Compare commits
9
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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7c78085b61 | ||
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5ed2f67324 | ||
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532580b9bd | ||
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d1f76fe9f0 | ||
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59e3ed5f87 | ||
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9015ed85d6 | ||
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3835a6fa78 | ||
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a342643ab7 | ||
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54c5e91a7f |
@@ -0,0 +1,3 @@
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img.jpg filter=lfs diff=lfs merge=lfs -text
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img_low.jpg filter=lfs diff=lfs merge=lfs -text
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vxls_height.tif filter=lfs diff=lfs merge=lfs -text
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@@ -1,11 +1,7 @@
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/target
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Cargo.lock
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img.jpg
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img.png
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img_low.jpg
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imgs.tar.gz
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vxls_height.tif
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# Added by cargo
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#
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+1
-1
@@ -20,5 +20,5 @@ pollster = "1.0.1"
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rand = "0.10.2"
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rayon = "1.12.0"
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tiff = "0.11.3"
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wgpu = "30"
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wgpu = {version = "30", features = ["spirv"]}
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winit = "0.30.13"
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LFS
BIN
Binary file not shown.
@@ -0,0 +1,4 @@
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all: voxel.spv
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%.spv: %.slang
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slangc $< -O3 -fvk-use-entrypoint-name -target spirv -o $@
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@@ -0,0 +1,124 @@
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[[vk::binding(0, 0)]]
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RWStructuredBuffer<uint32_t> count_buffer;
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[[vk::binding(0, 1)]]
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RWStructuredBuffer<uint32_t> reduced_buffer;
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[[vk::binding(1, 1)]]
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RWStructuredBuffer<uint32_t> sum_buffer;
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[[vk::binding(2, 1)]]
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RWStructuredBuffer<uint32_t> compaction_buffer;
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groupshared uint32_t local_data[256 * 2];
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static uint32_t THREAD_WIDTH = 256;
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static uint32_t DATA_WIDTH = THREAD_WIDTH * 2;
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[numthreads(256, 1, 1)]
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[shader("compute")]
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void block_sum(
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uint32_t3 workgroup_id: SV_GroupID,
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uint32_t3 local_thread_id: SV_GroupThreadID,
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uint32_t3 global_thread_id: SV_DispatchThreadID)
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{
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// Perform sum in current block
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// Copy local_datainto LDS with predicate
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let thread_index = global_thread_id.x;
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let local_thread_index = local_thread_id.x;
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let total = count_buffer.getCount();
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if (thread_index * 2 < total)
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{
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local_data[local_thread_index * 2] = select(count_buffer[thread_index * 2] != 0, 1, 0);
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}
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else
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{
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local_data[local_thread_index * 2] = 0;
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}
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if (thread_index * 2 + 1 < total)
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{
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local_data[local_thread_index * 2 + 1] = select(count_buffer[thread_index * 2 + 1] != 0, 1, 0);
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}
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else
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{
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local_data[local_thread_index * 2 + 1] = 0;
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}
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GroupMemoryBarrierWithGroupSync();
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var width : uint32_t = 2;
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while (width <= DATA_WIDTH)
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{
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let dest_index = width * (thread_index + 1) - 1;
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let get_index = dest_index - (width / 2);
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// println!("{}, {}", get_index, dest_index);
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if (dest_index < DATA_WIDTH)
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{
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local_data[dest_index] += local_data[get_index];
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}
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width *= 2;
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GroupMemoryBarrierWithGroupSync();
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}
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local_data[DATA_WIDTH - 1] = 0;
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while (width >= 2)
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{
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let dest_index = width * (thread_index + 1) - 1;
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let get_index = dest_index - (width / 2);
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// println!("{}, {}", get_index, dest_index);
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if (dest_index < DATA_WIDTH)
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{
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let self_data = local_data[dest_index];
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local_data[dest_index] += local_data[get_index];
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local_data[get_index] = self_data;
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}
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width /= 2;
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GroupMemoryBarrierWithGroupSync();
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}
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// Block now contains running local sum
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// Dump back to sum buffer
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sum_buffer[2 * thread_index] = local_data[2 * local_thread_index];
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sum_buffer[2 * thread_index + 1] = local_data[2 * local_thread_index + 1];
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// Write to reduced buffer
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reduced_buffer[workgroup_id.x] = local_data[DATA_WIDTH - 1];
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}
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[numthreads(1, 1, 1)]
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[shader("compute")]
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void linear_reduced_sum(
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uint32_t3 workgroup_id: SV_GroupID,
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uint32_t3 local_thread_id: SV_GroupThreadID,
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uint32_t3 global_thread_id: SV_DispatchThreadID)
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{
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let size = reduced_buffer.getCount();
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// Perform exclusive sum
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var running_sum : uint32_t = 0;
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for (uint32_t i = 0; i < size; i++)
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{
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let value = reduced_buffer[i];
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reduced_buffer[i] = running_sum;
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running_sum += value;
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}
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}
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[numthreads(256, 1, 1)]
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[shader("compute")]
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void uniform_add(
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uint32_t3 workgroup_id: SV_GroupID,
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uint32_t3 local_thread_id: SV_GroupThreadID,
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uint32_t3 global_thread_id: SV_DispatchThreadID)
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{
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let thread_index = global_thread_id.x;
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let local_thread_index = local_thread_id.x;
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// Gather
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let reduced_value = reduced_buffer[global_thread_id.x];
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// Apply
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sum_buffer[thread_index * 2] += reduced_value;
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sum_buffer[thread_index * 2 + 1] += reduced_value;
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}
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@@ -0,0 +1,471 @@
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struct PushConstants
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{
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float4x4 view_proj;
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float3 cam_pos;
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uint32_t frame_timestamp;
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uint32_t width;
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uint32_t height;
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uint32_t chunk_width;
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uint32_t chunk_height;
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uint32_t chunk_alt;
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}
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public struct VertexOutput
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{
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public float4 position : SV_Position;
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[vk::location(0)]
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public float3 world_position;
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[vk::location(1)]
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public nointerpolation uint32_t structure_id;
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[vk::location(2)]
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public float3 cam_position;
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[vk::location(3)]
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public float3 chunk_position;
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}
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[[vk::push_constant]]
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uniform PushConstants constants;
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[shader("vertex")]
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VertexOutput chunk(
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uint index: SV_VulkanVertexID,
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[vk::location(0)] float3 chunk_position,
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[vk::location(1)] uint id)
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{
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let cube_vertices : float3[8] =
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float3[](
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float3(0., 0., 0.),
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float3(0., 0., 1.),
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float3(1., 0., 1.),
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float3(1., 0., 0.),
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float3(0., 1., 0.),
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float3(0., 1., 1.),
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float3(1., 1., 1.),
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float3(1., 1., 0.), );
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// clang-format off
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let cube_faces: int[24] = int[](
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// Bottom face
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1, 0, 2, 3,
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// Top face
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4, 5, 7, 6,
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// Side faces
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0, 1, 4, 5,
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1, 2, 5, 6,
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2, 3, 6, 7,
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3, 0, 7, 4,
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);
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let quad_index = index / (3 * 2);
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let triangle_index = index % (3 * 2);
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let triangle_map: int[6] = int[](
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0, 1, 2, 1, 3, 2
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);
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let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
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let output_vertex = mul(constants.view_proj, float4(vertex + chunk_position, 1.0f));
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VertexOutput vertex_output;
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vertex_output.position = output_vertex;
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vertex_output.world_position = vertex + chunk_position;
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vertex_output.structure_id = id;
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vertex_output.cam_position = constants.cam_pos;
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vertex_output.chunk_position = chunk_position;
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return vertex_output;
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}
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struct StructurePointer
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||||
{
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uint32_t value;
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bool subdivided()
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||||
{
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return (this.value & 0x80000000) != 0;
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||||
}
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||||
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bool pointer_valid()
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||||
{
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return (this.value & 0x40000000) != 0;
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||||
}
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bool subdivided_valid()
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||||
{
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return (this.value & 0xC0000000) == 0xC0000000;
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||||
}
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uint32_t pointer()
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||||
{
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return this.value & 0x3FFFFFFF;
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||||
}
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}
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||||
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struct ByteColor
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||||
{
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uint32_t byte_color;
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property uint32_t byte_r {
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get {return byte_color & 0xFF;}
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||||
}
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||||
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property uint32_t byte_g {
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get {return (byte_color >> 8) & 0xFF;}
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}
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property uint32_t byte_b {
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get {return (byte_color >> 16) & 0xFF;}
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}
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property uint32_t byte_a {
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get {return byte_color >> 24;}
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}
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property float4 float_color {
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||||
get {return float4(
|
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float(byte_r) / 255.,
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float(byte_g) / 255.,
|
||||
float(byte_b) / 255.,
|
||||
float(byte_a) / 255.
