slang fast

This commit is contained in:
2026-09-12 16:16:21 +02:00
parent 3835a6fa78
commit 9015ed85d6
7 changed files with 733 additions and 11 deletions
+399
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struct VertexOutput
{
@builtin(position) postion: vec4<f32>,
@location(0) @interpolate(flat) chunk_index: u32,
@location(1) color: vec4<f32>,
@location(2) cam_pos: vec3<f32>,
@location(3) world_pos: vec3<f32>,
@location(4) @interpolate(flat) structure_id: u32,
@location(5) chunk_position: vec3<f32>
}
struct ChunkImmediate
{
view_proj: mat4x4<f32>,
cam_pos: vec3<f32>,
frame_timestamp: u32,
}
var<immediate> constants: ChunkImmediate;
//var<push_constant> constants: ChunkInfo;
struct CacheChunkObject
{
transform: mat4x4<f32>,
color: vec4<f32>,
id: u32,
pointer: u32
}
struct StructurePoolElement
{
pointers: array<u32, 64>
}
struct RequestBufferElement
{
requests: array<atomic<u32>, 64>
}
struct ColorPoolElement
{
colors: array<u32, 64>
}
struct LocationPoolElement
{
structure_id: u32,
structure_locator: u32
}
struct SortedRequestsElement
{
node: u32,
child: u32
}
fn unpack_color(color: u32) -> vec4<f32>
{
return vec4<f32>(
f32(color & 0xFF) / 255.,
f32((color >> 8) & 0xFF) / 255.,
f32((color >> 16) & 0xFF) / 255.,
f32((color >> 24) & 0xFF) / 255.
);
}
@group(0) @binding(0) var<storage, read_write> structure_pool: array<StructurePoolElement>;
@group(0) @binding(1) var<storage, read_write> color_pool: array<ColorPoolElement>;
@group(0) @binding(2) var<storage, read_write> location_pool: array<LocationPoolElement>;
@group(0) @binding(3) var<storage, read_write> request_buffer: array<RequestBufferElement>;
@group(0) @binding(4) var<storage, read_write> usage_buffer: array<atomic<u32>>;
@group(0) @binding(5) var<storage, read_write> structure_table_pointer: array<u32>;
@group(0) @binding(6) var<storage, read_write> structure_table_request_buffer: array<atomic<u32>>;
struct FragmentOutput {
@location(0) color: vec4<f32>,
@builtin(frag_depth) depth: f32, // Equivalent to gl_FragDepth
}
@vertex
fn chunk(@builtin(vertex_index) index: u32, @location(0) position: vec3<f32>, @location(1) id: u32) -> @builtin(position) vec4<f32>
{
let cube_vertices = array<vec3<f32>, 8>(
vec3<f32>(0., 0., 0.),
vec3<f32>(0., 0., 1.),
vec3<f32>(1., 0., 1.),
vec3<f32>(1., 0., 0.),
vec3<f32>(0., 1., 0.),
vec3<f32>(0., 1., 1.),
vec3<f32>(1., 1., 1.),
vec3<f32>(1., 1., 0.),
);
let cube_faces = array<u32, 24>(
// Bottom face
1, 0, 2, 3,
// Top face
4, 5, 7, 6,
// Side faces
0, 1, 4, 5,
1, 2, 5, 6,
2, 3, 6, 7,
3, 0, 7, 4,
);
let quad_index = index / (3 * 2);
let triangle_index = index % (3 * 2);
let triangle_map = array<u32, 6>(
0, 1, 2, 1, 3, 2
);
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
let output_vertex = constants.view_proj * vec4<f32>(vertex + position, 1.0f);
return output_vertex;
}
struct StructureElement
{
children: array<u32, 64>
}
struct ColorElement
{
children: array<vec4<f32>, 64>
}
struct LocationElement
{
children: array<vec4<f32>, 64>
}
struct RequestElement
{
children: array<atomic<u32>, 64>
}
fn box_inter(pos: vec3<f32>, ray_dir: vec3<f32>, box_min: vec3<f32>, box_max: vec3<f32>) -> vec2<f32>
{
let box_min_t = (box_min - pos) / ray_dir;
let box_max_t = (box_max - pos) / ray_dir;
let near_ts = min(box_min_t, box_max_t);
let far_ts = max(box_min_t, box_max_t);
let far_t = min(min(far_ts.x, far_ts.y), far_ts.z);
