Rasagar/Library/PackageCache/com.unity.visualeffectgraph/Shaders/UpdateStrips.compute
2024-08-26 23:07:20 +03:00

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#pragma kernel UpdateParticleStrip
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch glcore gles3 webgpu
#include "HLSLSupport.cginc"
#define NB_THREADS_PER_GROUP 64
#define VFX_USE_INSTANCING 1
#define VFX_INSTANCING_BATCH_INDIRECTION 1
#define VFX_INSTANCING_FIXED_SIZE stripCount
#define STRIP_COUNT stripCount
CBUFFER_START(params)
uint dispatchWidth;
uint stripCount;
uint particlePerStripCount;
float4 instancingConstants;
CBUFFER_END
#include "VFXInstancing.hlsl"
RWStructuredBuffer<uint> stripDataBuffer;
#include "Packages/com.unity.visualeffectgraph/Shaders/VFXParticleStripCommon.hlsl"
[numthreads(NB_THREADS_PER_GROUP,1,1)]
void UpdateParticleStrip(uint3 groupId : SV_GroupID,
uint3 groupThreadId : SV_GroupThreadID)
{
uint index = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;
if (index < stripCount * (uint)instancingActiveCount)
{
uint instanceIndex, instanceActiveIndex, instanceCurrentIndex;
uint stripIndex = VFXInitInstancing(index, instanceIndex, instanceActiveIndex, instanceCurrentIndex);
uint bufferIndex = STRIP_DATA_INDEX(instanceIndex, stripIndex);
bool isEmpty = (STRIP_DATA(STRIP_MIN_ALIVE, bufferIndex) & ~1) == ~1;
uint particleCount = isEmpty ? 0 : STRIP_DATA(STRIP_MAX_ALIVE, bufferIndex) - STRIP_DATA(STRIP_MIN_ALIVE, bufferIndex) + 1;
STRIP_DATA(STRIP_FIRST_INDEX, bufferIndex) = isEmpty ? 0 : (STRIP_DATA(STRIP_FIRST_INDEX, bufferIndex) + STRIP_DATA(STRIP_MIN_ALIVE, bufferIndex)) % particlePerStripCount;
STRIP_DATA(STRIP_NEXT_INDEX, bufferIndex) = particleCount;
STRIP_DATA(STRIP_PREV_NEXT_INDEX, bufferIndex) = particleCount; // Store particle count twice so that it can be read consistenly in next Init (as next index will be atomically incremented in init)
STRIP_DATA(STRIP_MIN_ALIVE, bufferIndex) = isEmpty ? ~1 : ~0;
STRIP_DATA(STRIP_MAX_ALIVE, bufferIndex) = 0;
InterlockedAdd(STRIP_PARTICLE_COUNTER(instanceIndex), particleCount);
}
}