|
||||
); }
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||||
}
|
||||
}
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||||
|
||||
struct StructurePoolElement
|
||||
{
|
||||
uint32_t occupancy_low;
|
||||
uint32_t occupancy_high;
|
||||
StructurePointer pointers[64];
|
||||
}
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||||
|
||||
struct RequestBufferElement
|
||||
{
|
||||
Atomic<uint32_t> requests[64];
|
||||
}
|
||||
|
||||
struct ColorPoolElement
|
||||
{
|
||||
ByteColor colors[64];
|
||||
}
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||||
|
||||
struct LocationPoolElement
|
||||
{
|
||||
uint32_t structure_id;
|
||||
uint32_t structure_locator;
|
||||
}
|
||||
|
||||
[[vk::binding(0, 0)]] RWStructuredBuffer<StructurePoolElement> structure_pool;
|
||||
[[vk::binding(1, 0)]] RWStructuredBuffer<ColorPoolElement> color_pool;
|
||||
[[vk::binding(2, 0)]] RWStructuredBuffer<LocationPoolElement> location_pool;
|
||||
[[vk::binding(3, 0)]] RWStructuredBuffer<RequestBufferElement> request_buffer;
|
||||
[[vk::binding(4, 0)]] RWStructuredBuffer<uint32_t> usage_buffer;
|
||||
[[vk::binding(5, 0)]] RWStructuredBuffer<StructurePointer> structure_table_pointer;
|
||||
[[vk::binding(6, 0)]] RWStructuredBuffer<Atomic<uint32_t>> structure_table_request_buffer;
|
||||
|
||||
uint32_t3 get_children_pos(float3 position, uint32_t scale_exp)
|
||||
{
|
||||
return (asuint(position) >> scale_exp) & 3;
|
||||
}
|
||||
|
||||
uint32_t get_children_index(float3 position, uint32_t scale_exp)
|
||||
{
|
||||
// Get mantissa bits for this scale exp an retain bits for the specific children
|
||||
uint32_t3 cell_position = (asuint(position) >> scale_exp) & 3;
|
||||
return cell_position.x + cell_position.y * 4 + cell_position.z * 4 * 4;
|
||||
}
|
||||
|
||||
uint64_t get_child_mask(uint32_t low, uint32_t high)
|
||||
{
|
||||
return ((uint64_t)high << 32) | (uint64_t)low;
|
||||
}
|
||||
|
||||
float3 floor_scale(float3 position, uint32_t scale_exp)
|
||||
{
|
||||
uint32_t mask = ~0u << scale_exp;
|
||||
return asfloat(asuint(position) & mask);
|
||||
}
|
||||
|
||||
struct HitInformation
|
||||
{
|
||||
bool hit;
|
||||
float3 hit_pos;
|
||||
float4 color;
|
||||
}
|
||||
|
||||
// struct NodeStack
|
||||
// {
|
||||
// uint32_t node_stack[5];
|
||||
// }
|
||||
|
||||
groupshared uint32_t stack[256 * 5];
|
||||
|
||||
HitInformation ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset, uint32_t stack_index)
|
||||
{
|
||||
float fov_deg = 100. / 1920.;
|
||||
float fov_rad = (float.getPi() * fov_deg) / 180.;
|
||||
float cone_factor = tan(fov_rad / 2.) * 2; // Horizontal size of pixel
|
||||
|
||||
let st_pointer = structure_table_pointer[root_id];
|
||||
if(!st_pointer.subdivided())
|
||||
{
|
||||
var hit: HitInformation;
|
||||
hit.hit = false;
|
||||
return hit;
|
||||
}
|
||||
|
||||
if(!st_pointer.pointer_valid())
|
||||
{
|
||||
// Record request
|
||||
structure_table_request_buffer[root_id].add(1);
|
||||
var hit: HitInformation;
|
||||
hit.hit = false;
|
||||
return hit;
|
||||
}
|
||||
|
||||
ray_origin += float3(1.);
|
||||
ray_origin = clamp(ray_origin , float(1.), asfloat(0x3fffffff));
|
||||
ray_origin = select(ray_direction > 0., asfloat(asuint(ray_origin) ^ 0x007fffff), ray_origin);
|
||||
uint32_t child_mirror = 0;
|
||||
if(ray_direction.x > 0.) {child_mirror |= 3;}
|
||||
if(ray_direction.y > 0.) {child_mirror |= 3 << 2;}
|
||||
if(ray_direction.z > 0.) {child_mirror |= 3 << 4;}
|
||||
ray_direction = -abs(ray_direction);
|
||||
|
||||
float3 pos = ray_origin;
|
||||
|
||||
uint32_t scale_exp = 23 - 2;
|
||||
uint32_t node_stack[5] =
|
||||
{
|
||||
0
|
||||
};
|
||||
|
||||
uint32_t current_node_index = structure_table_pointer[root_id].pointer();
|
||||
usage_buffer[current_node_index] = constants.frame_timestamp;
|
||||
stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index;
|
||||
//node_stack[10 - scale_exp / 2] = current_node_index;
|
||||
|
||||
[loop]
|
||||
for(uint32_t iter = 0; iter < 500; iter ++)
|
||||
{
|
||||
uint32_t child_index = get_children_index(pos, scale_exp) ^ child_mirror;
|
||||
StructurePointer current_node = structure_pool[current_node_index].pointers[child_index];
|
||||
|
||||
// Scale computations
|
||||
let cone_size = (length(ray_origin - pos) + dist_offset) * cone_factor;
|
||||
let exponent =
|
||||
select(
|
||||
cone_size == 0.,
|
||||
0,
|
||||
23 - (127 - (asuint(cone_size) >> 23))
|
||||
);
|
||||
|
||||
while(
|
||||
current_node.subdivided_valid() &&
|
||||
scale_exp - 2 > exponent
|
||||
)
|
||||
{
|
||||
scale_exp -= 2;
|
||||
current_node_index = current_node.pointer();
|
||||
stack[stack_index * 5 + 10 - scale_exp / 2] = current_node_index;
|
