cleanup and refactoring
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1285 changed files with 757994 additions and 8 deletions
885
raytracer/ray_tracing_gltf/hello_vulkan.cpp
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raytracer/ray_tracing_gltf/hello_vulkan.cpp
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/*
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* Copyright (c) 2014-2023, 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) 2014-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#include <sstream>
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include "hello_vulkan.h"
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#include "nvh/cameramanipulator.hpp"
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#include "nvh/fileoperations.hpp"
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#include "nvh/gltfscene.hpp"
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#include "nvh/nvprint.hpp"
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#include "nvvk/commands_vk.hpp"
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#include "nvvk/descriptorsets_vk.hpp"
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#include "nvvk/images_vk.hpp"
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#include "nvvk/pipeline_vk.hpp"
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#include "nvvk/renderpasses_vk.hpp"
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#include "nvvk/shaders_vk.hpp"
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#include "nvh/alignment.hpp"
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#include "nvvk/buffers_vk.hpp"
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extern std::vector<std::string> defaultSearchPaths;
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//--------------------------------------------------------------------------------------------------
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// Keep the handle on the device
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// Initialize the tool to do all our allocations: buffers, images
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//
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void HelloVulkan::setup(const VkInstance& instance, const VkDevice& device, const VkPhysicalDevice& physicalDevice, uint32_t queueFamily)
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{
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AppBaseVk::setup(instance, device, physicalDevice, queueFamily);
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m_alloc.init(instance, device, physicalDevice);
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m_debug.setup(m_device);
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m_offscreenDepthFormat = nvvk::findDepthFormat(physicalDevice);
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}
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//--------------------------------------------------------------------------------------------------
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// Called at each frame to update the camera matrix
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//
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void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
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{
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// Prepare new UBO contents on host.
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const float aspectRatio = m_size.width / static_cast<float>(m_size.height);
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GlobalUniforms hostUBO = {};
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const auto& view = CameraManip.getMatrix();
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glm::mat4 proj = glm::perspectiveRH_ZO(glm::radians(CameraManip.getFov()), aspectRatio, 0.1f, 1000.0f);
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proj[1][1] *= -1; // Inverting Y for Vulkan (not needed with perspectiveVK).
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hostUBO.viewProj = proj * view;
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hostUBO.viewInverse = glm::inverse(view);
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hostUBO.projInverse = glm::inverse(proj);
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// UBO on the device, and what stages access it.
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VkBuffer deviceUBO = m_bGlobals.buffer;
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auto uboUsageStages = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR;
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// Ensure that the modified UBO is not visible to previous frames.
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VkBufferMemoryBarrier beforeBarrier{VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER};
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beforeBarrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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beforeBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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beforeBarrier.buffer = deviceUBO;
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beforeBarrier.offset = 0;
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beforeBarrier.size = sizeof(hostUBO);
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vkCmdPipelineBarrier(cmdBuf, uboUsageStages, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_DEPENDENCY_DEVICE_GROUP_BIT, 0,
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nullptr, 1, &beforeBarrier, 0, nullptr);
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// Schedule the host-to-device upload. (hostUBO is copied into the cmd
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// buffer so it is okay to deallocate when the function returns).
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vkCmdUpdateBuffer(cmdBuf, m_bGlobals.buffer, 0, sizeof(GlobalUniforms), &hostUBO);
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// Making sure the updated UBO will be visible.
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VkBufferMemoryBarrier afterBarrier{VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER};
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afterBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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afterBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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afterBarrier.buffer = deviceUBO;
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afterBarrier.offset = 0;
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afterBarrier.size = sizeof(hostUBO);
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vkCmdPipelineBarrier(cmdBuf, VK_PIPELINE_STAGE_TRANSFER_BIT, uboUsageStages, VK_DEPENDENCY_DEVICE_GROUP_BIT, 0,
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nullptr, 1, &afterBarrier, 0, nullptr);
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}
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//--------------------------------------------------------------------------------------------------
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// Describing the layout pushed when rendering
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//
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void HelloVulkan::createDescriptorSetLayout()
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{
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auto& bind = m_descSetLayoutBind;
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// Camera matrices
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bind.addBinding(SceneBindings::eGlobals, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
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// Array of textures
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auto nbTextures = static_cast<uint32_t>(m_textures.size());
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bind.addBinding(SceneBindings::eTextures, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTextures,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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// Scene buffers
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bind.addBinding(eSceneDesc, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR
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| VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
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m_descPool = m_descSetLayoutBind.createPool(m_device, 1);
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m_descSet = nvvk::allocateDescriptorSet(m_device, m_descPool, m_descSetLayout);
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}
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//--------------------------------------------------------------------------------------------------
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// Setting up the buffers in the descriptor set
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//
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void HelloVulkan::updateDescriptorSet()
