Added slang shaders for compute cull and lod sample
Adjusted vertex bindings
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7 changed files with 175 additions and 4 deletions
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@ -6,8 +6,8 @@ layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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// Instanced attributes
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layout (location = 4) in vec3 instancePos;
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layout (location = 5) in float instanceScale;
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layout (location = 3) in vec3 instancePos;
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layout (location = 4) in float instanceScale;
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layout (binding = 0) uniform UBO
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{
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@ -6,8 +6,8 @@ struct VSInput
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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// Instanced attributes
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[[vk::location(4)]] float3 instancePos : TEXCOORD0;
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[[vk::location(5)]] float instanceScale : TEXCOORD1;
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[[vk::location(3)]] float3 instancePos : TEXCOORD0;
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[[vk::location(4)]] float instanceScale : TEXCOORD1;
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};
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struct UBO
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115
shaders/slang/computecullandlod/cull.slang
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115
shaders/slang/computecullandlod/cull.slang
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@ -0,0 +1,115 @@
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#define MAX_LOD_LEVEL_COUNT 6
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[[SpecializationConstant]] const int MAX_LOD_LEVEL = 5;
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struct InstanceData
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{
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float3 pos;
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float scale;
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};
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StructuredBuffer<InstanceData> instances;
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// Same layout as VkDrawIndexedIndirectCommand
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struct IndexedIndirectCommand
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{
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uint indexCount;
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uint instanceCount;
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uint firstIndex;
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uint vertexOffset;
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uint firstInstance;
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};
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RWStructuredBuffer<IndexedIndirectCommand> indirectDraws;
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// Binding 2: Uniform block object with matrices
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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float4 cameraPos;
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float4 frustumPlanes[6];
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};
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ConstantBuffer<UBO> ubo;
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// Binding 3: Indirect draw stats
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struct UBOOut
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{
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uint drawCount;
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uint lodCount[MAX_LOD_LEVEL_COUNT];
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};
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RWStructuredBuffer<UBOOut> uboOut;
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// Binding 4: level-of-detail information
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struct LOD
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{
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uint firstIndex;
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uint indexCount;
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float distance;
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float _pad0;
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};
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StructuredBuffer<LOD> lods;
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bool frustumCheck(float4 pos, float radius)
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{
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// Check sphere against frustum planes
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for (int i = 0; i < 6; i++)
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{
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if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
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{
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return false;
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}
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}
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return true;
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}
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[shader("compute")]
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[numthreads(16, 1, 1)]
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void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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uint idx = GlobalInvocationID.x;
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uint temp;
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// Clear stats on first invocation
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if (idx == 0)
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{
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InterlockedExchange(uboOut[0].drawCount, 0, temp);
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for (uint i = 0; i < MAX_LOD_LEVEL + 1; i++)
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{
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InterlockedExchange(uboOut[0].lodCount[i], 0, temp);
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}
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}
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float4 pos = float4(instances[idx].pos.xyz, 1.0);
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// Check if object is within current viewing frustum
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if (frustumCheck(pos, 1.0))
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{
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indirectDraws[idx].instanceCount = 1;
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// Increase number of indirect draw counts
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InterlockedAdd(uboOut[0].drawCount, 1, temp);
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// Select appropriate LOD level based on distance to camera
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uint lodLevel = MAX_LOD_LEVEL;
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for (uint i = 0; i < MAX_LOD_LEVEL; i++)
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{
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if (distance(instances[idx].pos.xyz, ubo.cameraPos.xyz) < lods[i].distance)
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{
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lodLevel = i;
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break;
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}
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}
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indirectDraws[idx].firstIndex = lods[lodLevel].firstIndex;
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indirectDraws[idx].indexCount = lods[lodLevel].indexCount;
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// Update stats
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InterlockedAdd(uboOut[0].lodCount[lodLevel], 1, temp);
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}
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else
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{
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indirectDraws[idx].instanceCount = 0;
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}
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}
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56
shaders/slang/computecullandlod/indirectdraw.slang
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56
shaders/slang/computecullandlod/indirectdraw.slang
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@ -0,0 +1,56 @@
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float4 Pos : POSITION0;
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float3 Normal;
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float3 Color;
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// Instanced attributes
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float3 instancePos;
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float instanceScale;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal;
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float3 Color;
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float3 ViewVec;
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float3 LightVec;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.Color = input.Color;
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output.Normal = input.Normal;
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float4 pos = float4((input.Pos.xyz * input.instanceScale) + input.instancePos, 1.0);
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output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
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float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
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float4 lPos = float4(0.0, 10.0, 50.0, 1.0);
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output.LightVec = lPos.xyz - pos.xyz;
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output.ViewVec = -pos.xyz;
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 ambient = float3(0.25, 0.25, 0.25);
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float3 diffuse = max(dot(N, L), 0.0).xxx;
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return float4((ambient + diffuse) * input.Color, 1.0);
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}
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