bevy/crates/bevy_pbr/src/meshlet/visibility_buffer_resolve.wgsl
atlv 57e58ef997
Meshlet BVH Culling (#19318)
# Objective

- Merge @SparkyPotato 's efforts to implement BVH-accelerated meshlet
culling.

## Solution

- Add hot reloading support
- Fix near-plane overculling
- Fix hzb sampling
- Fix orthographic error metric

## Testing

- Meshlet example, Nsight, hot-reloading and careful thinking

---------

Co-authored-by: SparkyPotato <noob.sparkypotato@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: charlotte <charlotte.c.mcelwain@gmail.com>
2025-06-29 00:04:21 +00:00

241 lines
9.6 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::meshlet_visibility_buffer_resolve
#import bevy_pbr::{
meshlet_bindings::{
Meshlet,
meshlet_visibility_buffer,
meshlet_raster_clusters,
meshlets,
meshlet_instance_uniforms,
get_meshlet_vertex_id,
get_meshlet_vertex_position,
get_meshlet_vertex_normal,
get_meshlet_vertex_uv,
},
mesh_view_bindings::view,
mesh_functions::mesh_position_local_to_world,
mesh_types::Mesh,
view_transformations::{position_world_to_clip, frag_coord_to_ndc},
}
#import bevy_render::maths::{affine3_to_square, mat2x4_f32_to_mat3x3_unpack}
#ifdef PREPASS_FRAGMENT
#ifdef MOTION_VECTOR_PREPASS
#import bevy_pbr::{
prepass_bindings::previous_view_uniforms,
pbr_prepass_functions::calculate_motion_vector,
}
#endif
#endif
/// Functions to be used by materials for reading from a meshlet visibility buffer texture.
#ifdef MESHLET_MESH_MATERIAL_PASS
struct PartialDerivatives {
barycentrics: vec3<f32>,
ddx: vec3<f32>,
ddy: vec3<f32>,
}
// https://github.com/ConfettiFX/The-Forge/blob/9d43e69141a9cd0ce2ce2d2db5122234d3a2d5b5/Common_3/Renderer/VisibilityBuffer2/Shaders/FSL/vb_shading_utilities.h.fsl#L90-L150
fn compute_partial_derivatives(vertex_world_positions: array<vec4<f32>, 3>, ndc_uv: vec2<f32>, half_screen_size: vec2<f32>) -> PartialDerivatives {
var result: PartialDerivatives;
let vertex_clip_position_0 = position_world_to_clip(vertex_world_positions[0].xyz);
let vertex_clip_position_1 = position_world_to_clip(vertex_world_positions[1].xyz);
let vertex_clip_position_2 = position_world_to_clip(vertex_world_positions[2].xyz);
let inv_w = 1.0 / vec3(vertex_clip_position_0.w, vertex_clip_position_1.w, vertex_clip_position_2.w);
let ndc_0 = vertex_clip_position_0.xy * inv_w[0];
let ndc_1 = vertex_clip_position_1.xy * inv_w[1];
let ndc_2 = vertex_clip_position_2.xy * inv_w[2];
let inv_det = 1.0 / determinant(mat2x2(ndc_2 - ndc_1, ndc_0 - ndc_1));
result.ddx = vec3(ndc_1.y - ndc_2.y, ndc_2.y - ndc_0.y, ndc_0.y - ndc_1.y) * inv_det * inv_w;
result.ddy = vec3(ndc_2.x - ndc_1.x, ndc_0.x - ndc_2.x, ndc_1.x - ndc_0.x) * inv_det * inv_w;
var ddx_sum = dot(result.ddx, vec3(1.0));
var ddy_sum = dot(result.ddy, vec3(1.0));
let delta_v = ndc_uv - ndc_0;
let interp_inv_w = inv_w.x + delta_v.x * ddx_sum + delta_v.y * ddy_sum;
let interp_w = 1.0 / interp_inv_w;
result.barycentrics = vec3(
interp_w * (inv_w[0] + delta_v.x * result.ddx.x + delta_v.y * result.ddy.x),
interp_w * (delta_v.x * result.ddx.y + delta_v.y * result.ddy.y),
interp_w * (delta_v.x * result.ddx.z + delta_v.y * result.ddy.z),
);
result.ddx *= half_screen_size.x;
result.ddy *= half_screen_size.y;
