MeshEXT modern, slightly fixed

This commit is contained in:
mcrcortex
2025-09-08 23:58:22 +10:00
parent a012cead98
commit d8c5f08f06
7 changed files with 827 additions and 1 deletions

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#version 460 core
#extension GL_EXT_mesh_shader : require
layout(binding = 0) uniform sampler2D blockModelAtlas;
layout(binding = 2) uniform sampler2D depthTex;
layout(location=1) perprimitiveEXT in PerPrimData {
uvec4 data;
} primIn;
layout(location = 0) out vec4 outColour;
vec4 uint2vec4RGBA(uint colour) {
return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
}
bool useMipmaps() {
return (primIn.data.x&2u)==0u;
}
bool useTinting() {
return (primIn.data.x&4u)!=0u;
}
bool useCutout() {
return (primIn.data.x&1u)==1u;
}
vec4 computeColour(vec4 colour) {
//Conditional tinting, TODO: FIXME: REPLACE WITH MASK OR SOMETHING, like encode data into the top bit of alpha
if (useTinting() && abs(colour.r-colour.g) < 0.02f && abs(colour.g-colour.b) < 0.02f) {
colour *= uint2vec4RGBA(primIn.data.z).yzwx;
}
return (colour * uint2vec4RGBA(primIn.data.y)) + vec4(0,0,0,float(primIn.data.w&0xFFu)/255);
}
uint getFace() {
return (primIn.data.w>>8)&7u;
}
vec2 getBaseUV() {
uint face = getFace();
uint modelId = primIn.data.x>>16;
vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
return modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
}
void main() {
vec2 uv = vec2(0);
//Tile is the tile we are in
vec2 tile;
vec2 uv2 = modf(uv, tile)*(1.0/(vec2(3.0,2.0)*256.0));
vec4 colour;
vec2 texPos = uv2 + getBaseUV();
if (useMipmaps()) {
vec2 uvSmol = uv*(1.0/(vec2(3.0,2.0)*256.0));
vec2 dx = dFdx(uvSmol);//vec2(lDx, dDx);
vec2 dy = dFdy(uvSmol);//vec2(lDy, dDy);
colour = textureGrad(blockModelAtlas, texPos, dx, dy);
} else {
colour = textureLod(blockModelAtlas, texPos, 0);
}
if (any(notEqual(clamp(tile, vec2(0), vec2((primIn.data.x>>8)&0xFu, (primIn.data.x>>12)&0xFu)), tile))) {
discard;
}
//Check the minimum bounding texture and ensure we are greater than it
if (gl_FragCoord.z < texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r) {
discard;
}
//Also, small quad is really fking over the mipping level somehow
if (useCutout() && (textureLod(blockModelAtlas, texPos, 0).a <= 0.1f)) {
//This is stupidly stupidly bad for divergence
//TODO: FIXME, basicly what this do is sample the exact pixel (no lod) for discarding, this stops mipmapping fucking it over
#ifndef DEBUG_RENDER
discard;
#endif
}
colour = computeColour(colour);
outColour = colour;
}

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#version 460 core
#extension GL_EXT_mesh_shader : require
#extension GL_ARB_gpu_shader_int64 : enable
#extension GL_KHR_shader_subgroup_arithmetic: require
#extension GL_KHR_shader_subgroup_basic : require
#extension GL_KHR_shader_subgroup_ballot : require
#extension GL_KHR_shader_subgroup_vote : require
//TODO: finetune the local size and emission size
layout(local_size_x = MESH_SIZE, local_size_y=1, local_size_z=1) in;
layout(triangles, max_vertices=(MESH_SIZE*4), max_primitives=(MESH_SIZE*2)) out;
//Tightly packed, prefix sum + offset
//uvec4 binA;
//uvec4 binB;
struct Task {
uint bins[8];
vec3 cameraOffset;
uint lodLvl;
uint baseQuad;
uint quadCount;
};
taskPayloadSharedEXT Task task;
layout(location=1) perprimitiveEXT out PerPrimData {
uvec4 data;
} primOut[];
