Un meshlet est simplement un sous-bloc d’un maillage : un nombre fixe de primitives et de sommets. Un maillage peut être entièrement défini par un ensemble de meshlets, chacun étant constitué d’un ensemble unique de primitives du maillage. Nous qualifierons de meshletisé un maillage converti en structure de meshlets.Le nombre fixe de primitives et de sommets utilisé pour construire le maillage meshletisé est identique dans toute la liste de meshlets et définit la taille maximale de chaque meshlet. Idéalement, chaque meshlet est aussi proche que possible de cette taille, sans nécessairement l’atteindre. Le tampon d’index traditionnel est remplacé par trois nouvelles structures de données : une liste de meshlets, une liste d’index de sommets uniques et une liste de primitives.Figure 1. Rendu d’un maillage meshletisé coloré par meshlet (un dragon). Notez que les meshlets sont constitués de primitives présentant une cohérence spatiale raisonnable.L’exemple de code suivant est une implémentation C++ d’une structure de meshlet d’exécution. Ces données décrivent entièrement un maillage pouvant être rendu.
Cette structure de meshlet présente plusieurs avantages pour le rendu avec Mesh Shader. Chaque meshlet a une taille maximale fixe, ce qui est idéal pour associer un groupe de threads de taille fixe à un seul meshlet et offre une correspondance intuitive entre thread et sommet/primitive. Les nombres de sommets et de primitives sont connus à l’avance, ce qui évite d’avoir à les calculer dans le code du shader. Les index de sommets sont déjà dédoublonnés, ce qui élimine les transformations et exportations de sommets redondantes. Les index de primitives sont localisés par rapport à la liste de sommets du meshlet. Les meshlets offrent également une granularité supplémentaire pour l’élimination (culling) grâce à des informations spatiales et d’orientation.L’exemple de code précédent montre les relations entre les nouveaux tampons de meshlets. La liste de meshlets est une liste plate de la structure « meshlet » d’exécution, qui contient au minimum un décalage et un nombre dans les listes d’index de sommets uniques et de primitives. La liste d’index de sommets uniques est une liste dédoublonnée d’index dans le tampon de données de sommets. La liste de primitives définit les primitives du maillage et se compose d’index dans la liste d’index de sommets uniques, localisés par rapport au décalage de sommets du meshlet.Figure 2. Diagramme illustrant la relation entre les tampons de meshlets.
La meshletisation d’un maillage à tampon d’index traditionnel ne nécessite aucune modification du flux de travail des artistes : il s’agit d’une étape procédurale de post-traitement après la création du modèle. Le tampon d’index traditionnel peut également être régénéré rapidement à l’exécution, ce qui évite d’avoir à livrer à la fois des tampons d’index traditionnels et des tampons de meshlets. La meshletisation pouvant être coûteuse en calcul, nous vous recommandons de l’effectuer hors ligne au préalable.Un exemple de projet de convertisseur de meshlets, comprenant une bibliothèque C++ et un outil en ligne de commande, est fourni par ATG pour effectuer cette conversion, avec nos autres exemples, sur la page XBOX Developer Downloads. Cet outil ne modifie pas les données de sommets elles-mêmes ; nous vous recommandons donc d’exécuter un optimiseur de cache de sommets, tel que l’algorithme de Forsyth, sur les données du maillage avant la meshletisation. Les optimiseurs ont tendance à créer des maillages plus cohérents spatialement que ce que l’on peut attendre universellement des outils de création de contenu. Des heuristiques supplémentaires pourraient être ajoutées pour équilibrer la réutilisation des sommets avec les propriétés d’élimination avantageuses de la structure de maillage résultante.
La structure du meshlet rend le rendu très simple avec les Mesh Shaders. Déclarez la taille du groupe de threads comme étant la taille maximale d’un meshlet et distribuez un groupe de threads pour chaque meshlet du maillage. Chaque thread est chargé de traiter et d’exporter un sommet et une primitive.L’exemple suivant présente un code Mesh Shader simple qui effectue le rendu d’un maillage meshletisé. Tout d’abord, le meshlet du groupe de threads est chargé et les nombres de sorties peuvent être déclarés immédiatement. Enfin, PrimitiveCount threads sont chargés de lire et d’écrire les données d’index de primitives, et VertexCount threads chargent l’index de sommet utilisé pour accéder aux données de sommet, puis l’ombrent et l’écrivent dans le tableau de sortie.L’exemple complet est disponible sur la page XBOX Developer Downloads.L’exemple de code suivant est un exemple d’implémentation de rendu d’un meshlet par un Mesh Shader.