||||
//node_stack[10 - scale_exp / 2] = current_node_index;
|
||||
child_index = get_children_index(pos, scale_exp) ^ child_mirror;
|
||||
current_node = structure_pool[current_node_index].pointers[child_index];
|
||||
// Write usage
|
||||
usage_buffer[current_node_index] = constants.frame_timestamp;
|
||||
}
|
||||
|
||||
// Request subdiv
|
||||
if(current_node.subdivided() && !current_node.pointer_valid())
|
||||
{
|
||||
request_buffer[current_node_index].requests[child_index].add(1);
|
||||
}
|
||||
|
||||
if(color_pool[current_node_index].colors[child_index].byte_a != 0)
|
||||
{
|
||||
var hit: HitInformation;
|
||||
hit.hit = true;
|
||||
hit.hit_pos = pos - float3(1.);
|
||||
hit.color = color_pool[current_node_index].colors[child_index].float_color;
|
||||
return hit;
|
||||
}
|
||||
|
||||
uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high);
|
||||
uint32_t adv_scale_exp = scale_exp;
|
||||
if(((occupancy >> (child_index & 0b101010)) & 0x00330033) == 0)
|
||||
{
|
||||
adv_scale_exp ++;
|
||||
}
|
||||
|
||||
// Perform dda
|
||||
// Compute correct exponent, and shift it into the exponent part of floatt
|
||||
let child_pos : float3 = floor_scale(pos, adv_scale_exp);
|
||||
// Intersection t
|
||||
let inter_ts : float3 = (child_pos - ray_origin) / ray_direction;
|
||||
float inter_t = min(inter_ts.x, min(inter_ts.y, inter_ts.z));
|
||||
//return float4(inter_t);
|
||||
|
||||
// Perform dda step
|
||||
//let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1);
|
||||
let neighbor_max = asint(child_pos) + select(inter_t == inter_ts, -1, (1 << adv_scale_exp) - 1);
|
||||
pos = min(ray_origin + ray_direction * inter_t, asfloat(neighbor_max));
|
||||
|
||||
// Find most common ancestor
|
||||
uint32_t3 diffs = asuint(child_pos) ^ asuint(pos);
|
||||
uint32_t diff = (diffs.x | diffs.y | diffs.z);
|
||||
|
||||
int32_t common_depth = (1 + (22 - firstbithigh(diff)) / 2) * 2;
|
||||
if(common_depth <= 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
scale_exp = 23 - common_depth;
|
||||
current_node_index = stack[stack_index * 5 + 10 - scale_exp / 2];
|
||||
//current_node_index = node_stack[10 - scale_exp / 2];
|
||||
}
|
||||
|
||||
|
||||
var hit: HitInformation;
|
||||
hit.hit = false;
|
||||
return hit;
|
||||
}
|
||||
|
||||
struct FragmentOutput
|
||||
{
|
||||
float depth : SV_Depth;
|
||||
float4 color : SV_Target<0>;
|
||||
}
|
||||
|
||||
/*
|
||||
//[earlydepthstencil]
|
||||
[shader("fragment")]
|
||||
FragmentOutput fragment(VertexOutput vertex_out)
|
||||
{
|
||||
let ray_direction = normalize(vertex_out.world_position - vertex_out.cam_position);
|
||||
let intersection_t = box_intersect(vertex_out.cam_position, ray_direction, vertex_out.chunk_position, vertex_out.chunk_position + float3(1.));
|
||||
let local_ray_origin = max(intersection_t.x, 0.) * ray_direction + vertex_out.cam_position - vertex_out.chunk_position;
|
||||
// Figure out intersection
|
||||
let hit = ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, max(0., intersection_t.x));
|
||||
let world_hit_pos = hit.hit_pos + vertex_out.chunk_position;
|
||||
let clip = mul(constants.view_proj, float4(world_hit_pos, 1.));
|
||||
let depth = clip.z / clip.w;
|
||||
|
||||
var frag_out : FragmentOutput;
|
||||
frag_out.depth = depth;
|
||||
frag_out.color = hit.color;
|
||||
|
||||
return frag_out;
|
||||
}
|
||||
*/
|
||||
|
||||
bool3 min_mask(float3 val)
|
||||
{
|
||||
let min_val = min(val.x, min(val.y, val.z));
|
||||
return val == min_val;
|
||||
}
|
||||
|
||||
[[vk::binding(0, 1)]]
|
||||
[[format("rgba32f")]]
|
||||
WTexture2D<float4> output_texture;
|
||||
|
||||
float3 get_ray_direction(uint32_t2 pixel_loc)
|
||||
{
|
||||
let ndc_loc_x = (float)pixel_loc.x / (float)constants.width * 2. - 1.;
|
||||
let ndc_loc_y = 1. - (float)pixel_loc.y / (float)constants.height * 2.;
|
||||
var world_loc = mul(constants.view_proj, float4(ndc_loc_x, ndc_loc_y, 1., 1.));
|
||||
world_loc /= world_loc.w;
|
||||
return normalize(world_loc.xyz - constants.cam_pos);
|
||||
}
|
||||
|
||||
[shader("compute")]
|
||||
[numthreads(16, 16, 1)]
|
||||
void ray_march_compute(uint32_t3 location : SV_DispatchThreadID, uint32_t3 local_location: SV_GroupThreadID)
|
||||
{
|
||||
if(location.x >= constants.width || location.y >= constants.height)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
let stack_index = local_location.x + local_location.y * 16;
|
||||
let ray_direction = get_ray_direction(location.xy);
|
||||
var inter = box_intersect(constants.cam_pos, ray_direction, float3(0.), float3(constants.chunk_width, constants.chunk_alt, constants.chunk_height));
|
||||
|
||||
// Clear if out of box
|
||||
if(inter.y <= inter.x || inter.y <= 0.)