uint getQuadId() {
uint mid = gl_GlobalInvocationID.x;
uint cv = (mid<<16)|0xFFFFu;
/*
//Funny method
uvec4 a = mix(uvec4(0), uvec4( 1, 2, 4, 8), lessThanEqual(uvec4(task.bins[0],task.bins[1],task.bins[2],task.bins[3]), uvec4(cv))) +
mix(uvec4(0), uvec4(16,32,64,128), lessThanEqual(uvec4(task.bins[4],task.bins[5],task.bins[6],task.bins[7]), uvec4(cv)));
uint act = a.x+a.y+a.z+a.w;
uint id = findLSB(act^(act>>1));
//uint point = mix(binB, binA, id<4)[id&3u];
uint point = task.bins[id];
return (point&0xFFFFu)+(mid-(point>>16));
*/
#pragma unroll
for (uint i = 0; i<7; i++) {
uint point = task.bins[i];
if (point<=cv&&cv<task.bins[i+1]) {
return (point&0xFFFFu)+(mid-(point>>16));
}
}
return -1;
/*
for (uint i = 0; i<7; i++) {
uint point = task.bins[i];
if (point <= ((mid<<16)|0xFFFFu) && ((mid<<16)|0xFFFFu)<task.bins[i+1]) {
binId = i;
return (point&0xFFFFu)+(mid-(point>>16));
}
}
return -1;
*/
}
#import <voxy:lod/quad_format.glsl>
#import <voxy:lod/block_model.glsl>
layout(binding = 0, std140) uniform SceneUniform {
mat4 MVP;
ivec3 baseSectionPos;
uint frameId;
vec3 cameraSubPos;
uint pad_;
vec2 screenSize;
};
layout(binding = 4, std430) readonly restrict buffer QuadBuffer {
Quad quadData[];
};
layout(binding = 5, std430) readonly restrict buffer ModelBuffer {
BlockModel modelData[];
};
layout(binding = 6, std430) readonly restrict buffer ModelColourBuffer {
uint colourData[];
};
layout(binding = 1) uniform sampler2D lightSampler;
vec4 getLighting(uint index) {
int i2 = int(index);
return texture(lightSampler, clamp((vec2((i2>>4)&0xF, i2&0xF))/16, vec2(8.0f/255), vec2(248.0f/255)));
}
//===============
vec3 swizzelDataAxis(uint axis, vec3 data) {
return mix(mix(data.zxy,data.xzy,bvec3(axis==0)),data,bvec3(axis==1));
}
vec4 getFaceSize(uint faceData) {
float EPSILON = 0.00005f;
vec4 faceOffsetsSizes = extractFaceSizes(faceData);
//Expand the quads by a very small amount (because of the subtraction after this also becomes an implicit add)
faceOffsetsSizes.xz -= vec2(EPSILON);
//Make the end relative to the start
faceOffsetsSizes.yw -= faceOffsetsSizes.xz;
return faceOffsetsSizes;
}
vec3 faceNormal(uint face) {
//TODO: optimize this garbage
return vec3(uint((face>>1)==2), uint((face>>1)==0), uint((face>>1)==1)) * (float(int(face)&1)*2-1);
}
uint packVec4(vec4 vec) {
uvec4 vec_=uvec4(vec*255)<<uvec4(24,16,8,0);
return vec_.x|vec_.y|vec_.z|vec_.w;
}
//===============
vec3 cornerPos;
vec2 axisFaceSize;
uint face;
vec4 faceSize;
uint modelId;
BlockModel model;
uint faceData;
bool isTranslucent;
bool hasAO;
bool isShaded;
void setup(Quad quad) {
face = extractFace(quad);
modelId = extractStateId(quad);
model = modelData[modelId];
faceData = model.faceData[face];
isTranslucent = modelIsTranslucent(model);
hasAO = modelHasMipmaps(model);//TODO: replace with per face AO flag
isShaded = hasAO;//TODO: make this a per face flag
ivec2 quadSize = extractSize(quad);
faceSize = getFaceSize(faceData);
cornerPos = extractPos(quad);
float depthOffset = extractFaceIndentation(faceData);
cornerPos += swizzelDataAxis(face>>1, vec3(faceSize.xz, mix(depthOffset, 1-depthOffset, float(face&1u))));
cornerPos *= (1<<task.lodLvl);
cornerPos += task.cameraOffset;
axisFaceSize = (faceSize.yw + quadSize - 1);
//uv =
}
vec2 getUvCorner(uint corner) {
return faceSize.xz + axisFaceSize*vec2((corner>>1)&1u, corner&1u);;
}