#define MAX_MESHLET_SIZE 128StructureBuffer<MyVertex> Vertices;StructureBuffer<Meshlet> Meshlets;StructuredBuffer<uint> UniqueVertexIndices;StructureBuffer<uint3> PrimitiveIndices;VertexOut TransformVertex(MyVertex v) { ... }[NumThreads(MAX_MESHLET_SIZE, 1, 1)][OutputTopology("triangle")]void main( uint groupThreadId : SV_GroupIndex, uint groupId : SV_GroupID, out vertices VertexOut verts[MAX_MESHLET_SIZE], out indices uint3 tris[MAX_MESHLET_SIZE]){ Meshlet m = Meshlets[groupId]; SetMeshOutputCounts(m.VertCount, m.PrimCount); if (groupThreadId < m.PrimCount) { tris[groupThreadId] = PrimitiveIndices[m.PrimOffset + groupThreadId]; } if (groupThreadId < m.VertCount) { uint index = UniqueVertexIndices[m.VertOffset + groupThreadId]; MyVertex vin = Vertices[index]; verts[groupThreadId] = TransformVertex(vin); }}
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...props.components\n };\n return _jsx(_components.p, {\n children: \"Meshlets\"\n });\n}\nfunction MDXContent(props = {}) {\n const {wrapper: MDXLayout} = {\n ..._provideComponents(),\n ...props.components\n };\n return MDXLayout ? _jsx(MDXLayout, {\n ...props,\n children: _jsx(_createMdxContent, {\n ...props\n })\n }) : _createMdxContent(props);\n}\nreturn {\n default: MDXContent\n};\n","frontmatter":{},"scope":{}},"pageType":"default","mdx":{"mdxSource":{"compiledSource":"\"use strict\";const{Fragment:_Fragment,jsx:_jsx,jsxs:_jsxs}=arguments[0];const{useMDXComponents:_provideComponents}=arguments[0];function _createMdxContent(props){const _components={a:`a`,code:`code`,em:`em`,p:`p`,pre:`pre`,span:`span`,strong:`strong`,..._provideComponents(),...props.components},{CodeBlock,Heading,OptimizedImage}=_components;if(!CodeBlock)_missingMdxReference(`CodeBlock`,true);if(!Heading)_missingMdxReference(`Heading`,true);if(!OptimizedImage)_missingMdxReference(`OptimizedImage`,true);return _jsxs(_Fragment,{children:[_jsxs(_components.p,{children:[`Un `,_jsx(_components.em,{children:`meshlet`}),` est simplement un sous-bloc d’un maillage : un nombre fixe de primitives et de sommets. Un `,_jsx(_components.em,{children:`maillage`}),` peut être entièrement défini par un ensemble de meshlets, chacun étant constitué d’un ensemble unique de primitives du maillage. Nous qualifierons de `,_jsx(_components.em,{children:`meshletisé`}),` un maillage converti en structure de meshlets.`]}),`\n`,_jsx(_components.p,{children:`Le nombre fixe de primitives et de sommets utilisé pour construire le maillage meshletisé est identique dans toute la liste de meshlets et définit la taille maximale de chaque meshlet. Idéalement, chaque meshlet est aussi proche que possible de cette taille, sans nécessairement l’atteindre. Le tampon d’index traditionnel est remplacé par trois nouvelles structures de données : une liste de meshlets, une liste d’index de sommets uniques et une liste de primitives.`}),`\n`,_jsx(_components.p,{children:_jsx(_components.strong,{children:`Figure 1. Rendu d’un maillage meshletisé coloré par meshlet (un dragon). Notez que les meshlets sont constitués de primitives présentant une cohérence spatiale raisonnable.`})}),`\n`,_jsx(OptimizedImage,{src:`https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_dragon_meshlets.png?fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=dc30dfff622025378255edbf728ba775`,alt:`Dragon`,\"data-og-width\":`519`,width:`519`,\"data-og-height\":`500`,height:`500`,\"data-path\":`images/gdk/features/graphics/ms_dragon_meshlets.png`,\"data-optimize\":`true`,\"data-opv\":`3`,srcset:`https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_dragon_meshlets.png?w=280\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=1f4bd100c24b054558a280e3aa4cabb5 280w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_dragon_meshlets.png?w=560\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=bb39d8b00da86dec6d2ea98a3e6da044 560w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_dragon_meshlets.png?w=840\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=021fcfcfd228b5876f8db9f8c4717aca 840w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_dragon_meshlets.png?w=1100\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=38b08106b1c1bdd84a86a5e25a1e989d 1100w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_dragon_meshlets.png?w=1650\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=7f4980eccb4c1295c6373a70a042bc8b 1650w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_dragon_meshlets.png?w=2500\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=68c05d5a27125f5cb85e8caad01f96ce 2500w`}),`\n`,_jsx(_components.p,{children:`L’exemple de code suivant est une implémentation C++ d’une structure de meshlet d’exécution. Ces données décrivent entièrement un maillage pouvant être rendu.`}),`\n`,_jsx(CodeBlock,{numberOfLines:`17`,language:`text`,children:_jsx(_components.pre,{className:`shiki shiki-themes github-light-default dark-plus`,style:{backgroundColor:`#ffffff`,\"--shiki-dark-bg\":`#0B0C0E`,color:`#1f2328`,\"--shiki-dark\":`#D4D4D4`},language:`text`,children:_jsxs(_components.code,{language:`text`,numberOfLines:`17`,children:[_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`struct Meshlet`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`{`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` // Meshlet data.