;
}
//Not needed, here for readability
//if (axis == 1) {//north/south
// offset = offset.xyz;
//}
if (axis == 2) { //west/east
data = data.zxy;
}
return data;
}
taskNV in Task {
vec3 origin;//Offset to camera in world space (already multiplied by lod level)
uint baseOffset;//Base offset into the quad data buffer
//Binary search indexs and data
uvec4 binIa;
uvec4 binIb;
uvec4 binVa;
uvec4 binVb;
uint meta;//First 4 bits is lod level, remaining is quadCount
};
uint getQuadIndex() {
uint gii = gl_GlobalInvocationID.x;
//TODO: replace this with binary search
if (gii < binIa.x) {
return binVa.x + gii + baseOffset;
} else if (gii < binIa.y) {
return binVa.y + (gii - binIa.x) + baseOffset;
} else if (gii < binIa.z) {
return binVa.z + (gii - binIa.y) + baseOffset;
} else if (gii < binIa.w) {
return binVa.w + (gii - binIa.z) + baseOffset;
} else if (gii < binIb.x) {
return binVb.x + (gii - binIa.w) + baseOffset;
} else if (gii < binIb.y) {
return binVb.y + (gii - binIb.x) + baseOffset;
} else if (gii < binIb.z) {
return binVb.z + (gii - binIb.y) + baseOffset;
} else if (gii < binIb.w) {
return binVb.w + (gii - binIb.z) + baseOffset;
} else {
return uint(-1);
}
}
void main() {
uint idx = getQuadIndex();
//If its over, dont render
if (idx == uint(-1)) {
return;
}
emitIndicies();
uint A = gl_LocalInvocationID.x<<1;
uint B = (gl_LocalInvocationID.x<<1)|1u;
uint V = (gl_LocalInvocationID.x<<2);
uint lodLvl = meta&0xf;
float lodScale = (1<<lodLvl);
Quad quad = quadData[idx];
uint face = extractFace(quad);
uint modelId = extractStateId(quad);
BlockModel model = modelData[modelId];
uint faceData = model.faceData[face];
bool isTranslucent = modelIsTranslucent(model);
bool hasAO = modelHasMipmaps(model);//TODO: replace with per face AO flag
bool isShaded = hasAO;//TODO: make this a per face flag
ivec2 quadSize = extractSize(quad);
//Compute the uv coordinates
vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
vec2 baseUV = modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
//Write out baseUV
per_prim_out[A].baseUV = baseUV;
per_prim_out[B].baseUV = baseUV;
uint flags = faceHasAlphaCuttout(faceData);
//We need to have a conditional override based on if the model size is < a full face + quadSize > 1
flags |= uint(any(greaterThan(quadSize, ivec2(1)))) & faceHasAlphaCuttoutOverride(faceData);
flags |= uint(!modelHasMipmaps(model))<<1;
//Compute lighting
vec4 tinting = getLighting(extractLightId(quad));
//Apply model colour tinting
uint tintColour = model.colourTint;
if (modelHasBiomeLUT(model)) {
tintColour = colourData[tintColour + extractBiomeId(quad)];
}
vec4 conditionalTinting = vec4(0);
if (tintColour != uint(-1)) {
flags |= 1u<<2;
conditionalTinting = uint2vec4RGBA(tintColour).yzwx;
}
vec4 addin = vec4(0.0);
if (!isTranslucent) {
tinting.w = 0.0;
//Encode the face, the lod level and
uint encodedData = 0;
encodedData |= face;
encodedData |= (lodLvl<<3);
encodedData |= uint(hasAO)<<6;
addin.w = float(encodedData)/255.0;
}
//Apply face tint
if (isShaded) {
//TODO: make branchless, infact apply ahead of time to the texture itself in ModelManager since that is
// per face
if ((face>>1) == 1) {
tinting.xyz *= 0.8f;
} else if ((face>>1) == 2) {
tinting.xyz *= 0.6f;
} else if (face == 0){
tinting.xyz *= 0.5f;
}
}
//Write out everything
per_prim_out[A].tinting = tinting;
per_prim_out[A].addin = addin;
per_prim_out[A].flags = flags;
per_prim_out[A].conditionalTinting = conditionalTinting;
per_prim_out[B].tinting = tinting;
per_prim_out[B].addin = addin;
per_prim_out[B].flags = flags;
per_prim_out[B].conditionalTinting = conditionalTinting;
vec4 faceSize = getFaceSize(faceData);
vec2 cQuadSize = faceSize.yw + quadSize - 1;