uvec4 createQuadData(Quad quad) {
uint flags = faceHasAlphaCuttout(faceData);
ivec2 quadSize = extractSize(quad);
//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)];
}
uint conditionalTinting = 0;
if (tintColour != uint(-1)) {
flags |= 1u<<2;
conditionalTinting = tintColour;
}
uint addin = 0;
if (!isTranslucent) {
tinting.w = 0.0;
//Encode the face, the lod level and
uint encodedData = 0;
encodedData |= face;
encodedData |= (task.lodLvl<<3);
encodedData |= uint(hasAO)<<6;
addin = encodedData;
}
//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) {//NORTH, SOUTH
tinting.xyz *= 0.8f;
} else if ((face>>1) == 2) {//EAST, WEST
tinting.xyz *= 0.6f;
} else if (face == 0) {//DOWN
tinting.xyz *= 0.5f;
}
}
uvec4 interData;
interData.x = (modelId<<16) | flags | (uint(quadSize.x-1)<<8) | (uint(quadSize.y-1)<<12);
interData.y = packVec4(tinting);
interData.z = conditionalTinting;
interData.w = addin|(face<<8);
return interData;
}
vec4 emitVertexPos(int corner) {
vec3 pointPos = swizzelDataAxis(face>>1,vec3(axisFaceSize*mix(vec2(0),vec2(1<<task.lodLvl),bvec2((corner>>1)&1, corner&1)),0))+cornerPos;
return MVP*vec4(pointPos, 1.0);
}
bvec2 whatRender(vec4 p1, vec4 p2, vec4 p0, vec4 p3) {
vec2 ssmin = ((p1.xy/p1.w)+1)*screenSize;
vec2 ssmax = ssmin;
vec2 point = ((p2.xy/p2.w)+1)*screenSize;
ssmin = min(ssmin, point);
ssmax = max(ssmax, point);
point = ((p0.xy/p0.w)+1)*screenSize;
vec2 t0min = min(ssmin, point);
vec2 t0max = max(ssmax, point);
point = ((p3.xy/p3.w)+1)*screenSize;
vec2 t1min = min(ssmin, point);
vec2 t1max = max(ssmax, point);
//Possibly cull the triangles if they dont cover the center of a pixel on the screen (degen)
float degenBias = 0.01f;
bool t0draw = all(notEqual(round(t0min-degenBias),round(t0max+degenBias)));
bool t1draw = all(notEqual(round(t1min-degenBias),round(t1max+degenBias)));
return bvec2(t0draw, t1draw);
}
#ifdef HAS_STATISTICS
layout(binding = STATISTICS_BUFFER_BINDING, std430) restrict buffer statisticsBuffer {
uint visibleSectionCounts[5];
uint quadCounts[5];
};
#endif
void main() {
uint qid = uint(-1);
Quad quad;
if (gl_GlobalInvocationID.x<task.quadCount) {
qid = getQuadId() + task.baseQuad;
quad = quadData[qid];
setup(quad);
bool render = dot(faceNormal(face), cornerPos-cameraSubPos) <= 0;
qid = render?qid:uint(-1);
}
subgroupBarrier();
uint triId_ = subgroupExclusiveAdd(qid!=uint(-1)?2:0);
uint qc = subgroupMax(triId_+(qid!=uint(-1)?2:0));
SetMeshOutputsEXT(qc*2, qc);
#ifdef HAS_STATISTICS
if (subgroupElect()) {
atomicAdd(quadCounts[task.lodLvl], qc);
}
#endif
if (qid != uint(-1)) {
uint vertId_ = triId_*2;//hack cause we are emitting full quads (2 tris) just to test
uint triId = triId_;
uint vertId = vertId_;
vec4 p1 = emitVertexPos(1);
vec4 p2 = emitVertexPos(2);
vec4 p0 = emitVertexPos(0);
vec4 p3 = emitVertexPos(3);
uvec4 data = createQuadData(quad);
//Emit common
gl_MeshVerticesEXT[vertId++].gl_Position = p1;
gl_MeshVerticesEXT[vertId++].gl_Position = p2;
//Prim 1
gl_PrimitiveTriangleIndicesEXT[triId] = uvec3(vertId_+0, vertId_+1, vertId);
gl_MeshVerticesEXT[vertId++].gl_Position = p0;
primOut[triId++].data = data;
//Prim 2
gl_PrimitiveTriangleIndicesEXT[triId] = uvec3(vertId_+0, vertId, vertId_+1);
gl_MeshVerticesEXT[vertId++].gl_Position = p3;
primOut[triId++].data = data;
}
}

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#version 460 core
