#define_import_path bevy_pbr::meshlet_bindings #import bevy_pbr::mesh_types::Mesh #import bevy_render::view::View #import bevy_pbr::prepass_bindings::PreviousViewUniforms #import bevy_pbr::utils::octahedral_decode_signed struct Meshlet { start_vertex_position_bit: u32, start_vertex_attribute_id: u32, start_index_id: u32, packed_a: u32, packed_b: u32, min_vertex_position_channel_x: f32, min_vertex_position_channel_y: f32, min_vertex_position_channel_z: f32, } fn get_meshlet_vertex_count(meshlet: ptr) -> u32 { return extractBits((*meshlet).packed_a, 0u, 8u); } fn get_meshlet_triangle_count(meshlet: ptr) -> u32 { return extractBits((*meshlet).packed_a, 8u, 8u); } struct MeshletBoundingSpheres { culling_sphere: MeshletBoundingSphere, lod_group_sphere: MeshletBoundingSphere, lod_parent_group_sphere: MeshletBoundingSphere, } struct MeshletBoundingSphere { center: vec3, radius: f32, } struct DispatchIndirectArgs { x: atomic, y: u32, z: u32, } struct DrawIndirectArgs { vertex_count: u32, instance_count: atomic, first_vertex: u32, first_instance: u32, } const CENTIMETERS_PER_METER = 100.0; #ifdef MESHLET_FILL_CLUSTER_BUFFERS_PASS var scene_instance_count: u32; @group(0) @binding(0) var meshlet_instance_meshlet_counts: array; // Per entity instance @group(0) @binding(1) var meshlet_instance_meshlet_slice_starts: array; // Per entity instance @group(0) @binding(2) var meshlet_cluster_instance_ids: array; // Per cluster @group(0) @binding(3) var meshlet_cluster_meshlet_ids: array; // Per cluster @group(0) @binding(4) var meshlet_global_cluster_count: atomic; // Single object shared between all workgroups #endif #ifdef MESHLET_CULLING_PASS struct Constants { scene_cluster_count: u32, meshlet_raster_cluster_rightmost_slot: u32 } var constants: Constants; @group(0) @binding(0) var meshlet_cluster_meshlet_ids: array; // Per cluster @group(0) @binding(1) var meshlet_bounding_spheres: array; // Per meshlet @group(0) @binding(2) var meshlet_simplification_errors: array; // Per meshlet @group(0) @binding(3) var meshlet_cluster_instance_ids: array; // Per cluster @group(0) @binding(4) var meshlet_instance_uniforms: array; // Per entity instance @group(0) @binding(5) var meshlet_view_instance_visibility: array; // 1 bit per entity instance, packed as a bitmask @group(0) @binding(6) var meshlet_second_pass_candidates: array>; // 1 bit per cluster , packed as a bitmask @group(0) @binding(7) var meshlet_software_raster_indirect_args: DispatchIndirectArgs; // Single object shared between all workgroups @group(0) @binding(8) var meshlet_hardware_raster_indirect_args: DrawIndirectArgs; // Single object shared between all workgroups @group(0) @binding(9) var meshlet_raster_clusters: array; // Single object shared between all workgroups @group(0) @binding(10) var depth_pyramid: texture_2d; // From the end of the last frame for the first culling pass, and from the first raster pass for the second culling pass @group(0) @binding(11) var view: View; @group(0) @binding(12) var previous_view: PreviousViewUniforms; fn should_cull_instance(instance_id: u32) -> bool { let bit_offset = instance_id % 32u; let packed_visibility = meshlet_view_instance_visibility[instance_id / 32u]; return bool(extractBits(packed_visibility, bit_offset, 1u)); } // TODO: Load 4x per workgroup instead of once per thread? fn cluster_is_second_pass_candidate(cluster_id: u32) -> bool { let packed_candidates = meshlet_second_pass_candidates[cluster_id / 32u]; let bit_offset = cluster_id % 32u; return bool(extractBits(packed_candidates, bit_offset, 1u)); } #endif #ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS @group(0) @binding(0) var meshlet_cluster_meshlet_ids: array; // Per cluster @group(0) @binding(1) var meshlets: array; // Per meshlet @group(0) @binding(2) var meshlet_indices: array; // Many per meshlet @group(0) @binding(3) var meshlet_vertex_positions: array; // Many per meshlet @group(0) @binding(4) var meshlet_cluster_instance_ids: array; // Per cluster @group(0) @binding(5) var meshlet_instance_uniforms: array; // Per entity instance @group(0) @binding(6) var meshlet_raster_clusters: array; // Single object shared between all workgroups @group(0) @binding(7) var meshlet_software_raster_cluster_count: u32; #ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT @group(0) @binding(8) var meshlet_visibility_buffer: texture_storage_2d; #else @group(0) @binding(8) var meshlet_visibility_buffer: texture_storage_2d; #endif @group(0) @binding(9) var view: View; // TODO: Load only twice, instead of 3x in cases where you load 3 indices per thread? fn get_meshlet_vertex_id(index_id: u32) -> u32 { let packed_index = meshlet_indices[index_id / 4u]; let bit_offset = (index_id % 4u) * 8u; return extractBits(packed_index, bit_offset, 8u); } fn get_meshlet_vertex_position(meshlet: ptr, vertex_id: u32) -> vec3 { // Get bitstream start for the vertex let unpacked = unpack4xU8((*meshlet).packed_b); let bits_per_channel = unpacked.xyz; let bits_per_vertex = bits_per_channel.x + bits_per_channel.y + bits_per_channel.z; var start_bit = (*meshlet).start_vertex_position_bit + (vertex_id * bits_per_vertex); // Read each vertex channel from the bitstream var vertex_position_packed = vec3(0u); for (var i = 0u; i < 3u; i++) { let lower_word_index = start_bit / 32u; let lower_word_bit_offset = start_bit & 31u; var next_32_bits = meshlet_vertex_positions[lower_word_index] >> lower_word_bit_offset; if lower_word_bit_offset + bits_per_channel[i] > 32u { next_32_bits |= meshlet_vertex_positions[lower_word_index + 1u] << (32u - lower_word_bit_offset); } vertex_position_packed[i] = extractBits(next_32_bits, 0u, bits_per_channel[i]); start_bit += bits_per_channel[i]; } // Remap [0, range_max - range_min] vec3 to [range_min, range_max] vec3 var vertex_position = vec3(vertex_position_packed) + vec3( (*meshlet).min_vertex_position_channel_x, (*meshlet).min_vertex_position_channel_y, (*meshlet).min_vertex_position_channel_z, ); // Reverse vertex quantization let vertex_position_quantization_factor = unpacked.w; vertex_position /= f32(1u << vertex_position_quantization_factor) * CENTIMETERS_PER_METER; return vertex_position; } #endif #ifdef MESHLET_MESH_MATERIAL_PASS @group(1) @binding(0) var meshlet_visibility_buffer: texture_storage_2d; @group(1) @binding(1) var meshlet_cluster_meshlet_ids: array; // Per cluster @group(1) @binding(2) var meshlets: array; // Per meshlet @group(1) @binding(3) var meshlet_indices: array; // Many per meshlet @group(1) @binding(4) var meshlet_vertex_positions: array; // Many per meshlet @group(1) @binding(5) var meshlet_vertex_normals: array; // Many per meshlet @group(1) @binding(6) var meshlet_vertex_uvs: array>; // Many per meshlet @group(1) @binding(7) var meshlet_cluster_instance_ids: array; // Per cluster @group(1) @binding(8) var meshlet_instance_uniforms: array; // Per entity instance // TODO: Load only twice, instead of 3x in cases where you load 3 indices per thread? fn get_meshlet_vertex_id(index_id: u32) -> u32 { let packed_index = meshlet_indices[index_id / 4u]; let bit_offset = (index_id % 4u) * 8u; return extractBits(packed_index, bit_offset, 8u); } fn get_meshlet_vertex_position(meshlet: ptr, vertex_id: u32) -> vec3 { // Get bitstream start for the vertex let unpacked = unpack4xU8((*meshlet).packed_b); let bits_per_channel = unpacked.xyz; let bits_per_vertex = bits_per_channel.x + bits_per_channel.y + bits_per_channel.z; var start_bit = (*meshlet).start_vertex_position_bit + (vertex_id * bits_per_vertex); // Read each vertex channel from the bitstream var vertex_position_packed = vec3(0u); for (var i = 0u; i < 3u; i++) { let lower_word_index = start_bit / 32u; let lower_word_bit_offset = start_bit & 31u; var next_32_bits = meshlet_vertex_positions[lower_word_index] >> lower_word_bit_offset; if lower_word_bit_offset + bits_per_channel[i] > 32u { next_32_bits |= meshlet_vertex_positions[lower_word_index + 1u] << (32u - lower_word_bit_offset); } vertex_position_packed[i] = extractBits(next_32_bits, 0u, bits_per_channel[i]); start_bit += bits_per_channel[i]; } // Remap [0, range_max - range_min] vec3 to [range_min, range_max] vec3 var vertex_position = vec3(vertex_position_packed) + vec3( (*meshlet).min_vertex_position_channel_x, (*meshlet).min_vertex_position_channel_y, (*meshlet).min_vertex_position_channel_z, ); // Reverse vertex quantization let vertex_position_quantization_factor = unpacked.w; vertex_position /= f32(1u << vertex_position_quantization_factor) * CENTIMETERS_PER_METER; return vertex_position; } fn get_meshlet_vertex_normal(meshlet: ptr, vertex_id: u32) -> vec3 { let packed_normal = meshlet_vertex_normals[(*meshlet).start_vertex_attribute_id + vertex_id]; return octahedral_decode_signed(unpack2x16snorm(packed_normal)); } fn get_meshlet_vertex_uv(meshlet: ptr, vertex_id: u32) -> vec2 { return meshlet_vertex_uvs[(*meshlet).start_vertex_attribute_id + vertex_id]; } #endif