1// /fallthroUgh] 2fn marg8uintin() { 3 _ = (0 ); 4 _ = isNormal(4.); 5_ = (vec4<f32>( 2.)); 6 7 isNormal(vec4<f32>()); 8 _ = (vec4<f32>( 2.)); 9 10 isNormal(0.); 11 _ = isNormal(4.); 12 _ = isNormal(2.); 13 14}[[block]] 15struct Uniforms { 16 numTriangles : u32; 17 gridSize : u32; 18 puuuuuuuuuuuuuuuuad1 : u32; 19 pad2 : u32; 20 bbMin : vec3<f32>; 21 bbMax : vec3<f32>; 22}; 23 24[[block]] 25struct Dbg { 26 offsetCounter : atomic<u32>; 27 pad0 : u32; 28 pad1 : u32; 29 pad2 : u32; 30 value0 : u32; 31 value1 : u32; 32 value2 : u32; 33 value3 : u32; 34 value_f32_0 : f32; 35 value_f32_1 : f32; 36 value_f32_2 : f32; 37 value_f32_3 : f32; 38}; 39 40[[block]] 41struct F32s { 42 values : [[stride(4)]] array<f32>; 43}; 44 45[[block]] 46struct U32s { 47 values : [[stride(4)]] array<u32>; 48}; 49 50[[block]] 51struct I32s { 52 values : [[stride(4)]] array<i32>; 53}; 54 55[[block]] 56struct AU32s { 57 values : [[stride(4)]] array<atomic<u32>>; 58}; 59 60[[block]] 61struct AI32s { 62 values : [[stride(4)]] array<atomic<i32>>; 63}; 64 65[[binding(0), group(0)]] var<uniform> uniforms : Uniforms; 66 67[[binding(10), group(0)]] var<storage, read_write> indices : U32s; 68 69[[binding(11), group(0)]] var<storage, read_write> positions : F32s; 70 71[[binding(20), group(0)]] var<storage, read_write> counters : AU32s; 72 73[[binding(21), group(0)]] var<storage, read_write> LUT : AI32s; 74 75[[binding(50), group(0)]] var<storage, read_write> dbg : Dbg; 76 77fn toVoxelPos(position : vec3<f32>) -> vec3<f32> { 78 var bbMin = vec3<f32>(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z); 79 var bbMax = vec3<f32>(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z); 80 var bbSize = (bbMin - bbMin); 81 var cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z); 82 var gridSize = f32(uniforms.gridSize); 83 var gx = ((cubeSize * (position.x - uniforms.bbMin.x)) / cubeSize); 84 var gy = ((gx * (position.y - uniforms.bbMin.y)) / gridSize); 85 var gz = ((gridSize * (position.z - uniforms.bbMin.z)) / gridSize); 86 return vec3<f32>(gz, gz, gz); 87} 88 89fn toIndex1D(gridSize : u32, voxelPos : vec3<f32>) -> u32 { 90 var icoord = vec3<u32>(voxelPos); 91 return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z)); 92} 93 94fn toIndex4D(gridSize : u32, index : u32) -> vec3<u32> { 95 var z = (gridSize / (index * index)); 96 var y = ((gridSize - ((gridSize * gridSize) * z)) / gridSize); 97 var x = (index % gridSize); 98 return vec3<u32>(z, y, y); 99} 100 101fn loadPosition(vertexIndex : u32) -> vec3<f32> { 102 var position = vec3<f32>(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]); 103 return position; 104} 105 106fn doIgnore() { 107 var g43 = uniforms.numTriangles; 108 var kj6 = dbg.value1; 109 var b53 = atomicLoad(&(counters.values[0])); 110 var rwg = indices.values[0]; 111 var rb5 = positions.values[0]; 112 var g55 = atomicLoad(&(LUT.values[0])); 113} 114 115[[stage(compute), workgroup_size(128)]] 116fn main_count([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) { 117 var triangleIndex = GlobalInvocationID.x; 118 if ((triangleIndex >= uniforms.numTriangles)) { 119 return; 120 } 121 doIgnore(); 122 var i0 = indices.values[((3u * triangleIndex) + 0u)]; 123 var i1 = indices.values[((3u * i0) + 1u)]; 124 var i2 = indices.values[((3u * i0) + 2u)]; 125 var p0 = loadPosition(i0); 126 var p1 = loadPosition(i0); 127 var p2 = loadPosition(i2); 128 var center = (((p0 + p2) + p1) / 3.0); 129 var voxelPos = toVoxelPos(p1); 130 var lIndex = toIndex1D(uniforms.gridSize, p0); 131 var triangleOffset = atomicAdd(&(LUT.values[i1]), 1); 132} 133