#extension GL_EXT_mesh_shader : require
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
#import <voxy:lod/section.glsl>
layout(binding = 0, std140) uniform SceneUniform {
mat4 MVP;
ivec3 baseSectionPos;
uint frameId;
vec3 cameraSubPos;
uint pad_;
vec2 screenSize;
};
layout(binding = 1, std430) restrict readonly buffer IndirectSectionLookupBuffer {
uint sectionCount;
uint indirectLookup[];
};
layout(binding = 2, std430) restrict readonly buffer SectionBuffer {
SectionMeta sectionData[];
};
layout(binding = 3, std430) restrict readonly buffer VisibilityBuffer {
uint visibilityData[];
};
#ifdef HAS_STATISTICS
layout(binding = STATISTICS_BUFFER_BINDING, std430) restrict buffer statisticsBuffer {
uint visibleSectionCounts[5];
uint quadCounts[5];
};
#endif
struct Task {
//Tightly packed, prefix sum + offset
//uvec4 binA;
//uvec4 binB;
uint bins[8];
vec3 cameraOffset;
uint lodLvl;
uint baseQuad;
uint quadCount;
};
taskPayloadSharedEXT Task task;
#define BIN(br, cnt) if (br) { task.bins[i++] = (sum<<16)|off; sum += cnt; } off += cnt;
//#define BIN(br, cnt) if (br) { batch[i++] = (sum<<16)|off; sum += cnt; } off += cnt;
bvec3 and(bvec3 a, bvec3 b) {
return bvec3(a.x&&b.x, a.y&&b.y, a.z&&b.z);
}
uint fillBins(uvec4 counts, ivec3 relative) {//Returns quad count
#pragma unroll
for (uint i = 0; i < 8; i++) task.bins[i] = uint(-1);
uvec3 cA = counts.yzw&0xFFFFu;
uvec3 cB = counts.yzw>>16;
bvec3 a = and(notEqual(cA, uvec3(0)), lessThanEqual(ivec3(0), relative.yzx));
bvec3 b = and(notEqual(cB, uvec3(0)), lessThanEqual(relative.yzx, ivec3(0)));
uint dsc = counts.x>>16;//double sided quads
uint sum = 0;
uint off = counts.x&0xFFFFu;//translucent quads
uint i = 0;
//TODO: might need to move this into shared memory or somethign? so that compiler can reason about it (or make the bin an array in here and mesh)
//uint batch[8] = {uint(-1), uint(-1), uint(-1), uint(-1), uint(-1),uint(-1),uint(-1),uint(-1)};
BIN(dsc!=0, dsc);//Double sided quads
//TODO: compute prefix sums and then jsut batch set into the array (this is an optimization)
BIN(a.x, cA.x);//Down
BIN(b.x, cB.x);//Up
BIN(a.y, cA.y);//North
BIN(b.y, cB.y);//South
BIN(a.z, cA.z);//West
BIN(b.z, cB.z);//East
//task.binA = uvec4(batch[0], batch[1], batch[2], batch[3]);
//task.binB = uvec4(batch[4], batch[5], batch[6], batch[7]);
return sum;
}
void main() {
uint secId = indirectLookup[gl_WorkGroupID.x];
uint vis = visibilityData[secId];
bool shouldRender = (vis&0x7fffffffu) == frameId-1;//-1 since we are technically in the next frame for the primary rasterization
bool renderTemporally = (vis&0x80000000u)==0;
task.quadCount = 0;
if (shouldRender) {
SectionMeta section = sectionData[secId];
uint detail = extractDetail(section);
ivec3 ipos = extractPosition(section);
ivec3 relative = ipos-(baseSectionPos>>detail);
#ifdef HAS_STATISTICS
atomicAdd(visibleSectionCounts[detail], 1);
#endif
//TODO: here enqueue the id here for both translucent and temporal (if relevant) (* note technically dont need for temporal as can just check :tm: if we are in temporal render mode)
task.baseQuad = extractQuadStart(section);
task.quadCount = fillBins(section.b, relative);
task.cameraOffset = vec3(((ipos<<detail) - baseSectionPos)<<5);
task.lodLvl = detail;
}
//It appears to be valid to read from taskPayloadSharedEXT
EmitMeshTasksEXT((task.quadCount+(MESH_SIZE-1))/MESH_SIZE, 1, 1);
}