|
||||
{
|
||||
output_texture.Store(location.xy, float4(0.));
|
||||
return;
|
||||
}
|
||||
inter.x = max(0., inter.x);
|
||||
// float3 position = constants.cam_pos + ray_direction * inter.x;
|
||||
// int32_t3 current_voxel = clamp(
|
||||
// int32_t3(floor(position)),
|
||||
// int32_t3(0),
|
||||
// int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1)
|
||||
// );
|
||||
// let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height;
|
||||
// let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, length(position - constants.cam_pos), stack_index);
|
||||
// if(hit.hit)
|
||||
// {
|
||||
// output_texture.Store(location.xy, float4(hit.color));
|
||||
// }
|
||||
|
||||
|
||||
let start_position = inter.x * ray_direction + constants.cam_pos;
|
||||
// FVT
|
||||
int32_t3 current_voxel = clamp(
|
||||
int32_t3(floor(start_position)),
|
||||
int32_t3(0),
|
||||
int32_t3(constants.chunk_width - 1, constants.chunk_alt - 1, constants.chunk_height - 1)
|
||||
);
|
||||
//int32_t3 offset = int32_t3(sign(ray_direction));
|
||||
//float3 delta = abs(1. / ray_direction);
|
||||
float3 t = select(ray_direction > 0., current_voxel + int32_t3(1) - start_position, start_position - current_voxel) / abs(ray_direction);
|
||||
t += inter.x;
|
||||
|
||||
[loop]
|
||||
while(true)
|
||||
{
|
||||
{
|
||||
let off = t - abs(1. / ray_direction);
|
||||
let t_adv = max(max(off.x, max(off.y, off.z)), 0.);
|
||||
let chunk_index = current_voxel.y + current_voxel.z * constants.chunk_alt + current_voxel.x * constants.chunk_alt * constants.chunk_height;
|
||||
let position = constants.cam_pos + ray_direction * t_adv;
|
||||
let hit = ray_march(ray_direction, position - float3(current_voxel), chunk_index, t_adv, stack_index);
|
||||
if(hit.hit)
|
||||
{
|
||||
output_texture.Store(location.xy, hit.color);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
let min_mask = min_mask(t);
|
||||
t += select(min_mask, abs(1. / ray_direction), float3(0.));
|
||||
current_voxel += select(min_mask, int32_t3(sign(ray_direction)), int32_t3(0));
|
||||
|
||||
if(any(current_voxel < 0) || any(current_voxel >= int32_t3(constants.chunk_width, constants.chunk_alt, constants.chunk_height)))
|
||||
{
|
||||
output_texture.Store(location.xy, float4(0.));
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float2 box_intersect(float3 origin, float3 ray_direction, float3 box_min, float3 box_max)
|
||||
{
|
||||
let min_ts = (box_min - origin) / ray_direction;
|
||||
let max_ts = (box_max - origin) / ray_direction;
|
||||
|
||||
let far_ts = max(min_ts, max_ts);
|
||||
let near_ts = min(min_ts, max_ts);
|
||||
|
||||
let far_t = min(far_ts.x, min(far_ts.y, far_ts.z));
|
||||
let near_t = max(near_ts.x, max(near_ts.y, near_ts.z));
|
||||
return float2(near_t, far_t);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,399 @@
|
||||
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.);
|
||||
}
|
||||
*/
|
||||
|
||||
+14
-207
@@ -225,6 +225,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
|
||||
|
||||
if (!node_subdivided(st_pointer))
|
||||
{
|
||||
discard;
|
||||
var result: HitResult;
|
||||
result.color = vec4(0., 1., 0., 1.);
|
||||
result.hit_pos = ray_origin;
|
||||
@@ -236,6 +237,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
|
||||
// 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;
|
||||
@@ -243,11 +245,11 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
|
||||
}
|
||||
//var current_node = node_pointer(st_pointer);
|
||||
|
||||
// Record usage
|
||||
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[dfs_stack[current_depth]] = constants.frame_timestamp;
|
||||
usage_buffer[current_node] = constants.frame_timestamp;
|
||||
|
||||
// Start location
|
||||
//let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
|
||||
@@ -270,7 +272,8 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
|
||||
child_size = 1 << u32(node_shift - 2);
|
||||
|
||||
var child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
|
||||
var pointer = structure_pool[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
|
||||
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
|
||||
var pointer = structure_pool[current_node].pointers[child_index];
|
||||
|
||||
let min_child_size = (length(vec3<f32>(voxel) - pos_origin) + dist_offset_voxel) * cone_factor;
|
||||
while(node_subdivided(pointer) &&
|
||||
@@ -280,7 +283,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
|
||||
if(!node_pointer_valid(pointer) && node_subdivided(pointer))
|
||||
{
|
||||
// Record request
|
||||
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4], 1);
|
||||
atomicAdd(&request_buffer[dfs_stack[current_depth]].requests[child_index], 1);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -290,17 +293,19 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
|
||||
node_shift = (max_depth - current_depth) * 2;
|
||||
child_size = 1 << u32(node_shift - 2);
|
||||
child_pos = (voxel >> vec3(u32(node_shift - 2))) & vec3(3);
|
||||
dfs_stack[current_depth] = node_pointer(pointer);
|
||||
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[dfs_stack[current_depth]].pointers[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
|
||||
pointer = structure_pool[current_node].pointers[child_index];
|
||||
|
||||
// Record usage
|
||||
usage_buffer[dfs_stack[current_depth]] = constants.frame_timestamp;
|
||||
usage_buffer[current_node] = constants.frame_timestamp;
|
||||
}
|
||||
|
||||
|
||||
// Check color
|
||||
let color = color_pool[dfs_stack[current_depth]].colors[child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4];
|
||||
let color = color_pool[current_node].colors[child_index];
|
||||
if(((color >> 24) & 0xFF) != 0)
|
||||
{
|
||||
var result: HitResult;
|
||||
@@ -340,7 +345,7 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
|
||||
let common_depth = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
|
||||
|
||||
current_depth = common_depth;
|
||||
//current_node = dfs_stack[current_depth];
|
||||
current_node = dfs_stack[current_depth];
|
||||
}
|
||||
|
||||
// Iter max color
|
||||
@@ -350,204 +355,6 @@ fn new_traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_of
|
||||
return result;
|
||||
}
|
||||
|
||||
fn traverse(ray_dir: vec3<f32>, ray_origin: vec3<f32>, root_id: u32, dist_offset: f32) -> vec4<f32>
|
||||
{
|
||||
let st_pointer = structure_table_pointer[root_id];
|
||||
|
||||
if (!node_subdivided(st_pointer))
|
||||
{
|
||||
return vec4(0., 1., 0., 1.);
|
||||
}
|
||||
if(!node_pointer_valid(st_pointer))
|
||||
{
|
||||
atomicAdd(&structure_table_request_buffer[root_id], 1);
|
||||
return vec4(0., 1., 0., 1.);
|
||||
}
|
||||
|
||||
let fovy_deg = 100.;
|
||||
let fovy = 3.14159 * (fovy_deg / 180.);
|
||||
let definition = 1920.;
|
||||
let cone_fovy = fovy / definition;
|
||||
|
||||
let factor = 1.;
|
||||
let cone_size_factor = 2. * tan(cone_fovy) * factor;
|
||||
|
||||
// Current depth of the node we are exploring
|
||||
var current_depth = 0;
|
||||
|
||||
// Index of the current node's data
|
||||
var current_node = u32(st_pointer & 0x3FFFFFFF);
|
||||
usage_buffer[current_node] = constants.frame_timestamp;
|
||||
var dfs_stack = array<u32, 6>(current_node, 0, 0, 0, 0, 0);
|
||||
|
||||
|
||||
|
||||
// Lut of the node_size per depth
|
||||
var node_size_lut = array<i32, 6>(
|
||||
4 * 4 * 4 * 4 * 4,
|
||||
4 * 4 * 4 * 4,
|
||||
4 * 4 * 4,
|
||||
4 * 4,
|
||||
4,
|
||||
1,
|
||||
);
|
||||
|
||||
let local_dist_offset = dist_offset * f32(node_size_lut[0]);
|
||||
|
||||
|
||||
// Current node size
|
||||
var node_size = node_size_lut[0]; // 128
|
||||
|
||||
// Size of a child of this node
|
||||
var child_size = node_size / 4;
|
||||
|
||||
// Simple FVT
|
||||
let t_off = abs(1. / ray_dir);
|
||||
|
||||
// Start location
|
||||
let voxel_dir = select(vec3(-1), vec3(1), ray_dir >= vec3(0.));
|
||||
var pos_origin = clamp(ray_origin * f32(node_size), vec3(0.), vec3(f32(node_size) - 1.));
|
||||
var voxel = vec3<i32>(pos_origin);
|
||||
var last_voxel = voxel;
|
||||
|
||||
let wall_offset = select(vec3(0), vec3(1), ray_dir > vec3(0.));
|
||||
|
||||
let max_depth = u32(5);
|
||||
var adaptive_depth = i32(max_depth);
|
||||
var far_t = 0.;
|
||||
|
||||
let ray_dir_inv = 1. / ray_dir;
|
||||
let fma_offset = - pos_origin * ray_dir_inv;
|
||||
|
||||
//let depth_limit = 3;
|
||||
for(var iter = 0; iter < 400; iter ++)
|
||||
{
|
||||
|
||||
// Our ray is currently touching a voxel.