let near_t = max(max(near_ts.x, near_ts.y), near_ts.z);
return vec2(near_t, far_t);
}
fn sdf(voxel: vec3<i32>) -> bool
{
let len = length(vec3<f32>(voxel) - vec3(128)) / 128.;
return len <= 1.;
}
fn min_vec(x: vec3<f32>) -> f32
{
return min(x.x, min(x.y, x.z));
}
fn min_mask(x: vec3<f32>) -> vec3<bool>
{
let min = min(x.x, min(x.y, x.z));
return vec3<bool>(min == x.x, min == x.y, min == x.z);
}
fn node_subdivided(node: u32) -> bool
{
return ((node >> 31) & 1) != 0;
}
fn node_pointer_valid(node: u32) -> bool
{
return ((node >> 30) & 1) != 0;
}
fn node_pointer(node: u32) -> u32
{
return node & 0x3FFFFFFF;
}
fn voxel_from_wall(position: vec3<f32>, ray_dir: vec3<f32>) -> vec3<i32>
{
let integers = round(position);
let wall_mask = min_mask(abs(position - vec3<f32>(integers)));
let offsets = select(vec3<f32>(-0.5), vec3<f32>(0.5), ray_dir > vec3(0.));
return vec3<i32>(floor(position + select(vec3<f32>(0.), offsets, wall_mask)));
}
struct HitResult
{
color: vec4<f32>,
hit_pos: vec3<f32>
}
fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> HitResult
{
let max_depth = 5;
let dist_offset_voxel = dist_offset * f32(1 << u32(max_depth * 2));
let fovy_deg = 100. / 1920.;
let fovy_rad = (fovy_deg * 3.14) / 180.;
let cone_factor = tan(fovy_rad / 2.) * 2.;
let st_pointer = structure_table_pointer[root_id];
if (!node_subdivided(st_pointer))
{
discard;
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
return result;
}
if(!node_pointer_valid(st_pointer))
{
// Node is subdivided, but not valid
// Send request on structure table
atomicAdd(&structure_table_request_buffer[root_id], 1);
discard;
var result: HitResult;
result.color = vec4(0., 1., 0., 1.);
result.hit_pos = ray_origin;
return result;
}
//var current_node = node_pointer(st_pointer);
var dfs_stack = array<u32, 6>(node_pointer(st_pointer), 0, 0, 0, 0, 0);
var current_depth = 0;
var current_node = dfs_stack[current_depth];
usage_buffer[current_node] = constants.frame_timestamp;
// Start location
//let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
var node_shift = (max_depth - current_depth) * 2;
var child_size = 1 << u32(node_shift - 2);
var node_size = 1 << u32(node_shift);
var pos_origin = clamp(ray_origin * f32(1 << u32(max_depth * 2)), vec3(0.), vec3(f32(node_size) - 1.));
var voxel = vec3<i32>(pos_origin);
var far_t = 0.;
var inv_ray_dir = 1. / ray_dir;
var ray_positive = ray_dir > vec3(0.);
var step_dir = select(vec3(-1), vec3(1), ray_positive);
for(var iter = 0; iter < 400; iter ++)
{
// Shift into voxel position
node_shift = (max_depth - current_depth) * 2;
child_size = 1 << u32(node_shift - 2);
// Compute child position position from voxel position
var child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
// Compute child index in pointers
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
// Candidate child pointer
var pointer = structure_pool[current_node].pointers[child_index];
// Descent loop
let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
while(node_subdivided(pointer) && node_pointer_valid(pointer) &&
f32(child_size / 4) >= min_child_size
)
{
// Descend
current_depth += 1;
// Try to descend again
node_shift = (max_depth - current_depth) * 2;
child_size = 1 << u32(node_shift - 2);
child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
current_node = node_pointer(pointer);
dfs_stack[current_depth] = current_node;
child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