vec2 uv0 = faceSize.xz;
i_out[V|0].uv = uv0;
i_out[V|1].uv = uv0 + vec2(0, cQuadSize.y);
i_out[V|2].uv = uv0 + cQuadSize;
i_out[V|3].uv = uv0 + vec2(cQuadSize.x, 0);
//Corner position of quad relative to section corner (in 0->32 scale)
vec3 cornerPos = extractPos(quad);
float depthOffset = extractFaceIndentation(faceData);
cornerPos += swizzelDataAxis(face>>1, vec3(faceSize.xz, mix(depthOffset, 1-depthOffset, float(face&1u))));
gl_MeshVerticesNV[V|0].gl_Position = MVP*vec4(cornerPos*lodScale+origin, 1.0);
gl_MeshVerticesNV[V|1].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(0,cQuadSize.y,0)))*lodScale+origin, 1.0);
gl_MeshVerticesNV[V|2].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize, 0)))*lodScale+origin, 1.0);
gl_MeshVerticesNV[V|3].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize.x,0,0)))*lodScale+origin, 1.0);
if (gl_LocalInvocationID.x == 0) {
//Remaining quads in workgroup
gl_PrimitiveCountNV = min(uint(int(meta>>4)-int(gl_WorkGroupID.x<<4))<<1, 32);//2 primatives per quad
}
}

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@@ -1,118 +0,0 @@
#version 460
#extension GL_ARB_shading_language_include : enable
#pragma optionNV(unroll all)
#define UNROLL_LOOP
#extension GL_NV_mesh_shader : require
#extension GL_NV_gpu_shader5 : require
#extension GL_ARB_gpu_shader_int64 : require
#import <voxy:lod/nvmesh/bindings.glsl>
#import <voxy:lod/section.glsl>
#line 12
#define MESH_WORKLOAD_PER_INVOCATION 16
layout(local_size_x=1) in;
taskNV out Task {
vec3 origin;//Offset to camera in world space (already multiplied by lod level)
uint baseOffset;//Base offset into the quad data buffer
//Binary search indexs and data
uvec4 binIa;
uvec4 binIb;
uvec4 binVa;
uvec4 binVb;
uint meta;//First 4 bits is lod level, remaining is quadCount
} task;
void putBinData(inout uint idx, inout uint lastIndex, uint offset, uint cnt) {
uint id = idx++;
if (id < 4) {
task.binIa[id] = lastIndex + cnt;
task.binVa[id] = offset;
} else {
task.binIb[id - 4] = lastIndex + cnt;
task.binVb[id - 4] = offset;
}
lastIndex += cnt;
}
void main() {
uint sectionId = gl_WorkGroupID.x;
bool visibleLastFrame = visibilityData[sectionId] == (frameId-1);
//If it wasnt visible last frame then dont render this frame ** (do temporal coherance)
if (!visibleLastFrame) {
gl_TaskCountNV = 0;
return;
}
SectionMeta meta = sectionData[sectionId];
uint lodLvl = extractDetail(meta);
ivec3 lodPos= extractPosition(meta);
//Relative position to camera with resepct to lod level to check for visibility bits
ivec3 cpos = lodPos-(baseSectionPos>>lodLvl);
//Relative position to camera
task.origin = vec3(((lodPos<<lodLvl)-baseSectionPos)<<5)-cameraSubPos;
task.baseOffset = extractQuadStart(meta);
task.meta = lodLvl&0xFu;
uint idx = 0;
uint lastIndex = 0;
uint offset = meta.cntA&0xFFFF;//Skip translucency
task.binIa = uvec4(0);
task.binIb = uvec4(0);
uint cnt = (meta.cntA>>16)&0xFFFF;
if (cnt!=0) {
putBinData(idx, lastIndex, offset, cnt);
}
offset += cnt;
cnt = meta.cntB &0xFFFF;
if ((cnt!=0) && (cpos.y>-1)) {
putBinData(idx, lastIndex, offset, cnt);
}
offset += cnt;
cnt = (meta.cntB>>16)&0xFFFF;
if((cnt!=0) && (cpos.y<1 )){
putBinData(idx, lastIndex, offset, cnt);
}
offset += cnt;
cnt = meta.cntC &0xFFFF;
if((cnt!=0) && (cpos.z>-1)){
putBinData(idx, lastIndex, offset, cnt);
}
offset += cnt;
cnt = (meta.cntC>>16)&0xFFFF;
if((cnt!=0) && (cpos.z<1 )){
putBinData(idx, lastIndex, offset, cnt);
}
offset += cnt;
cnt = meta.cntD &0xFFFF;
if((cnt!=0) && (cpos.x>-1)){
putBinData(idx, lastIndex, offset, cnt);
}
offset += cnt;
cnt = (meta.cntD>>16)&0xFFFF;
if((cnt!=0) && (cpos.x<1 )){
putBinData(idx, lastIndex, offset, cnt);
}
offset += cnt;
