moving pointsets to the GPU via Uniform buffer
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74457d1a9c
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6 changed files with 61 additions and 51 deletions
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@ -33,16 +33,14 @@ layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
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layout(set = 0, binding = 1, rgba32f) uniform image2D image;
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layout(set = 1, binding = 0) uniform _GlobalUniforms { GlobalUniforms uni; };
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layout(set = 1, binding = ePointset) buffer PointsetBuffer { vec2[WINDOWSIZE * WINDOWSIZE] pointset; };
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layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
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layout(set = 1, binding = ePointsetTexture) uniform sampler2D pointset;// bluenoise pointset
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// clang-format on
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void main()
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{
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vec2 uv = vec2(float(gl_LaunchIDEXT.x) / float(gl_LaunchSizeEXT.x), float(gl_LaunchIDEXT.y) / float(gl_LaunchSizeEXT.y));
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const vec2 rayOriginInPix = vec2(gl_LaunchIDEXT.xy) + texture(pointset, uv).xy;
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/*
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const vec2 rayOriginInPix = vec2(gl_LaunchIDEXT.xy) + pointset[255].xy;
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const vec2 inUV = rayOriginInPix / vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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@ -66,6 +64,6 @@ void main()
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tMax, // ray max range
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0// payload (location = 0)
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);
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0));
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*/
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(pointset[gl_LaunchIDEXT.x + WINDOWSIZE * gl_LaunchIDEXT.y].xy, 0.f, 1.0));
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}
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