mirror of
https://github.com/holub/mame
synced 2025-10-05 16:50:57 +03:00

* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
82 lines
1.8 KiB
Python
82 lines
1.8 KiB
Python
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////////////////////////////////////////////////////////////////////////////////
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// Implicit Subdivision Shader for Terrain Rendering
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//
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#include "terrain_common.sh"
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#include "fcull.sh"
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BUFFER_RO(u_SubdBufferIn, uint, 8);
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BUFFER_RW(u_CulledSubdBuffer, uint, 2);
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BUFFER_RO(u_VertexBuffer, vec4, 6);
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BUFFER_RO(u_IndexBuffer, uint, 7);
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/**
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* Compute LoD Shader
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*
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* This compute shader is responsible for updating the subdivision
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* buffer and visible buffer that will be sent to the rasterizer.
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*/
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NUM_THREADS(COMPUTE_THREAD_COUNT, 1u, 1u)
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void main()
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{
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// get threadID (each key is associated to a thread)
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uint threadID = gl_GlobalInvocationID.x;
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if (threadID >= u_AtomicCounterBuffer[2])
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{
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return;
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}
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// get coarse triangle associated to the key
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uint primID = u_SubdBufferIn[threadID*2];
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vec4 v_in[3];
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v_in[0] = u_VertexBuffer[u_IndexBuffer[primID * 3 ]];
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v_in[1] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 1]];
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v_in[2] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 2]];
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// compute distance-based LOD
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uint key = u_SubdBufferIn[threadID*2+1];
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vec4 v[3];
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vec4 vp[3];
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subd(key, v_in, v, vp);
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uint targetLod; uint parentLod;
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if (u_freeze == 0)
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{
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targetLod = uint(computeLod(v));
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parentLod = uint(computeLod(vp));
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}
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else
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{
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targetLod = parentLod = findMSB(key);
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}
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updateSubdBuffer(primID, key, targetLod, parentLod);
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// Cull invisible nodes
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mat4 mvp = u_modelViewProj;
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vec4 bmin = min(min(v[0], v[1]), v[2]);
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vec4 bmax = max(max(v[0], v[1]), v[2]);
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// account for displacement in bound computations
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bmin.z = 0;
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bmax.z = u_DmapFactor;
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// update CulledSubdBuffer
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if (u_cull == 0
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|| frustumCullingTest(mvp, bmin.xyz, bmax.xyz) )
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{
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// write key
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uint idx = 0;
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atomicFetchAndAdd(u_AtomicCounterBuffer[1], 2, idx);
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u_CulledSubdBuffer[idx] = primID;
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u_CulledSubdBuffer[idx+1] = key;
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}
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}
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