clusterizer: Implement experimental triangle mask generator #553
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This change computes triangle masks for each frustum slice, following "GPU-Driven Rendering Pipelines" from SIGGRAPH 2015.
The resulting masks can be used to quickly cull individual triangles, which only requires classifying the camera position in cube frustum face in the object space and selecting the appropriate set of triangle bits.
The masks can also be used to reject the entire clusters, or entire triangle groups, by comparing all of them to 0 in task shader and/or comparing each 32-triangle group to 0 in mesh shader before emitting that triangle group.
Note: this change is not fully tested, so it's not ready (may contain errors in sign/winding/etc.; also needs demo code cleanup)