|
||||
// Descend to the lowest node that contains this voxel
|
||||
|
||||
// Position of the child we are in
|
||||
var child_pos = (vec3<u32>(voxel) >> vec3<u32>((max_depth - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
|
||||
var child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
|
||||
|
||||
// Current node has been used. report
|
||||
usage_buffer[current_node] = constants.frame_timestamp;
|
||||
|
||||
while(
|
||||
node_subdivided(structure_pool[current_node].pointers[child_index]) &&
|
||||
(local_dist_offset + far_t) * cone_size_factor < f32(node_size_lut[current_depth])
|
||||
)
|
||||
{
|
||||
if(!node_pointer_valid(structure_pool[current_node].pointers[child_index]))
|
||||
{
|
||||
atomicAdd(&request_buffer[current_node].requests[child_index], 1);
|
||||
break;
|
||||
}
|
||||
// Child node is subdivided, we go in, save position in stack
|
||||
current_node = node_pointer(structure_pool[current_node].pointers[child_index]);
|
||||
usage_buffer[current_node] = constants.frame_timestamp;
|
||||
current_depth += 1;
|
||||
dfs_stack[current_depth] = current_node;
|
||||
node_size = node_size_lut[current_depth];
|
||||
|
||||
child_pos = (vec3<u32>(voxel) >> vec3<u32>((max_depth - u32(current_depth + 1)) * 2)) & vec3<u32>(3); // Hardcode for 4-tree
|
||||
child_index = child_pos.x + child_pos.y * 4 + child_pos.z * 4 * 4;
|
||||
child_size = node_size / 4;
|
||||
}
|
||||
usage_buffer[current_node] = constants.frame_timestamp;
|
||||
|
||||
|
||||
|
||||
|
||||
// At this point current_depth is the depth of the node that contains the voxel
|
||||
// child_pos and child_index relate to the specific child of the node that contains this voxel
|
||||
// It is guaranteed that the child is leave
|
||||
|
||||
// Check current leave's color
|
||||
let color = unpack_color(color_pool[current_node].colors[child_index]);
|
||||
if(color.w != 0.) // Not transparent
|
||||
{
|
||||
/*
|
||||
let k = child_pos.x + child_pos.y + child_pos.z;
|
||||
let w = voxel.x + voxel.y + voxel.z;
|
||||
let x = select(0.5, 1., k % 2 == 0) * select(0.8, 1., w % 2 == 0);
|
||||
|
||||
var div = 1;
|
||||
var overlay = 1.;
|
||||
for(var i = 1; i <= 5; i++)
|
||||
{
|
||||
let x = (voxel.x / div + voxel.y / div + voxel.z / div) % 2 == 0;
|
||||
overlay -= select(0., 1. / (f32(i) * 2.5), x);
|
||||
div *= 4;
|
||||
}
|
||||
*/
|
||||
|
||||
return color;
|
||||
//return overlay * color;
|
||||
}
|
||||
|
||||
// Voxel and whole child containing it is empty
|
||||
|
||||
// Perform a step through the children of the node
|
||||
let child_position = (voxel / child_size) * child_size;
|
||||
let far_corner = child_position + wall_offset * child_size;
|
||||
//let far_ts = (vec3<f32>(far_corner) - pos_origin) / ray_dir; // TODO: Turn into fma
|
||||
let far_ts = fma(vec3<f32>(far_corner), ray_dir_inv, fma_offset);
|
||||
far_t = min(min(far_ts.x, far_ts.y), far_ts.z);
|
||||
|
||||
let next_child_min = select(child_position, child_position + voxel_dir * child_size, vec3(far_t) == far_ts);
|
||||
let next_child_max = next_child_min + vec3(child_size) - vec3(1);
|
||||
|
||||
// The ray (far_t) is now touching the new child to explore
|
||||
// Find out which actual voxel we are touching
|
||||
let previous_voxel = voxel;
|
||||
let float_voxel = clamp(vec3<i32>(pos_origin + far_t * ray_dir), next_child_min, next_child_max);
|
||||
/*
|
||||
voxel = vec3<i32>(
|
||||
floor(
|
||||
select(
|
||||
float_voxel - vec3(0.5),
|
||||
float_voxel + vec3(0.5),
|
||||
ray_dir > vec3(0.)
|
||||
))
|
||||
);
|
||||
*/
|
||||
//voxel = vec3<i32>(round(float_voxel));
|
||||
//voxel = voxel_from_wall(float_voxel, ray_dir);
|
||||
//voxel = voxel_from_wall(float_voxel, ray_dir);
|
||||
voxel = float_voxel;
|
||||
if(any(voxel < vec3(0)) || any(voxel >= vec3(node_size_lut[0])))
|
||||
{
|
||||
//return vec4(f32(iter) / 100.);
|
||||
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 flb = ((countLeadingZeros(bit_diffs_lowest) - i32(32 - max_depth * 2)) / 2);
|
||||
let common_depth = flb;
|
||||
|
||||
current_depth = common_depth;
|
||||
node_size = node_size_lut[current_depth];
|
||||
child_size = node_size / 4;
|
||||
current_node = dfs_stack[current_depth];
|
||||
|
||||
// Figure out current voxel position
|
||||
//voxel = vec3<i32>(ray_origin + ray_dir * t);
|
||||
|
||||
}
|
||||
return vec4<f32>(1., 0., 1., 1.);
|
||||
|
||||
}
|
||||
|
||||
@early_depth_test(less_equal)
|
||||
@fragment
|
||||
fn fragment(in: VertexOutput) -> FragmentOutput
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
// Contains useful facilities to render data streamed in from the host
|
||||
|
||||
// Can produce a voxel given
|
||||
// - Its depth
|
||||
// - Its position within the chunk
|
||||
// - The chunks position
|
||||
pub trait ChunkVoxelProducer
|
||||
{
|
||||
fn produce_voxel(
|
||||
&mut self,
|
||||
depth: usize,
|
||||
chunk_position: (usize, usize, usize),
|
||||
voxel_position: (usize, usize, usize),
|
||||
);
|
||||
}
|
||||
+204
-32
@@ -2,6 +2,7 @@
|
||||
#![feature(float_algebraic)]
|
||||
|
||||
use std::collections::HashMap;
|
||||
use std::ops::Div;
|
||||
use std::sync::Arc;
|
||||
use std::sync::mpsc::sync_channel;
|
||||
|
||||
@@ -19,8 +20,10 @@ use itertools::Itertools;
|
||||
use rayon::iter::IndexedParallelIterator;
|
||||
use rayon::iter::IntoParallelRefIterator;
|
||||
use rayon::iter::ParallelIterator;
|
||||
use wgpu::BindGroupLayout;
|
||||
use wgpu::Buffer;
|
||||
use wgpu::BufferUsages;
|
||||
use wgpu::ComputePipeline;
|
||||
use wgpu::Device;
|
||||
use wgpu::Extent3d;
|
||||
use wgpu::Features;
|
||||
@@ -28,10 +31,14 @@ use wgpu::InstanceDescriptor;
|
||||
use wgpu::InstanceFlags;
|
||||
use wgpu::MemoryBudgetThresholds;
|
||||
use wgpu::Operations;
|
||||
use wgpu::Origin3d;
|
||||
use wgpu::RenderPipeline;
|
||||
use wgpu::ShaderStages;
|
||||
use wgpu::Texture;
|
||||
use wgpu::TextureUsages;
|
||||
use wgpu::TextureView;
|
||||
use wgpu::include_spirv;
|
||||
use wgpu::include_wgsl;
|
||||
use wgpu::util::BufferInitDescriptor;
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::util::DownloadBuffer;
|
||||