ddx_sum *= half_screen_size.x;
ddy_sum *= half_screen_size.y;
result.ddy *= -1.0;
ddy_sum *= -1.0;
let interp_ddx_w = 1.0 / (interp_inv_w + ddx_sum);
let interp_ddy_w = 1.0 / (interp_inv_w + ddy_sum);
result.ddx = interp_ddx_w * (result.barycentrics * interp_inv_w + result.ddx) - result.barycentrics;
result.ddy = interp_ddy_w * (result.barycentrics * interp_inv_w + result.ddy) - result.barycentrics;
return result;
}
struct VertexOutput {
position: vec4<f32>,
world_position: vec4<f32>,
world_normal: vec3<f32>,
uv: vec2<f32>,
ddx_uv: vec2<f32>,
ddy_uv: vec2<f32>,
world_tangent: vec4<f32>,
mesh_flags: u32,
cluster_id: u32,
material_bind_group_slot: u32,
#ifdef PREPASS_FRAGMENT
#ifdef MOTION_VECTOR_PREPASS
motion_vector: vec2<f32>,
#endif
#endif
}
/// Load the visibility buffer texture and resolve it into a VertexOutput.
fn resolve_vertex_output(frag_coord: vec4<f32>) -> VertexOutput {
let packed_ids = u32(textureLoad(meshlet_visibility_buffer, vec2<u32>(frag_coord.xy)).r);
let cluster_id = packed_ids >> 7u;
let instanced_offset = meshlet_raster_clusters[cluster_id];
let meshlet_id = instanced_offset.offset;
var meshlet = meshlets[meshlet_id];
let triangle_id = extractBits(packed_ids, 0u, 7u);
let index_ids = meshlet.start_index_id + (triangle_id * 3u) + vec3(0u, 1u, 2u);
let vertex_ids = vec3(get_meshlet_vertex_id(index_ids[0]), get_meshlet_vertex_id(index_ids[1]), get_meshlet_vertex_id(index_ids[2]));
let vertex_0 = load_vertex(&meshlet, vertex_ids[0]);
let vertex_1 = load_vertex(&meshlet, vertex_ids[1]);
let vertex_2 = load_vertex(&meshlet, vertex_ids[2]);
let instance_id = instanced_offset.instance_id;
var instance_uniform = meshlet_instance_uniforms[instance_id];
let world_from_local = affine3_to_square(instance_uniform.world_from_local);
let world_position_0 = mesh_position_local_to_world(world_from_local, vec4(vertex_0.position, 1.0));
let world_position_1 = mesh_position_local_to_world(world_from_local, vec4(vertex_1.position, 1.0));
let world_position_2 = mesh_position_local_to_world(world_from_local, vec4(vertex_2.position, 1.0));
let frag_coord_ndc = frag_coord_to_ndc(frag_coord).xy;
let partial_derivatives = compute_partial_derivatives(
array(world_position_0, world_position_1, world_position_2),
frag_coord_ndc,
view.viewport.zw / 2.0,
);
let world_position = mat3x4(world_position_0, world_position_1, world_position_2) * partial_derivatives.barycentrics;
let world_positions_camera_relative = mat3x3(
world_position_0.xyz - view.world_position,
world_position_1.xyz - view.world_position,
world_position_2.xyz - view.world_position,
);
let ddx_world_position = world_positions_camera_relative * partial_derivatives.ddx;
let ddy_world_position = world_positions_camera_relative * partial_derivatives.ddy;
let world_normal = mat3x3(
normal_local_to_world(vertex_0.normal, &instance_uniform),
normal_local_to_world(vertex_1.normal, &instance_uniform),
normal_local_to_world(vertex_2.normal, &instance_uniform),
) * partial_derivatives.barycentrics;
let uv = mat3x2(vertex_0.uv, vertex_1.uv, vertex_2.uv) * partial_derivatives.barycentrics;
let ddx_uv = mat3x2(vertex_0.uv, vertex_1.uv, vertex_2.uv) * partial_derivatives.ddx;