task.meta |= lastIndex<<4;
gl_TaskCountNV = (lastIndex+MESH_WORKLOAD_PER_INVOCATION-1)/MESH_WORKLOAD_PER_INVOCATION;
}

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@@ -1,212 +0,0 @@
#version 460
#extension GL_ARB_shading_language_include : enable
#pragma optionNV(unroll all)
#define UNROLL_LOOP
#extension GL_NV_mesh_shader : require
#extension GL_NV_gpu_shader5 : require
#extension GL_ARB_gpu_shader_int64 : require
#import <voxy:lod/nvmesh/bindings.glsl>
#import <voxy:lod/block_model.glsl>
#import <voxy:lod/quad_format.glsl>
#line 13
layout(local_size_x = 16) in;
layout(triangles, max_vertices=64, max_primitives=32) out;
layout(location=1) out Interpolants {
vec2 uv;
} i_out[];
layout(location=2) perprimitiveNV out PerPrimData {
vec2 baseUV;
vec4 tinting;
vec4 addin;
uint flags;
vec4 conditionalTinting;
} per_prim_out[];
void emitIndicies() {
uint primBase = gl_LocalInvocationID.x * 6;
uint vertBase = gl_LocalInvocationID.x<<2;
gl_PrimitiveIndicesNV[primBase+0] = vertBase+0;
gl_PrimitiveIndicesNV[primBase+1] = vertBase+1;
gl_PrimitiveIndicesNV[primBase+2] = vertBase+2;
gl_PrimitiveIndicesNV[primBase+3] = vertBase+2;
gl_PrimitiveIndicesNV[primBase+4] = vertBase+3;
gl_PrimitiveIndicesNV[primBase+5] = vertBase+0;
}
vec4 uint2vec4RGBA(uint colour) {
return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
}
vec4 getFaceSize(uint faceData) {
float EPSILON = 0.001f;
vec4 faceOffsetsSizes = extractFaceSizes(faceData);
//Expand the quads by a very small amount
faceOffsetsSizes.xz -= vec2(EPSILON);
faceOffsetsSizes.yw += vec2(EPSILON);
//Make the end relative to the start
faceOffsetsSizes.yw -= faceOffsetsSizes.xz;
return faceOffsetsSizes;
}
//TODO: make branchless by using ternaries i think
vec3 swizzelDataAxis(uint axis, vec3 data) {
if (axis == 0) { //Up/down
data = data.xzy;
}
//Not needed, here for readability
//if (axis == 1) {//north/south
// offset = offset.xyz;
//}
if (axis == 2) { //west/east
data = data.zxy;
}
return data;
}
taskNV in Task {
vec3 origin;//Offset to camera in world space (already multiplied by lod level)
uint baseOffset;//Base offset into the quad data buffer
uint meta;//First 4 bits is lod level, remaining is quadCount
};
uint getQuadIndex() {
if ((meta>>4)<=gl_GlobalInvocationID.x) return -1;
return baseOffset + gl_GlobalInvocationID.x;
}
void main() {
uint idx = getQuadIndex();
//If its over, dont render
if (idx == uint(-1)) {
return;
}
emitIndicies();
uint A = gl_LocalInvocationID.x<<1;
uint B = (gl_LocalInvocationID.x<<1)|1u;
uint V = (gl_LocalInvocationID.x<<2);
uint lodLvl = meta&0xf;
float lodScale = (1<<lodLvl);
Quad quad = quadData[idx];
uint face = extractFace(quad);
uint modelId = extractStateId(quad);
BlockModel model = modelData[modelId];
uint faceData = model.faceData[face];
bool isTranslucent = modelIsTranslucent(model);
bool hasAO = modelHasMipmaps(model);//TODO: replace with per face AO flag
bool isShaded = hasAO;//TODO: make this a per face flag
ivec2 quadSize = extractSize(quad);
//Compute the uv coordinates
vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
vec2 baseUV = modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
//Write out baseUV
per_prim_out[A].baseUV = baseUV;
per_prim_out[B].baseUV = baseUV;
uint flags = faceHasAlphaCuttout(faceData);
//We need to have a conditional override based on if the model size is < a full face + quadSize > 1
flags |= uint(any(greaterThan(quadSize, ivec2(1)))) & faceHasAlphaCuttoutOverride(faceData);
flags |= uint(!modelHasMipmaps(model))<<1;
//Compute lighting
vec4 tinting = getLighting(extractLightId(quad));
//Apply model colour tinting
uint tintColour = model.colourTint;
if (modelHasBiomeLUT(model)) {
