Fixing SBT alignment
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2 changed files with 48 additions and 29 deletions
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@ -1238,9 +1238,9 @@ group for that instance.
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The SBT is an array containing the handles to the shader groups used in the ray tracing pipeline. In our example, we
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will create a buffer for the three groups: raygen, miss and closest hit. The size of the handle is given by the
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`shaderGroupHandleSize` member of the ray tracing properties. We will then allocate a buffer of size `3 *
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shaderGroupHandleSize` and will consecutively write the handle of each shader group. To retrieve all the handles, we
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will call `vkGetRayTracingShaderGroupHandlesKHR`.
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`shaderGroupHandleSize` member of the ray tracing properties, but the offset need to be aligned on `shaderGroupBaseAlignment`.
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We will then allocate a buffer of size `3 * shaderGroupBaseAlignment` and will consecutively write the handle of each shader group.
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To retrieve all the handles, we will call `vkGetRayTracingShaderGroupHandlesKHR`.
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The buffer will have the following information, which will later be used when calling `vkCmdTraceRaysKHR`:
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@ -1279,9 +1279,10 @@ void HelloVulkan::createRtShaderBindingTable()
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auto groupCount =
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static_cast<uint32_t>(m_rtShaderGroups.size()); // 3 shaders: raygen, miss, chit
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uint32_t groupHandleSize = m_rtProperties.shaderGroupHandleSize; // Size of a program identifier
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uint32_t baseAlignment = m_rtProperties.shaderGroupBaseAlignment; // Size of shader alignment
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// Fetch all the shader handles used in the pipeline, so that they can be written in the SBT
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uint32_t sbtSize = groupCount * groupHandleSize;
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uint32_t sbtSize = groupCount * baseAlignment;
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````
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We then fetch the handles to the shader groups of the pipeline, and let the allocator allocate the device memory and
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@ -1291,16 +1292,21 @@ copy the handles into the SBT:
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std::vector<uint8_t> shaderHandleStorage(sbtSize);
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m_device.getRayTracingShaderGroupHandlesKHR(m_rtPipeline, 0, groupCount, sbtSize,
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shaderHandleStorage.data());
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// Write the handles in the SBT
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m_rtSBTBuffer = m_alloc.createBuffer(sbtSize, vk::BufferUsageFlagBits::eTransferSrc,
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vk::MemoryPropertyFlagBits::eHostVisible
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| vk::MemoryPropertyFlagBits::eHostCoherent);
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m_debug.setObjectName(m_rtSBTBuffer.buffer, std::string("SBT").c_str());
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// Write the handles in the SBT
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nvvk::CommandPool genCmdBuf(m_device, m_graphicsQueueIndex);
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vk::CommandBuffer cmdBuf = genCmdBuf.createCommandBuffer();
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m_rtSBTBuffer =
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m_alloc.createBuffer(cmdBuf, shaderHandleStorage, vk::BufferUsageFlagBits::eRayTracingKHR);
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m_debug.setObjectName(m_rtSBTBuffer.buffer, "SBT");
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genCmdBuf.submitAndWait(cmdBuf);
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void* mapped = m_alloc.map(m_rtSBTBuffer);
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auto* pData = reinterpret_cast<uint8_t*>(mapped);
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for(uint32_t g = 0; g < groupCount; g++)
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{
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memcpy(pData, shaderHandleStorage.data() + g * groupHandleSize, groupHandleSize); // raygen
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pData += baseAlignment;
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}
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m_alloc.unmap(m_rtSBTBuffer);
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m_alloc.finalizeAndReleaseStaging();
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}
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@ -1360,7 +1366,7 @@ each shader. In our case the stride is simply the size of a shader group handle,
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shader-group-specific data within the SBT, resulting in a larger stride.
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```` C
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vk::DeviceSize progSize = m_rtProperties.shaderGroupHandleSize; // Size of a program identifier
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vk::DeviceSize progSize = m_rtProperties.shaderGroupBaseAlignment; // Size of a program identifier
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vk::DeviceSize rayGenOffset = 0u * progSize; // Start at the beginning of m_sbtBuffer
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vk::DeviceSize missOffset = 1u * progSize; // Jump over raygen
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vk::DeviceSize missStride = progSize;
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