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common.h
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common.h
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/*
* Copyright (c) 2017-2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2017-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef _COMMON_H_
#define _COMMON_H_
#include "config.h"
////////////////////////////////////////////////////
////////////////////////////////////////////////////
// Shader Configuration
//
// set in Sample::getShaderPrepend()
// set some defaults here for sake of offline compilation
// actual values always will come from app
#ifndef NVMESHLET_VERTEX_COUNT
// primitive count should be 40, 84 or 126
// vertex count should be 32 or 64
//
// 64 vertices & 84 triangles:
// works typically well for NV
// 64 vertices & 64 triangles:
// is more portable for EXT usage
// (hw that does 128 & 128 well, can do 2 x 64 & 64 at once)
// 64 vertices & 126 triangles:
// can work in z-only or other very low extra
// vertex attribute scenarios for NV
//
#define NVMESHLET_VERTEX_COUNT 64
#define NVMESHLET_PRIMITIVE_COUNT 64
// must be multiple of SUBGROUP_SIZE
#define NVMESHLET_PER_TASK 32
#endif
#ifndef NVMESHLET_ENCODING
#define NVMESHLET_ENCODING NVMESHLET_ENCODING_PACKBASIC
#endif
/////////////////////////////////////////////////
// EXT_mesh_shader preferences
//
// set in Sample::getShaderPrepend()
// these values reflect those found in VkPhysicalDeviceMeshShaderPropertiesEXT
// use a 1:1 mapping between gl_LocalInvocationIndex and output vertex index
// e.g. all writes should effectively be
// gl_MeshVerticesEXT[gl_LocalInvocationIndex] = ...
#ifndef EXT_LOCAL_INVOCATION_VERTEX_OUTPUT
#define EXT_LOCAL_INVOCATION_VERTEX_OUTPUT 0
#endif
// use a 1:1 mapping between gl_LocalInvocationIndex and output primitive index
// e.g. all writes should effectively be
// gl_MeshPrimitivesEXT[gl_LocalInvocationIndex] = ...
// gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = ...
#ifndef EXT_LOCAL_INVOCATION_PRIMITIVE_OUTPUT
#define EXT_LOCAL_INVOCATION_PRIMITIVE_OUTPUT 0
#endif
// In a scenario where primitive culling and vertex culling
// is used, only the surviving vertices should be allocated
// and written as output.
// Otherwise, it is okay just output all vertices (interleaved
// used and unused) and leave the removal of unused to hardware.
// Compacting the vertex outputs also means the primitive
// indices have to be re-indexed.
#ifndef EXT_COMPACT_VERTEX_OUTPUT
#define EXT_COMPACT_VERTEX_OUTPUT 0
#endif
// In a scenario where primitive culling is used
// only those triangles that survive should be allocated
// and written as output.
// Otherwise, it is okay just output all primitives (interleaved
// used and unused) and leave the removal of unused to hardware.
// Use degenerate or ideally gl_CullPrimitiveEXT to mark culled
// primitives.
#ifndef EXT_COMPACT_PRIMITIVE_OUTPUT
#define EXT_COMPACT_PRIMITIVE_OUTPUT 0
#endif
// hardware specific preferences
#ifndef EXT_MAX_MESH_WORKGROUP_INVOCATIONS
#define EXT_MAX_MESH_WORKGROUP_INVOCATIONS 32
#endif
#ifndef EXT_MAX_TASK_WORKGROUP_INVOCATIONS
#define EXT_MAX_TASK_WORKGROUP_INVOCATIONS 32
#endif
#ifndef EXT_MESH_SUBGROUP_SIZE
#define EXT_MESH_SUBGROUP_SIZE 32
#endif
#ifndef EXT_TASK_SUBGROUP_SIZE
#define EXT_TASK_SUBGROUP_SIZE 32
#endif
// We want to maximize the number of available threads to ideally
// get a 1:1 mapping for outputs, and then align to subgroups.