pointer = structure_pool[current_node].pointers[child_index];
// Record usage in usage buffer
usage_buffer[current_node] = constants.frame_timestamp;
}
// If we could not descencd, request the child
if(node_subdivided(pointer) && !node_pointer_valid(pointer) &&
f32(child_size / 4) >= min_child_size)
{
// Record request
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_index], 1);
}
// Check color
let color = color_pool[current_node].colors[child_index];
if(((color >> 24) & 0xFF) != 0)
{
var result: HitResult;
result.color = unpack_color(color);
result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
return result;
}
// Advance
child_pos = voxel & vec3(i32(0xFFFFFFFF << u32(node_shift - 2)));
let far_wall = child_pos + select(vec3(0), vec3(child_size), ray_positive);
let far_wall_inter = (vec3<f32>(far_wall) - pos_origin) * inv_ray_dir;
far_t = min(min(far_wall_inter.x, far_wall_inter.y), far_wall_inter.z);
// Perform dda step on the children scale
let next_child = select(child_pos, child_pos + step_dir * vec3(child_size), vec3(far_t) == far_wall_inter);
let previous_voxel = voxel;
voxel = clamp(vec3<i32>(pos_origin + far_t * ray_dir), next_child, next_child + vec3(child_size) - vec3(1));
if any(voxel < vec3(0)) || any(voxel >= vec3(1 << u32((max_depth * 2))))
{
discard;
}
// We touched a voxel as if we explored blocks sized by the child size of the current node.
// But we might have exited the current node.
// If this is the case we have to walk back up the tree
// And then back down to the next node over
// As such we find the lowest ancestor that can contain both the privous voxel (in node) and the new voxel (out of node)
let bit_diffs = voxel ^ previous_voxel;
let bit_diffs_lowest = bit_diffs.x | bit_diffs.y | bit_diffs.z;
let common_depth = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
current_depth = common_depth;
current_node = dfs_stack[current_depth];
}
// Iter max color
var result: HitResult;
result.color = vec4(1., 0., 1., 1.);
result.hit_pos = (far_t / f32(1 << u32(max_depth * 2))) * ray_dir + ray_origin;
return result;
}
@fragment
fn fragment() -> @location(0) vec4<f32>
{
return vec4(1., 0., 0., 1.) ;
}
@early_depth_test(less_equal)
@fragment
fn _fragment(in: VertexOutput) -> FragmentOutput
{
//frag_out.color = vec4<f32>(2 * 0.01 / (100. + 0.01 - depth * (100. - 0.01)));
let ray_dir = normalize(in.world_pos - in.cam_pos);
let interp = box_inter(in.cam_pos - in.chunk_position, ray_dir, vec3(0.), vec3(1));
let ray_origin = (in.cam_pos - in.chunk_position) + ray_dir * (max(0., interp.x));
let result = new_traverse(ray_dir, ray_origin, in.structure_id, length(in.cam_pos - (ray_origin + in.chunk_position)));
let clip_pos = constants.view_proj * vec4(result.hit_pos + in.chunk_position, 1.);
let depth = clip_pos.z / clip_pos.w;
var frag_out: FragmentOutput;
//frag_out.color = result.color;
frag_out.color = result.color;
frag_out.depth = depth;
return frag_out;
//return vec4<f32>(ray_origin, 1.);
//return frag_out;
//return vec4(interp.y / 10.);
}
/*
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32>
{
let st = structure_table_pointer[0];
let subdivided = ((st >> 31) & 1) != 0;
let pointer_valid = ((st >> 30) & 1) != 0;
// Request stuff
atomicAdd(&structure_table_request_buffer[0], 1);
if(subdivided && !pointer_valid)
{
return vec4(0., 1., 0., 1.);
}
return vec4(1., 0., 0., 1.);
}
*/