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* mesh-shader-triangle example: copied from instancing example * mesh-shader-triangle example: move shaders to separate files * mesh-shader example: rename example * mesh-shader example: implement mesh shader generating geometry * mesh-shader example: fix instance data indexing partially, still has struct alignment issues * mesh-shader example: fixed instance buffer alignment issues * remove unnecessary things Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com> * mesh-shader example: cargo fmt * mesh-shader example: rename shaders to end in .glsl * mesh-shader example: added color out variable, docs * mesh-shader example: rename shader again * mesh-shader example: reformat shader code * mesh-shader example: cargo fmt with nightly --------- Co-authored-by: Firestar99 <4696087-firestar99@users.noreply.gitlab.com> Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
98 lines
4.3 KiB
GLSL
98 lines
4.3 KiB
GLSL
#version 450
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#extension GL_EXT_mesh_shader : require
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// In mesh shaders you have to load all data manually from storage buffers, which are declared just like uniform
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// buffers, but using the `buffer` keyword. You may not use:
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// * `in`: Unlike vertex shaders, Mesh shaders do not have an input assembly (IA) stage that pulls data from buffers
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// and forwards them to the vertex shaders as `in` inputs.
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// * `uniform`: Uniform buffers have to be of constant size, but as our buffers may have a varying amount of data,
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// they have to be storage buffers instead.
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//
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// The triangle vertex positions.
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layout(set = 0, binding = 0) buffer VertexBuffer {
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vec2 position[];
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} buffer_vertex;
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// The per-instance data.
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struct Instance {
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vec2 position_offset;
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float scale;
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};
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layout(set = 0, binding = 1) buffer InstanceBuffer {
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Instance instance[];
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} buffer_instance;
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// This declaration specifies the workgroup size of the mesh shader, similarly to compute shaders
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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// This declares the type of primitive you want to emit, typically triangles, as well as maximum amount of vertices
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// and primitives you may emit. Primitives may only be in lists, aka. triangle_strip or triangle_fan are not allowed.
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layout(triangles, max_vertices = 3, max_primitives = 1) out;
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// As mesh shaders may emit multiple vertices, all outputs have to be an array. See below, when vertices are emitted.
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layout(location = 0) out vec4 out_color[];
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const uint rows = 10;
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const uint cols = 10;
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const uint n_instances = rows * cols;
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void main() {
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vec2 position_offset;
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float scale;
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vec4 color;
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// There are two main use-cases for mesh shaders, switch in between them here.
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// They should both draw the same triangles, but with different colors.
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const bool LOAD_FROM_INSTANCE_BUFFER = false;
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if (LOAD_FROM_INSTANCE_BUFFER) {
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// Use-case 1: load instance data from buffers, similarly to doing an instanced draw
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// color triangles red
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color = vec4(1.0, 0.0, 0.0, 1.0);
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Instance instance = buffer_instance.instance[gl_GlobalInvocationID.y * rows + gl_GlobalInvocationID.x];
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position_offset = instance.position_offset;
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scale = instance.scale;
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} else {
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// Use-case 2: generate the geometry dynamically in the mesh shader
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// color triangles green
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color = vec4(0.0, 1.0, 0.0, 1.0);
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uint c = gl_GlobalInvocationID.x;
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uint r = gl_GlobalInvocationID.y;
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// the same algo for generating the triangle data as in the instanced example
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float half_cell_w = 0.5 / float(cols);
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float half_cell_h = 0.5 / float(rows);
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float x = half_cell_w + (c / float(cols)) * 2.0 - 1.0;
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float y = half_cell_h + (r / float(rows)) * 2.0 - 1.0;
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position_offset = vec2(x, y);
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scale = (2.0 / float(rows)) * (c * float(rows) + r) / n_instances;
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}
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// Dynamically set the amount of vertices and triangles that you would like to emit, must be lower than what was
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// declared above. From the `OpSetMeshOutputsEXT` spec:
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// The arguments are taken from the first invocation in each workgroup. Behavior is undefined if any invocation
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// executes this instruction more than once or under non-uniform control flow. Behavior is undefined if there is
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// any control flow path to an output write that is not preceded by this instruction.
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SetMeshOutputsEXT(
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3, // vertices
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1// triangles = indices / 3
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);
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// emit vertex data
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for (uint i = 0; i < 3; i++) {
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// As we may emit multiple vertices, all outputs are arrays. You index into them using a unique vertex index
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// within your work group. In this example the work group has the size (1, 1, 1), so each invocation can
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// simply use the indices [0-2]. With larger work groups you will have to use the `gl_LocalInvocationID` to
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// compute indices and make sure they are unique, so results don't get overridden by other invocations.
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out_color[i] = color;
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// just like setting gl_Position in the vertex shader
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gl_MeshVerticesEXT[i].gl_Position = vec4(buffer_vertex.position[i] * scale + position_offset, 0.0, 1.0);
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}
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// emit triangle indices
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gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2);
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}
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