//
// EXT_MESH_SUBGROUP_COUNT =
// (min(max(NVMESHLET_VERTEX_COUNT, NVMESHLET_PRIMITIVE_COUNT), EXT_MAX_MESH_WORKGROUP_INVOCATIONS)
// + EXT_MESH_SUBGROUP_SIZE - 1) / EXT_MESH_SUBGROUP_SIZE
#ifndef EXT_MESH_SUBGROUP_COUNT
#define EXT_MESH_SUBGROUP_COUNT 1
#endif
// for task shaders we maximize threads to fit NVMESHLET_PER_TASK
//
// EXT_TASK_SUBGROUP_COUNT =
// (min(NVMESHLET_PER_TASK, EXT_MAX_TASK_WORKGROUP_INVOCATIONS)
// + EXT_TASK_SUBGROUP_SIZE - 1) / EXT_TASK_SUBGROUP_SIZE
#ifndef EXT_TASK_SUBGROUP_COUNT
#define EXT_TASK_SUBGROUP_COUNT 1
#endif
/////////////////////////////////////////////////
// set in Sample::getShaderPrepend()
#ifndef USE_BARYCENTRIC_SHADING
#define USE_BARYCENTRIC_SHADING 0
#endif
#ifndef USE_BACKFACECULL
#define USE_BACKFACECULL 1
#endif
#ifndef USE_CLIPPING
#define USE_CLIPPING 0
#endif
#ifndef USE_STATS
#define USE_STATS 0
#endif
#ifndef SHOW_PRIMIDS
#define SHOW_PRIMIDS 0
#endif
#ifndef SHOW_BOX
#define SHOW_BOX 0
#endif
#ifndef SHOW_NORMAL
#define SHOW_NORMAL 0
#endif
#ifndef SHOW_CULLED
#define SHOW_CULLED 0
#endif
////////////////////////////////////////////////////
////////////////////////////////////////////////////
// Misc settings
// in our sample near/far clipping doesn't really apply much so
// this as disabled for now
#define USE_CULLBITS 0
// Input Mesh Vertex related
#define VERTEX_POS 0
#define VERTEX_NORMAL 1
#define VERTEX_EXTRAS 2 // must be NORMAL+1
#ifndef VERTEX_EXTRAS_COUNT
// add how many extra fake attributes (vec4) you want to use
#define VERTEX_EXTRAS_COUNT 1
#endif
#define VERTEX_NORMAL_STRIDE (1 + VERTEX_EXTRAS_COUNT)
#define NUM_CLIPPING_PLANES 3
/////////////////////////////////////////////////
// Binding Slots
// GL
#define UBO_SCENE_VIEW 0
#define UBO_OBJECT 1
#define UBO_GEOMETRY 2
#define SSBO_SCENE_STATS 0
// VK
#define DSET_SCENE 0
#define DSET_OBJECT 1
#define DSET_GEOMETRY 2
#define SCENE_UBO_VIEW 0
#define SCENE_SSBO_STATS 1
// changing order requires glsl changes in drawmesh_native.mesh.glsl
// geometryBuffer ubo
#define GEOMETRY_SSBO_MESHLETDESC 0
#define GEOMETRY_SSBO_PRIM 1
#define GEOMETRY_TEX_VBO 2
#define GEOMETRY_TEX_ABO 3
#define GEOMETRY_BINDINGS 5
/////////////////////////////////////////////////
#ifdef __cplusplus
namespace meshlettest {
using namespace nvmath;
#endif
struct SceneData
{
mat4 viewProjMatrix;
mat4 viewMatrix;
mat4 viewMatrixIT;
vec4 viewPos;
vec4 viewDir;
vec4 wLightPos;
ivec2 viewport;
vec2 viewportf;
vec2 viewportTaskCull;
int colorize;
int _pad0;
vec4 wClipPlanes[NUM_CLIPPING_PLANES];
};
// must match cadscene!
struct ObjectData
{
mat4 worldMatrix;
mat4 worldMatrixIT;
mat4 objectMatrix;
vec4 bboxMin;
vec4 bboxMax;
vec3 _pad0;
float winding;
vec4 color;
};
struct CullStats
{
uint tasksInput;
uint tasksOutput;
uint meshletsInput;
uint meshletsOutput;
uint trisInput;
uint trisOutput;
uint attrInput;
uint attrOutput;
uint debugA[64];
uint debugB[64];
uint debugC[64];
};
#ifdef __cplusplus
}
#else
// GLSL functions
uint murmurHash(uint idx)
{
uint m = 0x5bd1e995;
uint r = 24;
uint h = 64684;
uint k = idx;
k *= m;
k ^= (k >> r);
k *= m;
h *= m;
h ^= k;
return h;
}
#endif
#endif