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#include "NvFlowShader.hlsli"

#include "AdvectionCommon.hlsli"

ConstantBuffer<AdvectionDensityCS_GlobalParams> globalParamsIn;
StructuredBuffer< AdvectionDensityCS_LayerParams> layerParamsIn;

StructuredBuffer<uint> tableIn;

Texture3D<float4> densityIn;
Texture3D<float4> predictIn;
Texture3D<float4> velocityIn;
SamplerState valueSampler;

RWTexture3D<float4> densityOut;

[numthreads(128, 1, 1)]
void main(uint3 dispatchThreadID : SV_DispatchThreadID, uint3 groupID : SV_GroupID)
{
    int3 threadIdx = NvFlowComputeThreadIdx(globalParamsIn.table, dispatchThreadID.x);
    uint blockIdx = groupID.y + globalParamsIn.blockIdxOffset;

    uint layerParamIdx = NvFlowGetLayerParamIdx(tableIn, globalParamsIn.table, blockIdx);

    float4 value = macCormackCorrection4f(
        predictIn, densityIn, velocityIn,
        valueSampler, valueSampler, valueSampler,
        tableIn,
        globalParamsIn.table, globalParamsIn.tableVelocity,
        layerParamsIn[layerParamIdx].advectParams,
        blockIdx,
        threadIdx
    );

    value = combustSimulate(layerParamsIn[layerParamIdx].combustParams, value, layerParamsIn[layerParamIdx].advectParams.base.deltaTime);

    NvFlowLocalWrite4f(densityOut, tableIn, globalParamsIn.table, blockIdx, threadIdx, value);
}