tintColour = colourData[tintColour + extractBiomeId(quad)];
}
vec4 conditionalTinting = vec4(0);
if (tintColour != uint(-1)) {
flags |= 1u<<2;
conditionalTinting = uint2vec4RGBA(tintColour).yzwx;
}
vec4 addin = vec4(0.0);
if (!isTranslucent) {
tinting.w = 0.0;
//Encode the face, the lod level and
uint encodedData = 0;
encodedData |= face;
encodedData |= (lodLvl<<3);
encodedData |= uint(hasAO)<<6;
addin.w = float(encodedData)/255.0;
}
//Apply face tint
if (isShaded) {
//TODO: make branchless, infact apply ahead of time to the texture itself in ModelManager since that is
// per face
if ((face>>1) == 1) {
tinting.xyz *= 0.8f;
} else if ((face>>1) == 2) {
tinting.xyz *= 0.6f;
} else if (face == 0){
tinting.xyz *= 0.5f;
}
}
//Write out everything
per_prim_out[A].tinting = tinting;
per_prim_out[A].addin = addin;
per_prim_out[A].flags = flags;
per_prim_out[A].conditionalTinting = conditionalTinting;
per_prim_out[B].tinting = tinting;
per_prim_out[B].addin = addin;
per_prim_out[B].flags = flags;
per_prim_out[B].conditionalTinting = conditionalTinting;
vec4 faceSize = getFaceSize(faceData);
vec2 cQuadSize = faceSize.yw + quadSize - 1;
vec2 uv0 = faceSize.xz;
i_out[V|0].uv = uv0;
i_out[V|1].uv = uv0 + vec2(0, cQuadSize.y);
i_out[V|2].uv = uv0 + cQuadSize;
i_out[V|3].uv = uv0 + vec2(cQuadSize.x, 0);
//Corner position of quad relative to section corner (in 0->32 scale)
vec3 cornerPos = extractPos(quad);
float depthOffset = extractFaceIndentation(faceData);
cornerPos += swizzelDataAxis(face>>1, vec3(faceSize.xz, mix(depthOffset, 1-depthOffset, float(face&1u))));
gl_MeshVerticesNV[V|0].gl_Position = MVP*vec4(cornerPos*lodScale+origin, 1.0);
gl_MeshVerticesNV[V|1].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(0,cQuadSize.y,0)))*lodScale+origin, 1.0);
gl_MeshVerticesNV[V|2].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize, 0)))*lodScale+origin, 1.0);
gl_MeshVerticesNV[V|3].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize.x,0,0)))*lodScale+origin, 1.0);
if (gl_LocalInvocationID.x == 0) {
//Remaining quads in workgroup
gl_PrimitiveCountNV = min(uint(int(meta>>4)-int(gl_WorkGroupID.x<<4))<<1, 32);//2 primatives per quad
}
}

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@@ -1,49 +0,0 @@
#version 460
#extension GL_ARB_shading_language_include : enable
#pragma optionNV(unroll all)
#define UNROLL_LOOP
#extension GL_NV_mesh_shader : require
#extension GL_NV_gpu_shader5 : require
#extension GL_ARB_gpu_shader_int64 : require
#import <voxy:lod/nvmesh/bindings.glsl>
#import <voxy:lod/section.glsl>
#line 12
#define MESH_WORKLOAD_PER_INVOCATION 16
layout(local_size_x=1) in;
taskNV out Task {
vec3 origin;//Offset to camera in world space (already multiplied by lod level)
uint baseOffset;//Base offset into the quad data buffer
uint meta;//First 4 bits is lod level, remaining is quadCount
} task;
void main() {
uint sectionId = gl_WorkGroupID.x;
bool visibleLastFrame = visibilityData[sectionId] == frameId;
//If it wasnt visible last frame then dont render this frame ** (do temporal coherance)
if (!visibleLastFrame) {
gl_TaskCountNV = 0;
return;
}
SectionMeta meta = sectionData[sectionId];
uint lodLvl = extractDetail(meta);
ivec3 lodPos= extractPosition(meta);
//Relative position to camera with resepct to lod level to check for visibility bits
ivec3 cpos = lodPos-(baseSectionPos>>lodLvl);
//Relative position to camera
task.origin = vec3(((lodPos<<lodLvl)-baseSectionPos)<<5)-cameraSubPos;
task.baseOffset = extractQuadStart(meta);
task.meta = lodLvl&0xFu;
uint cnt = meta.cntA&0xFFFF;//Skip translucency
task.meta |= cnt<<4;
gl_TaskCountNV = (cnt+MESH_WORKLOAD_PER_INVOCATION-1)/MESH_WORKLOAD_PER_INVOCATION;
}