@@ -44,6 +51,7 @@ use winit::event_loop::ActiveEventLoop;
|
||||
use winit::event_loop::ControlFlow;
|
||||
use winit::event_loop::EventLoop;
|
||||
use winit::event_loop::OwnedDisplayHandle;
|
||||
use winit::platform::x11::EventLoopBuilderExtX11;
|
||||
use winit::window::Window;
|
||||
use winit::window::WindowId;
|
||||
|
||||
@@ -59,6 +67,7 @@ use crate::voxel_cache::data::CacheResponse;
|
||||
use crate::voxel_cache::data::ColorBytes;
|
||||
use crate::voxel_cache::data::DestinationElement;
|
||||
use crate::voxel_cache::data::LocationPoolElement;
|
||||
use crate::voxel_cache::data::StructurePoolElement;
|
||||
use crate::voxel_cache::producer_interface::CacheProducerInterface;
|
||||
use crate::voxel_cache::producer_interface::CacheRequest;
|
||||
|
||||
@@ -78,10 +87,14 @@ struct State
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
surface: wgpu::Surface<'static>,
|
||||
depth_buffer: (wgpu::Texture, wgpu::TextureView),
|
||||
target_texture: (wgpu::Texture, wgpu::TextureView),
|
||||
surface_format: wgpu::TextureFormat,
|
||||
target_blitter: wgpu::util::TextureBlitter,
|
||||
egui_renderer: EguiRenderer,
|
||||
|
||||
pipeline: RenderPipeline,
|
||||
//pipeline: RenderPipeline,
|
||||
pipeline: ComputePipeline,
|
||||
surface_bg_layout: BindGroupLayout,
|
||||
voxel_cache: Arc<Mutex<VoxelCache<4>>>,
|
||||
cache_interface: Arc<CacheProducerInterface<4>>,
|
||||
terrain_generator: Arc<TerrainGenerator<4>>,
|
||||
@@ -107,6 +120,12 @@ struct Immediates
|
||||
view_proj: Mat4,
|
||||
cam_pos: Vec3,
|
||||
frame_timestamp: u32,
|
||||
width: u32,
|
||||
height: u32,
|
||||
|
||||
chunk_width: u32,
|
||||
chunk_height: u32,
|
||||
chunk_alt: u32,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
|
||||
@@ -127,6 +146,7 @@ impl State
|
||||
backends: wgpu::Backends::VULKAN,
|
||||
display: Some(Box::new(display)),
|
||||
|
||||
//flags: InstanceFlags::default() | InstanceFlags::debugging(),
|
||||
flags: InstanceFlags::default(),
|
||||
memory_budget_thresholds: MemoryBudgetThresholds::default(),
|
||||
backend_options: Default::default(),
|
||||
@@ -139,7 +159,10 @@ impl State
|
||||
.request_device(&wgpu::DeviceDescriptor {
|
||||
required_features: Features::IMMEDIATES
|
||||
| Features::SHADER_EARLY_DEPTH_TEST
|
||||
| Features::TIMESTAMP_QUERY,
|
||||
| Features::TIMESTAMP_QUERY
|
||||
| Features::SHADER_I16
|
||||
| Features::SHADER_F16
|
||||
| Features::SHADER_INT64,
|
||||
required_limits: wgpu::Limits {
|
||||
max_immediate_size: 112,
|
||||
max_storage_buffers_per_shader_stage: 16,
|
||||
@@ -158,8 +181,8 @@ impl State
|
||||
|
||||
let egui_renderer = EguiRenderer::new(&device, surface_format, &window);
|
||||
|
||||
let mut voxel_cache = VoxelCache::<4>::new(200_000, device.clone(), queue.clone());
|
||||
let cache_interface = CacheProducerInterface::new(1024, &device);
|
||||
let mut voxel_cache = VoxelCache::<4>::new(100_000, device.clone(), queue.clone());
|
||||
let cache_interface = CacheProducerInterface::new(256, &device);
|
||||
|
||||
let terrain_generator = TerrainGenerator::<4>::new(5, "vxls_height.tif", 0.2, "img.jpg");
|
||||
// let terrain_generator = TerrainGenerator::<4>::new(
|
||||
@@ -197,25 +220,85 @@ impl State
|
||||
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Instance buffer"),
|
||||
contents: bytemuck::cast_slice(chunk_instances.as_slice()),
|
||||
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX,
|
||||
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX | BufferUsages::STORAGE,
|
||||
});
|
||||
|
||||
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Main shader module"),
|
||||
source: wgpu::ShaderSource::Wgsl(
|
||||
std::fs::read_to_string("shaders/voxel.wgsl")
|
||||
.unwrap()
|
||||
.into(),
|
||||
),
|
||||
});
|
||||
// let shader_module = unsafe {
|
||||
// device.create_shader_module_trusted(
|
||||
// wgpu::ShaderModuleDescriptor {
|
||||
// label: Some("Main shader module"),
|
||||
// source: wgpu::ShaderSource::Wgsl(
|
||||
// std::fs::read_to_string("shaders/voxel.wgsl")
|
||||
// .unwrap()
|
||||
// .into(),
|
||||
// ),
|
||||
// },
|
||||
// wgpu::ShaderRuntimeChecks {
|
||||
// bounds_checks: false,
|
||||
// force_loop_bounding: false,
|
||||
// ray_query_initialization_tracking: false,
|
||||
// task_shader_dispatch_tracking: false,
|
||||
// mesh_shader_primitive_indices_clamp: false,
|
||||
// int_div_checks: false,
|
||||
// },
|
||||
// )
|
||||
// };
|
||||
|
||||
//let shader_module = device.create_shader_module(include_wgsl!("../shaders/voxel.wgsl"));
|
||||
let shader_module = unsafe {
|
||||
device.create_shader_module_trusted(
|
||||
wgpu::ShaderModuleDescriptor {
|
||||
label: Some("../shaders/voxel.spv"),
|
||||
source: wgpu::ShaderSource::SpirV(wgpu::__macro_helpers::Cow::Borrowed(
|
||||
wgpu::include_spirv_source!("../shaders/voxel.spv"),
|
||||
)),
|
||||
},
|
||||
wgpu::ShaderRuntimeChecks {
|
||||
bounds_checks: false,
|
||||
force_loop_bounding: false,
|
||||
ray_query_initialization_tracking: false,
|
||||
task_shader_dispatch_tracking: false,
|
||||
mesh_shader_primitive_indices_clamp: false,
|
||||
int_div_checks: false,
|
||||
},
|
||||
)
|
||||
};
|
||||
|
||||
let surface_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("surface_bg_layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
format: wgpu::TextureFormat::Rgba32Float,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Voxel pipeline layout"),
|
||||
|
||||
bind_group_layouts: &[Some(&voxel_cache.bind_group_layout())],
|
||||
bind_group_layouts: &[
|
||||
Some(&voxel_cache.bind_group_layout()),
|
||||
Some(&surface_bind_group_layout),
|
||||
],
|
||||
immediate_size: size_of::<Immediates>() as u32,
|
||||
});
|
||||
|
||||
let chunk_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
|
||||
label: Some("Compute render"),
|
||||
layout: Some(&pipeline_layout),
|
||||
module: &shader_module,
|
||||
entry_point: Some("ray_march_compute"),
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
cache: None,
|
||||
});
|
||||
|
||||
/*
|
||||
let chunk_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
@@ -252,7 +335,7 @@ impl State
