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ComputeMeshlets
Computes meshlets from mesh subsets for use with DirectX 12 Mesh Shaders.
HRESULT ComputeMeshlets(
const uint16_t* indices, size_t nFaces,
const XMFLOAT3* positions, size_t nVerts,
const uint32_t* adjacency,
std::vector<Meshlet>& meshlets,
std::vector<uint8_t>& uniqueVertexIB,
std::vector<MeshletTriangle>& primitiveIndices,
size_t maxVerts = MESHLET_DEFAULT_MAX_VERTS,
size_t maxPrims = MESHLET_DEFAULT_MAX_PRIMS);
HRESULT ComputeMeshlets(
const uint32_t* indices, size_t nFaces,
const XMFLOAT3* positions, size_t nVerts,
const uint32_t* adjacency,
std::vector<Meshlet>& meshlets,
std::vector<uint8_t>& uniqueVertexIB,
std::vector<MeshletTriangle>& primitiveIndices,
size_t maxVerts = MESHLET_DEFAULT_MAX_VERTS,
size_t maxPrims = MESHLET_DEFAULT_MAX_PRIMS);
Computes meshlets for multiple subsets of a mesh:
HRESULT ComputeMeshlets(
const uint16_t* indices, size_t nFaces,
const XMFLOAT3* positions, size_t nVerts,
const std::pair<size_t, size_t>* subsets, size_t nSubsets,
_In_reads_opt_(nFaces * 3) const uint32_t* adjacency,
std::vector<Meshlet>& meshlets,
std::vector<uint8_t>& uniqueVertexIB,
std::vector<MeshletTriangle>& primitiveIndices,
std::pair<size_t, size_t>* meshletSubsets,
size_t maxVerts = MESHLET_DEFAULT_MAX_VERTS,
size_t maxPrims = MESHLET_DEFAULT_MAX_PRIMS);
HRESULT __cdecl ComputeMeshlets(
const uint32_t* indices, size_t nFaces,
const XMFLOAT3* positions, size_t nVerts,
const std::pair<size_t, size_t>* subsets, size_t nSubsets,
const uint32_t* adjacency,
std::vector<Meshlet>& meshlets,
std::vector<uint8_t>& uniqueVertexIB,
std::vector<MeshletTriangle>& primitiveIndices,
std::pair<size_t, size_t>* meshletSubsets,
size_t maxVerts = MESHLET_DEFAULT_MAX_VERTS,
size_t maxPrims = MESHLET_DEFAULT_MAX_PRIMS);
adjacency can be nullptr, in which case it will call GenerateAdjacencyAndPointReps internally.
The computed meshlets are returned in meshlets, uniqueVertexIB, and primitiveIndices. These std::vectors
can be empty or not, and the function will append to any existing data.
The uniqueVertexIB parameter is a byte buffer. The contents are uint16_t
for the 16-bit indices input or uint32_t
for 32-bit indices input. Be sure that that uniqueVertexIB size is always evenly divisible by 2 for 16-bit indices or 4 for 32-bit indices.
The maxVerts value controls the maximum number of vertices per meshlet, and must be in the range MESHLET_MINIMUM_SIZE
(32) to MESHLET_MAXIMUM_SIZE
(256). The default value is MESHLET_DEFAULT_MAX_VERTS
(128).
The maxPrims value controls the maximum number of primitives per meshlet, and must be in the range MESHLET_MINIMUM_SIZE
(32) to MESHLET_MAXIMUM_SIZE
(256). The default value is MESHLET_DEFAULT_MAX_PRIMS
(128).
For the multisubset versions, the input subsets is data in the same form as ComputeSubsets. meshletSubsets returns subsets as offsets and counts into the meshlets output array.
auto mesh = std::make_unique<WaveFrontReader<uint16_t>>();
if ( FAILED( mesh->Load( L"test.obj" ) ) )
// Error
size_t nFaces = mesh->indices.size() / 3;
size_t nVerts = mesh->vertices.size();
std::unique_ptr<XMFLOAT3[]> pos( new XMFLOAT3[ nVerts ] );
for( size_t j = 0; j < nVerts; ++j )
pos[ j ] = mesh->vertices[ j ].position;
std::vector<Meshlet> meshlets;
std::vector<uint8_t> uniqueVertexIB;
std::vector<MeshletTriangle> primitiveIndices;
if ( FAILED( ComputeMeshlets( mesh->indices.data(), nFaces,
pos.get(), nVerts,
nullptr,
meshlets, uniqueVertexIB, primitiveIndices) )
// Error
auto uniqueVertexIndices = reinterpret_cast<const uint16_t*>(uniqueVertexIB.data());
size_t vertIndices = uniqueVertexIB.size() / sizeof(uint16_t);
DirectX Blog: Coming to DirectX 12— Mesh Shaders and Amplification Shaders
DirectX Dev Day: Reinventing the Geometry Pipeline: Mesh Shaders in DirectX 12 (YouTube)
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
DirectX Tool Kit for DirectX 11