`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` uint VertexOffset;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` uint VertexCount;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` uint PrimitiveOffset;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` uint PrimitiveCount;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` // Culling data.`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` ...`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`};`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`std::vector\u003cMyVertex> Vertices;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`std::vector\u003cMeshlet> Meshlets;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`std::vector\u003cuint16_t> UniqueVertexIndices;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`std::vector\u003cuint8_t> PrimitiveIndices;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})})]})})}),`\n`,_jsx(_components.p,{children:`Cette structure de meshlet présente plusieurs avantages pour le rendu avec Mesh Shader. Chaque meshlet a une taille maximale fixe, ce qui est idéal pour associer un groupe de threads de taille fixe à un seul meshlet et offre une correspondance intuitive entre thread et sommet/primitive. Les nombres de sommets et de primitives sont connus à l’avance, ce qui évite d’avoir à les calculer dans le code du shader. Les index de sommets sont déjà dédoublonnés, ce qui élimine les transformations et exportations de sommets redondantes. Les index de primitives sont localisés par rapport à la liste de sommets du meshlet. Les meshlets offrent également une granularité supplémentaire pour l’élimination (culling) grâce à des informations spatiales et d’orientation.`}),`\n`,_jsx(_components.p,{children:`L’exemple de code précédent montre les relations entre les nouveaux tampons de meshlets. La liste de meshlets est une liste plate de la structure « meshlet » d’exécution, qui contient au minimum un décalage et un nombre dans les listes d’index de sommets uniques et de primitives. La liste d’index de sommets uniques est une liste dédoublonnée d’index dans le tampon de données de sommets. La liste de primitives définit les primitives du maillage et se compose d’index dans la liste d’index de sommets uniques, localisés par rapport au décalage de sommets du meshlet.`}),`\n`,_jsx(_components.p,{children:_jsx(_components.strong,{children:`Figure 2. Diagramme illustrant la relation entre les tampons de meshlets.`})}),`\n`,_jsx(OptimizedImage,{src:`https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_meshlet_data.png?fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=e8e9587e2ed7cde69d6bb91adb78971f`,alt:`Diagramme illustrant la relation entre les tampons de meshlets`,\"data-og-width\":`1000`,width:`1000`,\"data-og-height\":`283`,height:`283`,\"data-path\":`images/gdk/features/graphics/ms_meshlet_data.png`,\"data-optimize\":`true`,\"data-opv\":`3`,srcset:`https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_meshlet_data.png?w=280\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=0ebc55949276356c6c880f335e1f22b2 280w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_meshlet_data.png?w=560\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=fb06ecbc27eb35db49eba099ff278a0f 560w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_meshlet_data.png?w=840\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=0157ee637d33fa3a38bd85fefdbb78ee 840w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_meshlet_data.png?w=1100\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=f255e54cb56a615adb54e356b8c81b15 1100w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_meshlet_data.png?w=1650\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=ad6c9aa766081b23a2f4a99def4a9961 1650w, https://mintcdn.com/microsoft-4404708b/6hkHc7s12mHcTMCE/images/gdk/features/graphics/ms_meshlet_data.png?w=2500\u0026fit=max\u0026auto=format\u0026n=6hkHc7s12mHcTMCE\u0026q=85\u0026s=6128af3c0267ba9ff3c5e835b031fcab 2500w`}),`\n`,_jsx(Heading,{level:`2`,id:`conversion-en-meshlets`,children:`Conversion en meshlets`}),`\n`,_jsx(_components.p,{children:`La meshletisation d’un maillage à tampon d’index traditionnel ne nécessite aucune modification du flux de travail des artistes : il s’agit d’une étape procédurale de post-traitement après la création du modèle. Le tampon d’index traditionnel peut également être régénéré rapidement à l’exécution, ce qui évite d’avoir à livrer à la fois des tampons d’index traditionnels et des tampons de meshlets. La meshletisation pouvant être coûteuse en calcul, nous vous recommandons de l’effectuer hors ligne au préalable.