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||||
depth_write_enabled: Some(true),
|
||||
depth_compare: Some(wgpu::CompareFunction::Less),
|
||||
depth_compare: Some(wgpu::CompareFunction::LessEqual),
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
@@ -270,6 +353,7 @@ impl State
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
});
|
||||
*/
|
||||
|
||||
let state = State {
|
||||
instance,
|
||||
@@ -279,8 +363,13 @@ impl State
|
||||
surface_format,
|
||||
egui_renderer,
|
||||
depth_buffer: Self::create_depth_buffer(&device, size.width, size.height),
|
||||
target_texture: Self::create_target_texture(&device, size.width, size.height),
|
||||
target_blitter: wgpu::util::TextureBlitterBuilder::new(&device, surface_format)
|
||||
.sample_type(wgpu::FilterMode::Nearest)
|
||||
.build(),
|
||||
queue,
|
||||
device,
|
||||
surface_bg_layout: surface_bind_group_layout,
|
||||
usage_vec: Arc::new(Mutex::new(vec![])),
|
||||
pipeline: chunk_pipeline,
|
||||
voxel_cache: Arc::new(Mutex::new(voxel_cache)),
|
||||
@@ -300,6 +389,27 @@ impl State
|
||||
state
|
||||
}
|
||||
|
||||
fn create_target_texture(device: &Device, width: u32, height: u32) -> (Texture, TextureView)
|
||||
{
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("Target texture"),
|
||||
size: Extent3d {
|
||||
width,
|
||||
height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Rgba32Float,
|
||||
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
});
|
||||
|
||||
let texture_view = texture.create_view(&wgpu::wgt::TextureViewDescriptor::default());
|
||||
(texture, texture_view)
|
||||
}
|
||||
|
||||
fn get_window(&self) -> &Window
|
||||
{
|
||||
&self.window
|
||||
@@ -375,6 +485,8 @@ impl State
|
||||
self.configure_surface();
|
||||
self.depth_buffer =
|
||||
Self::create_depth_buffer(&self.device, new_size.width, new_size.height);
|
||||
self.target_texture =
|
||||
Self::create_target_texture(&self.device, new_size.width, new_size.height);
|
||||
}
|
||||
|
||||
fn render(&mut self)
|
||||
@@ -422,6 +534,15 @@ impl State
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
let surface_bg = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("surface_bg"),
|
||||
layout: &self.surface_bg_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&self.target_texture.1),
|
||||
}],
|
||||
});
|
||||
|
||||
// ~~ Ray-marching timestamp query setup ~~
|
||||
let timestamp_query = self.device.create_query_set(&wgpu::QuerySetDescriptor {
|
||||
label: Some("timestamp_query_set"),
|
||||
@@ -438,6 +559,48 @@ impl State
|
||||
|
||||
// ~~ Main render pass ~~
|
||||
let mut encoder = self.device.create_command_encoder(&Default::default());
|
||||
{
|
||||
let mut renderpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
|
||||
label: Some("compute_render_pass"),
|
||||
timestamp_writes: Some(wgpu::ComputePassTimestampWrites {
|
||||
query_set: ×tamp_query,
|
||||
beginning_of_pass_write_index: Some(0),
|
||||
end_of_pass_write_index: Some(1),
|
||||
}),
|
||||
});
|
||||
|
||||
renderpass.set_pipeline(&self.pipeline);
|
||||
renderpass.set_bind_group(0, Some(&self.voxel_cache.lock().bind_group()), &[]);
|
||||
renderpass.set_bind_group(1, Some(&surface_bg), &[]);
|
||||
let imm = [Immediates {
|
||||
view_proj: self.camera.view_proj().inverse(),
|
||||
cam_pos: self.camera.position,
|
||||
frame_timestamp: self.voxel_cache.lock().current_timestamp(),
|
||||
width: self.size.width,
|
||||
height: self.size.height,
|
||||
|
||||
chunk_width: self.terrain_generator.chunk_width as u32,
|
||||
chunk_height: self.terrain_generator.chunk_height as u32,
|
||||
chunk_alt: self.terrain_generator.chunk_alt as u32,
|
||||
}];
|
||||
renderpass.set_immediates(0, unsafe { as_raw_bytes(&imm) });
|
||||
renderpass.dispatch_workgroups(
|
||||
self.size.width.div_ceil(16),
|
||||
self.size.height.div_ceil(16),
|
||||
1,
|
||||
);
|
||||
drop(renderpass);
|
||||
|
||||
encoder.resolve_query_set(×tamp_query, 0..2, ×tamp_buffer, 0);
|
||||
}
|
||||
|
||||
self.target_blitter.copy(
|
||||
&self.device,
|
||||
&mut encoder,
|
||||
&self.target_texture.1,
|
||||
&texture_view,
|
||||
);
|
||||
/*
|
||||
{
|
||||
let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
@@ -488,6 +651,7 @@ impl State
|
||||
|
||||
encoder.resolve_query_set(×tamp_query, 0..2, ×tamp_buffer, 0);
|
||||
}
|
||||
*/
|
||||
|
||||
// ~~ EGUI Render pass ~~
|
||||
{
|
||||
@@ -561,21 +725,6 @@ impl State
|
||||
},
|
||||
);
|
||||
|
||||
// ~~ Get Ray-marching timestamps, report time ~~
|
||||
let cloned_rm_time = self.rm_time.clone();
|
||||
let cloned_queue = self.queue.clone();
|
||||
DownloadBuffer::read_buffer(
|
||||
&self.device,
|
||||
&self.queue,
|
||||
×tamp_buffer.slice(..),
|
||||
move |buffer| {
|
||||
let buffer_slice = buffer.unwrap();
|
||||
let slice: &[u64] = cast_slice(&buffer_slice);
|
||||
let time = (slice[1] - slice[0]) as f32 * cloned_queue.get_timestamp_period();
|
||||
*cloned_rm_time.lock() = time;
|
||||
},
|
||||
);
|
||||
|
||||
// ~~ Do cache managment
|
||||
if !self
|
||||
.camera
|
||||
@@ -592,6 +741,21 @@ impl State
|
||||
self.window.pre_present_notify();
|
||||
self.queue.present(surface_texture);
|
||||
|
||||
// ~~ Get Ray-marching timestamps, report time ~~
|
||||
let cloned_rm_time = self.rm_time.clone();
|
||||
let cloned_queue = self.queue.clone();
|
||||
DownloadBuffer::read_buffer(
|
||||
&self.device,
|
||||
&self.queue,
|
||||
×tamp_buffer.slice(..),
|
||||
move |buffer| {
|
||||
let buffer_slice = buffer.unwrap();
|
||||
let slice: &[u64] = cast_slice(&buffer_slice);
|
||||
let time = (slice[1] - slice[0]) as f32 * cloned_queue.get_timestamp_period();
|
||||
*cloned_rm_time.lock() = time;
|
||||
},
|
||||
);
|
||||
|
||||
// ~~ Do cache managment
|
||||
if !self
|
||||
.camera
|
||||
@@ -627,7 +791,7 @@ impl State
|
||||
let generator = cloned_generator;
|
||||
let gen_test = SineGenerator::<4>::new(5);
|
||||
|
||||
let mut structure_nodes = vec![];
|
||||
let mut structure_nodes: Vec<StructurePoolElement<4>> = vec![];
|
||||
let mut color_nodes: Vec<[ColorBytes; 64]> = vec![];
|
||||
let mut location_nodes = vec![];
|
||||
|
||||
@@ -686,7 +850,15 @@ impl State