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{
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std::vector<VkWriteDescriptorSet> writes;
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// Camera matrices and scene description
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VkDescriptorBufferInfo dbiUnif{m_bGlobals.buffer, 0, VK_WHOLE_SIZE};
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VkDescriptorBufferInfo sceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, SceneBindings::eGlobals, &dbiUnif));
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, eSceneDesc, &sceneDesc));
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// All texture samplers
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std::vector<VkDescriptorImageInfo> diit;
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for(auto& texture : m_textures)
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diit.emplace_back(texture.descriptor);
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, SceneBindings::eTextures, diit.data()));
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// Writing the information
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vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
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}
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//--------------------------------------------------------------------------------------------------
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// Creating the pipeline layout
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//
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void HelloVulkan::createGraphicsPipeline()
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{
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VkPushConstantRange pushConstantRanges = {VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstantRaster)};
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// Creating the Pipeline Layout
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VkPipelineLayoutCreateInfo createInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
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createInfo.setLayoutCount = 1;
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createInfo.pSetLayouts = &m_descSetLayout;
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createInfo.pushConstantRangeCount = 1;
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createInfo.pPushConstantRanges = &pushConstantRanges;
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vkCreatePipelineLayout(m_device, &createInfo, nullptr, &m_pipelineLayout);
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// Creating the Pipeline
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std::vector<std::string> paths = defaultSearchPaths;
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nvvk::GraphicsPipelineGeneratorCombined gpb(m_device, m_pipelineLayout, m_offscreenRenderPass);
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gpb.depthStencilState.depthTestEnable = true;
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gpb.addShader(nvh::loadFile("spv/vert_shader.vert.spv", true, paths, true), VK_SHADER_STAGE_VERTEX_BIT);
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gpb.addShader(nvh::loadFile("spv/frag_shader.frag.spv", true, paths, true), VK_SHADER_STAGE_FRAGMENT_BIT);
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gpb.addBindingDescriptions({{0, sizeof(glm::vec3)}, {1, sizeof(glm::vec3)}, {2, sizeof(glm::vec2)}});
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gpb.addAttributeDescriptions({
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{0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0}, // Position
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{1, 1, VK_FORMAT_R32G32B32_SFLOAT, 0}, // Normal
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{2, 2, VK_FORMAT_R32G32_SFLOAT, 0}, // Texcoord0
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});
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m_graphicsPipeline = gpb.createPipeline();
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m_debug.setObjectName(m_graphicsPipeline, "Graphics");
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}
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//--------------------------------------------------------------------------------------------------
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// Loading the OBJ file and setting up all buffers
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//
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void HelloVulkan::loadScene(const std::string& filename)
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{
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using vkBU = VkBufferUsageFlagBits;
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tinygltf::Model tmodel;
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tinygltf::TinyGLTF tcontext;
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std::string warn, error;
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LOGI("Loading file: %s", filename.c_str());
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if(!tcontext.LoadASCIIFromFile(&tmodel, &error, &warn, filename))
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{
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assert(!"Error while loading scene");
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}
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LOGW("%s", warn.c_str());
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LOGE("%s", error.c_str());
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m_gltfScene.importMaterials(tmodel);
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m_gltfScene.importDrawableNodes(tmodel, nvh::GltfAttributes::Normal | nvh::GltfAttributes::Texcoord_0);
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// Create the buffers on Device and copy vertices, indices and materials
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nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
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VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
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m_vertexBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_positions,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
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| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
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m_indexBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_indices,
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
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| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
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m_normalBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_normals,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
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| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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m_uvBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_texcoords0,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
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| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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// Copying all materials, only the elements we need
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std::vector<GltfShadeMaterial> shadeMaterials;
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for(const auto& m : m_gltfScene.m_materials)
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{
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shadeMaterials.emplace_back(GltfShadeMaterial{m.baseColorFactor, m.emissiveFactor, m.baseColorTexture});
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}
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m_materialBuffer = m_alloc.createBuffer(cmdBuf, shadeMaterials,
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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// The following is used to find the primitive mesh information in the CHIT
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std::vector<PrimMeshInfo> primLookup;
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for(auto& primMesh : m_gltfScene.m_primMeshes)
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{
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primLookup.push_back({primMesh.firstIndex, primMesh.vertexOffset, primMesh.materialIndex});
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}
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m_primInfo = m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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SceneDesc sceneDesc;
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sceneDesc.vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
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sceneDesc.indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
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sceneDesc.normalAddress = nvvk::getBufferDeviceAddress(m_device, m_normalBuffer.buffer);