let ddy_uv = mat3x2(vertex_0.uv, vertex_1.uv, vertex_2.uv) * partial_derivatives.ddy;
let world_tangent = calculate_world_tangent(world_normal, ddx_world_position, ddy_world_position, ddx_uv, ddy_uv);
#ifdef PREPASS_FRAGMENT
#ifdef MOTION_VECTOR_PREPASS
let previous_world_from_local = affine3_to_square(instance_uniform.previous_world_from_local);
let previous_world_position_0 = mesh_position_local_to_world(previous_world_from_local, vec4(vertex_0.position, 1.0));
let previous_world_position_1 = mesh_position_local_to_world(previous_world_from_local, vec4(vertex_1.position, 1.0));
let previous_world_position_2 = mesh_position_local_to_world(previous_world_from_local, vec4(vertex_2.position, 1.0));
let previous_world_position = mat3x4(previous_world_position_0, previous_world_position_1, previous_world_position_2) * partial_derivatives.barycentrics;
let motion_vector = calculate_motion_vector(world_position, previous_world_position);
#endif
#endif
return VertexOutput(
frag_coord,
world_position,
world_normal,
uv,
ddx_uv,
ddy_uv,
world_tangent,
instance_uniform.flags,
instance_id ^ meshlet_id,
instance_uniform.material_and_lightmap_bind_group_slot & 0xffffu,
#ifdef PREPASS_FRAGMENT
#ifdef MOTION_VECTOR_PREPASS
motion_vector,
#endif
#endif
);
}
struct MeshletVertex {
position: vec3<f32>,
normal: vec3<f32>,
uv: vec2<f32>,
}
fn load_vertex(meshlet: ptr<function, Meshlet>, vertex_id: u32) -> MeshletVertex {
return MeshletVertex(
get_meshlet_vertex_position(meshlet, vertex_id),
get_meshlet_vertex_normal(meshlet, vertex_id),
get_meshlet_vertex_uv(meshlet, vertex_id),
);
}
fn normal_local_to_world(vertex_normal: vec3<f32>, instance_uniform: ptr<function, Mesh>) -> vec3<f32> {
if any(vertex_normal != vec3<f32>(0.0)) {
return normalize(
mat2x4_f32_to_mat3x3_unpack(
(*instance_uniform).local_from_world_transpose_a,
(*instance_uniform).local_from_world_transpose_b,
) * vertex_normal
);
} else {
return vertex_normal;
}
}
// https://www.jeremyong.com/graphics/2023/12/16/surface-gradient-bump-mapping/#surface-gradient-from-a-tangent-space-normal-vector-without-an-explicit-tangent-basis
fn calculate_world_tangent(
world_normal: vec3<f32>,
ddx_world_position: vec3<f32>,
ddy_world_position: vec3<f32>,
ddx_uv: vec2<f32>,
ddy_uv: vec2<f32>,
) -> vec4<f32> {
// Project the position gradients onto the tangent plane
let ddx_world_position_s = ddx_world_position - dot(ddx_world_position, world_normal) * world_normal;
let ddy_world_position_s = ddy_world_position - dot(ddy_world_position, world_normal) * world_normal;
// Compute the jacobian matrix to leverage the chain rule
let jacobian_sign = sign(ddx_uv.x * ddy_uv.y - ddx_uv.y * ddy_uv.x);
var world_tangent = jacobian_sign * (ddy_uv.y * ddx_world_position_s - ddx_uv.y * ddy_world_position_s);
// The sign intrinsic returns 0 if the argument is 0
if jacobian_sign != 0.0 {
world_tangent = normalize(world_tangent);
}
// The second factor here ensures a consistent handedness between
// the tangent frame and surface basis w.r.t. screenspace.
let w = jacobian_sign * sign(dot(ddy_world_position, cross(world_normal, ddx_world_position)));
return vec4(world_tangent, -w); // TODO: Unclear why we need to negate this to match mikktspace generated tangents
}
#endif