cleanup and refactoring
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parent
2302158928
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76f6bf62a4
1285 changed files with 757994 additions and 8 deletions
166
raytracer/nvpro_core/nvvkhl/sky.cpp
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166
raytracer/nvpro_core/nvvkhl/sky.cpp
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/*
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* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#include "imgui/imgui_helper.h"
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#include "nvh/nvprint.hpp"
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#include "nvvk/shaders_vk.hpp"
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#include "nvvk/descriptorsets_vk.hpp"
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#include "nvvk/debug_util_vk.hpp"
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#include "nvvk/context_vk.hpp"
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#include "nvvk/resourceallocator_vk.hpp"
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#include <glm/gtc/constants.hpp>
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using namespace glm;
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#include "sky.hpp"
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#include "nvvkhl/shaders/dh_comp.h"
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#include "_autogen/sky.comp.h"
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namespace nvvkhl {
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SkyDome::SkyDome(nvvk::Context* ctx, nvvk::ResourceAllocator* allocator)
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{
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setup(ctx->m_device, allocator);
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}
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void SkyDome::setup(const VkDevice& device, nvvk::ResourceAllocator* allocator)
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{
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m_device = device;
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m_alloc = allocator;
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m_debug.setup(device);
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m_skyInfoBuf = m_alloc->createBuffer(sizeof(nvvkhl_shaders::ProceduralSkyShaderParameters),
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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NAME2_VK(m_skyInfoBuf.buffer, "SkyInfo");
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// Descriptor: the output image and parameters
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nvvk::DescriptorSetBindings bind;
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bind.addBinding(nvvkhl_shaders::SkyBindings::eSkyOutImage, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_COMPUTE_BIT);
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bind.addBinding(nvvkhl_shaders::SkyBindings::eSkyParam, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_ALL);
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m_skyDLayout = bind.createLayout(m_device);
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m_skyDPool = bind.createPool(m_device);
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m_skyDSet = nvvk::allocateDescriptorSet(m_device, m_skyDPool, m_skyDLayout);
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// Write parameters information
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std::vector<VkWriteDescriptorSet> writes = {};
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VkDescriptorBufferInfo buf_info{m_skyInfoBuf.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(bind.makeWrite(m_skyDSet, nvvkhl_shaders::SkyBindings::eSkyParam, &buf_info));
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vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
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// Creating the pipeline layout
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VkPushConstantRange push_constant_ranges = {VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(nvvkhl_shaders::SkyPushConstant)};
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std::vector<VkDescriptorSetLayout> layouts = {m_skyDLayout};
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VkPipelineLayoutCreateInfo create_info{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
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create_info.setLayoutCount = static_cast<uint32_t>(layouts.size());
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create_info.pSetLayouts = layouts.data();
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create_info.pushConstantRangeCount = 1;
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create_info.pPushConstantRanges = &push_constant_ranges;
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vkCreatePipelineLayout(m_device, &create_info, nullptr, &m_skyPipelineLayout);
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NAME_VK(m_skyPipelineLayout);
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// HDR Dome compute shader
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VkPipelineShaderStageCreateInfo stage_info{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
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stage_info.stage = VK_SHADER_STAGE_COMPUTE_BIT;
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stage_info.module = nvvk::createShaderModule(m_device, sky_comp, sizeof(sky_comp));
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stage_info.pName = "main";
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VkComputePipelineCreateInfo comp_info{VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO};
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comp_info.layout = m_skyPipelineLayout;
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comp_info.stage = stage_info;
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vkCreateComputePipelines(m_device, {}, 1, &comp_info, nullptr, &m_skyPipeline);
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NAME_VK(m_skyPipeline);
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// Clean up
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vkDestroyShaderModule(m_device, comp_info.stage.module, nullptr);
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}
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void SkyDome::setOutImage(const VkDescriptorImageInfo& outimage)
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{
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VkWriteDescriptorSet wds{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
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wds.dstSet = m_skyDSet;
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wds.dstBinding = 0;
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wds.descriptorCount = 1;
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wds.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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wds.pImageInfo = &outimage;
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vkUpdateDescriptorSets(m_device, 1, &wds, 0, nullptr);
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}
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void SkyDome::draw(const VkCommandBuffer& cmd, const glm::mat4& view, const glm::mat4& proj, const VkExtent2D& size)
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{
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LABEL_SCOPE_VK(cmd);
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// Information to the compute shader
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nvvkhl_shaders::SkyPushConstant pc{};
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pc.mvp = glm::inverse(view) * glm::inverse(proj); // This will be to have a world direction vector pointing to the pixel
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// Execution
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std::vector<VkDescriptorSet> dst_sets = {m_skyDSet};
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vkCmdPushConstants(cmd, m_skyPipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(nvvkhl_shaders::SkyPushConstant), &pc);
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_skyPipelineLayout, 0,
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static_cast<uint32_t>(dst_sets.size()), dst_sets.data(), 0, nullptr);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_skyPipeline);
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VkExtent2D group_counts = getGroupCounts(size);
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vkCmdDispatch(cmd, group_counts.width, group_counts.height, 1);
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}
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void SkyDome::destroy()
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{
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m_alloc->destroy(m_skyInfoBuf);
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vkDestroyPipeline(m_device, m_skyPipeline, nullptr);
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vkDestroyPipelineLayout(m_device, m_skyPipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(m_device, m_skyDLayout, nullptr);
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vkDestroyDescriptorPool(m_device, m_skyDPool, nullptr);
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}
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void SkyDome::updateParameterBuffer(VkCommandBuffer cmd) const
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{
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nvvkhl_shaders::ProceduralSkyShaderParameters output = fillSkyShaderParameters(m_skyParams);
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vkCmdUpdateBuffer(cmd, m_skyInfoBuf.buffer, 0, sizeof(nvvkhl_shaders::ProceduralSkyShaderParameters), &output);
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// Make sure the buffer is available when using it
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VkMemoryBarrier mb{VK_STRUCTURE_TYPE_MEMORY_BARRIER};
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mb.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT | VK_ACCESS_MEMORY_READ_BIT;
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mb.dstAccessMask = VK_ACCESS_MEMORY_WRITE_BIT | VK_ACCESS_MEMORY_READ_BIT;
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vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, &mb, 0, nullptr, 0, nullptr);
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}
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nvvkhl_shaders::Light SkyDome::getSun() const
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{
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nvvkhl_shaders::Light sun{};
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sun.type = nvvkhl_shaders::eLightTypeDirectional;
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sun.angularSizeOrInvRange = m_skyParams.angularSize;
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sun.direction = m_skyParams.direction;
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sun.color = m_skyParams.color;
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sun.intensity = m_skyParams.intensity;
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return sun;
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}
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bool SkyDome::onUI()
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{
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return skyParametersUI(m_skyParams);
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}
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} // namespace nvvkhl
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