`}),`\n`,_jsxs(_components.p,{children:[`Un exemple de projet de convertisseur de meshlets, comprenant une bibliothèque C++ et un outil en ligne de commande, est fourni par ATG pour effectuer cette conversion, avec nos autres exemples, sur la `,_jsx(_components.a,{href:`https://aka.ms/xgddl`,children:`page XBOX Developer Downloads`}),`. Cet outil ne modifie pas les données de sommets elles-mêmes ; nous vous recommandons donc d’exécuter un optimiseur de cache de sommets, tel que l’algorithme de Forsyth, sur les données du maillage avant la meshletisation. Les optimiseurs ont tendance à créer des maillages plus cohérents spatialement que ce que l’on peut attendre universellement des outils de création de contenu. Des heuristiques supplémentaires pourraient être ajoutées pour équilibrer la réutilisation des sommets avec les propriétés d’élimination avantageuses de la structure de maillage résultante.`]}),`\n`,_jsx(Heading,{level:`2`,id:`rendu-avec-des-meshlets`,children:`Rendu avec des meshlets`}),`\n`,_jsx(_components.p,{children:`La structure du meshlet rend le rendu très simple avec les Mesh Shaders. Déclarez la taille du groupe de threads comme étant la taille maximale d’un meshlet et distribuez un groupe de threads pour chaque meshlet du maillage. Chaque thread est chargé de traiter et d’exporter un sommet et une primitive.`}),`\n`,_jsx(_components.p,{children:`L’exemple suivant présente un code Mesh Shader simple qui effectue le rendu d’un maillage meshletisé. Tout d’abord, le meshlet du groupe de threads est chargé et les nombres de sorties peuvent être déclarés immédiatement. Enfin, PrimitiveCount threads sont chargés de lire et d’écrire les données d’index de primitives, et VertexCount threads chargent l’index de sommet utilisé pour accéder aux données de sommet, puis l’ombrent et l’écrivent dans le tableau de sortie.`}),`\n`,_jsxs(_components.p,{children:[`L’exemple complet est disponible sur la `,_jsx(_components.a,{href:`https://aka.ms/xgddl`,children:`page XBOX Developer Downloads`}),`.`]}),`\n`,_jsx(_components.p,{children:`L’exemple de code suivant est un exemple d’implémentation de rendu d’un meshlet par un Mesh Shader.`}),`\n`,_jsx(CodeBlock,{numberOfLines:`35`,language:`text`,children:_jsx(_components.pre,{className:`shiki shiki-themes github-light-default dark-plus`,style:{backgroundColor:`#ffffff`,\"--shiki-dark-bg\":`#0B0C0E`,color:`#1f2328`,\"--shiki-dark\":`#D4D4D4`},language:`text`,children:_jsxs(_components.code,{language:`text`,numberOfLines:`35`,children:[_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`#define MAX_MESHLET_SIZE 128`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`StructureBuffer\u003cMyVertex> Vertices;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`StructureBuffer\u003cMeshlet> Meshlets;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`StructuredBuffer\u003cuint> UniqueVertexIndices;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`StructureBuffer\u003cuint3> PrimitiveIndices;`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`VertexOut TransformVertex(MyVertex v) { ... }`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`[NumThreads(MAX_MESHLET_SIZE, 1, 1)]`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`[OutputTopology(\"triangle\")]`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`void main(`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` uint groupThreadId : SV_GroupIndex,`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` uint groupId : SV_GroupID,`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` out vertices VertexOut verts[MAX_MESHLET_SIZE],`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` out indices uint3 tris[MAX_MESHLET_SIZE])`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`{`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` Meshlet m = Meshlets[groupId];`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` SetMeshOutputCounts(m.VertCount, m.PrimCount);`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` if (groupThreadId \u003c m.PrimCount) `})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` {`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` tris[groupThreadId] = PrimitiveIndices[m.PrimOffset + groupThreadId];`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` }`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` if (groupThreadId \u003c m.VertCount) `})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` {`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` uint index = UniqueVertexIndices[m.VertOffset + groupThreadId];`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` MyVertex vin = Vertices[index];`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` verts[groupThreadId] = TransformVertex(vin);`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:` }`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{children:`}`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{})})]})})}),`\n`,_jsx(Heading,{level:`2`,id:`voir-aussi`,children:`Voir aussi`}),`\n`,_jsx(_components.p,{children:_jsx(_components.a,{href:`/fr/build/core-features/graphics/newfeatures/ms/ms-overview`,children:`Vue d’ensemble du pipeline Mesh Shader`})}),`\n`,_jsx(_components.p,{children:_jsx(_components.a,{href:`/fr/build/core-features/graphics/newfeatures/ms/ms-api-design`,children:`Vue d’ensemble de l’API Mesh 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