|
||||
};
|
||||
}
|
||||
|
||||
(node.structure, node.colors, location)
|
||||
(
|
||||
StructurePoolElement {
|
||||
occupancy_low: 0,
|
||||
occupancy_high: 0,
|
||||
pointers: node.structure,
|
||||
},
|
||||
node.colors,
|
||||
location,
|
||||
)
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
.into_iter()
|
||||
|
||||
+42
-8
@@ -8,6 +8,7 @@ pub mod request_buffer;
|
||||
pub mod structure_table;
|
||||
pub mod usage_buffer;
|
||||
pub mod producer_interface;
|
||||
pub mod indirect_buffer;
|
||||
|
||||
pub mod data;
|
||||
|
||||
@@ -95,7 +96,7 @@ where
|
||||
// Structure pool
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -106,7 +107,7 @@ where
|
||||
// Color pool
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -117,7 +118,7 @@ where
|
||||
// Location pool
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -128,7 +129,7 @@ where
|
||||
// Request buffer
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -139,7 +140,7 @@ where
|
||||
// Usage buffer
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 4,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -152,7 +153,7 @@ where
|
||||
// Structure table pointers
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 5,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -164,7 +165,7 @@ where
|
||||
// Structure table request buffer
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 6,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
@@ -346,6 +347,8 @@ where
|
||||
format!("
|
||||
struct StructurePoolElement
|
||||
{{
|
||||
occupancy_low: atomic<u32>,
|
||||
occupancy_high: atomic<u32>,
|
||||
pointers: array<u32, {children_count}>
|
||||
}}
|
||||
|
||||
@@ -565,15 +568,37 @@ where
|
||||
{{
|
||||
// Phase 1
|
||||
// Copy into cache page
|
||||
var occupancy_high = u32(0);
|
||||
var occupancy_low = u32(0);
|
||||
for(var i = 0; i < {children_count}; i++)
|
||||
{{
|
||||
structure_pool[overwritten_element].pointers[i] = select(u32(0), u32(1)<<31, structure_nodes[index].pointers[i] != 0);
|
||||
|
||||
let turn_on_bit =
|
||||
select(
|
||||
u32(0),
|
||||
u32(u32(1) << u32(i % ({children_count} / 2))),
|
||||
((color_nodes[index].colors[i] >> 24) != 0) ||
|
||||
structure_nodes[index].pointers[i] != 0
|
||||
);
|
||||
|
||||
if(i > {children_count} / 2)
|
||||
{{
|
||||
occupancy_high |= turn_on_bit;
|
||||
}}else
|
||||
{{
|
||||
occupancy_low |= turn_on_bit;
|
||||
}}
|
||||
}}
|
||||
atomicStore(&structure_pool[overwritten_element].occupancy_low, occupancy_low);
|
||||
atomicStore(&structure_pool[overwritten_element].occupancy_high, occupancy_high);
|
||||
|
||||
color_pool[overwritten_element] = color_nodes[index];
|
||||
location_pool[overwritten_element] = locations[index];
|
||||
|
||||
// Mark dirty/correct timestamp
|
||||
usage_buffer[overwritten_element] = parameters.frame_timestamp + 1;
|
||||
usage_buffer[overwritten_element] = parameters.frame_timestamp + 1;
|
||||
|
||||
}}
|
||||
|
||||
if(parameters.write_pointers != 0 && usage_buffer[overwritten_element] != parameters.frame_timestamp)
|
||||
@@ -588,6 +613,15 @@ where
|
||||
}}else if usage_buffer[requests_wb[index].node_index] != parameters.frame_timestamp + 1
|
||||
{{
|
||||
structure_pool[requests_wb[index].node_index].pointers[requests_wb[index].child_index] = new_pointer;
|
||||
|
||||
let turn_on_bit = u32(1 << (requests_wb[index].child_index % ({children_count} / 2)));
|
||||
if(requests_wb[index].child_index > {children_count} / 2)
|
||||
{{
|
||||
//atomicOr(&structure_pool[requests_wb[index].node_index].occupancy_high, turn_on_bit);
|
||||
}}else
|
||||
{{
|
||||
//atomicOr(&structure_pool[requests_wb[index].node_index].occupancy_low, turn_on_bit);
|
||||
}}
|
||||
}}
|
||||
}}
|
||||
|
||||
|
||||
@@ -24,11 +24,14 @@ where
|
||||
request_count: [u32; N * N * N],
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
pub struct StructurePoolElement<const N: usize>
|
||||
where
|
||||
[(); N * N * N]:,
|
||||
{
|
||||
pointers: [StructurePointer; N * N * N],
|
||||
pub occupancy_low: u32,
|
||||
pub occupancy_high: u32,
|
||||
pub pointers: [StructurePointer; N * N * N],
|
||||
}
|
||||
|
||||
pub struct DestinationElement
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
use wgpu::{Buffer, BufferUsages, Device, util::DeviceExt};
|
||||
|
||||
pub struct BufferCompactor
|
||||
{
|
||||
size: usize,
|
||||
block_count: usize,
|
||||
reduced_buffer: Buffer,
|
||||
sum_buffer: Buffer,
|
||||
compaction_buffer: Buffer,
|
||||
}
|
||||
|
||||
impl BufferCompactor
|
||||
{
|
||||
const THREAD_COUNT: usize = 256;
|
||||
pub fn new(device: &Device, size: usize) -> Self
|
||||
{
|
||||
let block_count = size.div_ceil(size);
|
||||
let reduced_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("indirect_buffer_reduced"),
|
||||
contents: bytemuck::cast_slice(vec![0; block_count].as_slice()),
|
||||
usage: BufferUsages::STORAGE,
|
||||
});
|
||||
|
||||
let sum_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("indirect_buffer_sum"),
|
||||
contents: bytemuck::cast_slice(vec![0; size].as_slice()),
|
||||
usage: BufferUsages::STORAGE,
|
||||
});
|
||||
|
||||
let compaction_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("indirect_buffer_compaction"),
|
||||
contents: bytemuck::cast_slice(vec![0; size].as_slice()),
|
||||
usage: BufferUsages::STORAGE,
|
||||
});
|
||||
|
||||
BufferCompactor {
|
||||
size,
|
||||
block_count,
|
||||
reduced_buffer,
|
||||
sum_buffer,
|
||||
compaction_buffer,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -249,17 +249,14 @@ where
|
||||
|
||||
|
||||
// Check if phase is last
|
||||
/*
|
||||
if(phase == sub_phase)
|
||||
{{
|
||||
let next_phase_width = phase_total_width * 2;
|
||||
if(next_phase_width >= element_sort_count && phase_total_width >= element_sort_count)
|
||||
if(next_phase_width >= (element_sort_count * 2) && phase_total_width >= (element_sort_count * 2))
|
||||
{{
|
||||
// This was the final phase, stop
|
||||
indirect_count = vec3<u32>(0);
|
||||
}}
|
||||
}}
|
||||
*/
|
||||
|
||||
if(phase == 0)
|
||||
{{
|
||||
|
||||
LFS
BIN
Binary file not shown.
Reference in New Issue
Block a user