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#version 450 core
#extension GL_EXT_scalar_block_layout : require
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout (std430, set = 0, binding = 0) uniform draw_count_uniform
{
uint[64] draw_count_buffer;
};
layout (std430, set = 1, binding = 1) buffer indirect_in
{
int[] indirect_data_in;
};
layout (std430, set = 1, binding = 2) buffer indirect_out
{
int[] indirect_data_out;
};
layout (std430, set = 1, binding = 3) buffer index_buffer_pattern
{
int ibp_pattern[8];
int ibp_primitive_vertices;
int ibp_primitive_vertices_out;
int ibp_index_size;
int ibp_index_size_out;
int ibp_base_index;
int ibp_index_stride;
int src_offset;
int total_primitives;
int dispatch_x;
int dispatch_y;
int dispatch_z;
int has_draw_count;
uint max_draw_count;
int draw_count_offset;
int indirect_data_stride;
int indirect_data_offset;
};
int GetPrimitiveCount(int vertexCount)
{
return max(0, (vertexCount - ibp_base_index) / ibp_index_stride);
}
int GetConvertedCount(int indexCount)
{
int primitiveCount = GetPrimitiveCount(indexCount);
return primitiveCount * ibp_primitive_vertices_out;
}
void main()
{
uint drawCount = has_draw_count != 0 ? min(draw_count_buffer[draw_count_offset], max_draw_count) : max_draw_count;
uint i = 0;
if (drawCount != 0)
{
int firstIndex = indirect_data_in[indirect_data_offset + 2];
int endIndex = firstIndex + indirect_data_in[indirect_data_offset];
for (i = 1; i < drawCount; i++)
{
int offset = int(i) * indirect_data_stride;
int inOffset = indirect_data_offset + offset;
int currentFirstIndex = indirect_data_in[inOffset + 2];
firstIndex = min(firstIndex, currentFirstIndex);
endIndex = max(endIndex, currentFirstIndex + indirect_data_in[inOffset]);
}
int indexCount = endIndex - firstIndex;
dispatch_x = (indexCount + 15) / 16;
src_offset += firstIndex * ibp_index_size;
total_primitives = GetPrimitiveCount(indexCount);
for (i = 0; i < drawCount; i++)
{
int offset = int(i) * indirect_data_stride;
int inOffset = indirect_data_offset + offset;
indirect_data_out[offset] = GetConvertedCount(indirect_data_in[inOffset]); // Index count
indirect_data_out[offset + 1] = indirect_data_in[inOffset + 1]; // Instance count
indirect_data_out[offset + 2] = GetConvertedCount(indirect_data_in[inOffset + 2] - firstIndex); // First index
indirect_data_out[offset + 3] = indirect_data_in[inOffset + 3]; // Vertex offset
indirect_data_out[offset + 4] = indirect_data_in[inOffset + 4]; // First instance
}
}
for (; i < max_draw_count; i++)
{
int offset = int(i) * indirect_data_stride;
indirect_data_out[offset] = 0;
indirect_data_out[offset + 1] = 0;
indirect_data_out[offset + 2] = 0;
indirect_data_out[offset + 3] = 0;
indirect_data_out[offset + 4] = 0;
}
}
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