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sceneDesc.uvAddress = nvvk::getBufferDeviceAddress(m_device, m_uvBuffer.buffer);
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sceneDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_materialBuffer.buffer);
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sceneDesc.primInfoAddress = nvvk::getBufferDeviceAddress(m_device, m_primInfo.buffer);
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m_sceneDesc = m_alloc.createBuffer(cmdBuf, sizeof(SceneDesc), &sceneDesc,
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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// Creates all textures found
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createTextureImages(cmdBuf, tmodel);
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cmdBufGet.submitAndWait(cmdBuf);
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m_alloc.finalizeAndReleaseStaging();
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NAME_VK(m_vertexBuffer.buffer);
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NAME_VK(m_indexBuffer.buffer);
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NAME_VK(m_normalBuffer.buffer);
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NAME_VK(m_uvBuffer.buffer);
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NAME_VK(m_materialBuffer.buffer);
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NAME_VK(m_primInfo.buffer);
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NAME_VK(m_sceneDesc.buffer);
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}
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//--------------------------------------------------------------------------------------------------
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// Creating the uniform buffer holding the camera matrices
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// - Buffer is host visible
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//
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void HelloVulkan::createUniformBuffer()
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{
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m_bGlobals = m_alloc.createBuffer(sizeof(GlobalUniforms), 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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m_debug.setObjectName(m_bGlobals.buffer, "Globals");
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}
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//--------------------------------------------------------------------------------------------------
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// Creating all textures and samplers
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//
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void HelloVulkan::createTextureImages(const VkCommandBuffer& cmdBuf, tinygltf::Model& gltfModel)
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{
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VkSamplerCreateInfo samplerCreateInfo{VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
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samplerCreateInfo.minFilter = VK_FILTER_LINEAR;
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samplerCreateInfo.magFilter = VK_FILTER_LINEAR;
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samplerCreateInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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samplerCreateInfo.maxLod = FLT_MAX;
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VkFormat format = VK_FORMAT_R8G8B8A8_SRGB;
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auto addDefaultTexture = [this]() {
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// Make dummy image(1,1), needed as we cannot have an empty array
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nvvk::ScopeCommandBuffer cmdBuf(m_device, m_graphicsQueueIndex);
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std::array<uint8_t, 4> white = {255, 255, 255, 255};
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VkSamplerCreateInfo sampler{VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
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m_textures.emplace_back(m_alloc.createTexture(cmdBuf, 4, white.data(), nvvk::makeImage2DCreateInfo(VkExtent2D{1, 1}), sampler));
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m_debug.setObjectName(m_textures.back().image, "dummy");
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};
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if(gltfModel.images.empty())
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{
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addDefaultTexture();
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return;
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}
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m_textures.reserve(gltfModel.images.size());
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for(size_t i = 0; i < gltfModel.images.size(); i++)
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{
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auto& gltfimage = gltfModel.images[i];
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void* buffer = &gltfimage.image[0];
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VkDeviceSize bufferSize = gltfimage.image.size();
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auto imgSize = VkExtent2D{(uint32_t)gltfimage.width, (uint32_t)gltfimage.height};
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if(bufferSize == 0 || gltfimage.width == -1 || gltfimage.height == -1)
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{
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addDefaultTexture();
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continue;
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}
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VkImageCreateInfo imageCreateInfo = nvvk::makeImage2DCreateInfo(imgSize, format, VK_IMAGE_USAGE_SAMPLED_BIT, true);
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nvvk::Image image = m_alloc.createImage(cmdBuf, bufferSize, buffer, imageCreateInfo);
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nvvk::cmdGenerateMipmaps(cmdBuf, image.image, format, imgSize, imageCreateInfo.mipLevels);
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VkImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, imageCreateInfo);
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m_textures.emplace_back(m_alloc.createTexture(image, ivInfo, samplerCreateInfo));
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m_debug.setObjectName(m_textures[i].image, std::string("Txt" + std::to_string(i)));
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}
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}
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//--------------------------------------------------------------------------------------------------
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// Destroying all allocations
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//
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void HelloVulkan::destroyResources()
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{
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vkDestroyPipeline(m_device, m_graphicsPipeline, nullptr);
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vkDestroyPipelineLayout(m_device, m_pipelineLayout, nullptr);
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vkDestroyDescriptorPool(m_device, m_descPool, nullptr);
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vkDestroyDescriptorSetLayout(m_device, m_descSetLayout, nullptr);
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m_alloc.destroy(m_bGlobals);
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m_alloc.destroy(m_vertexBuffer);
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m_alloc.destroy(m_normalBuffer);
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m_alloc.destroy(m_uvBuffer);
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m_alloc.destroy(m_indexBuffer);
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m_alloc.destroy(m_materialBuffer);
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m_alloc.destroy(m_primInfo);
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m_alloc.destroy(m_sceneDesc);
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for(auto& t : m_textures)
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{
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m_alloc.destroy(t);
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}
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//#Post
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m_alloc.destroy(m_offscreenColor);
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m_alloc.destroy(m_offscreenDepth);
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vkDestroyPipeline(m_device, m_postPipeline, nullptr);
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vkDestroyPipelineLayout(m_device, m_postPipelineLayout, nullptr);
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vkDestroyDescriptorPool(m_device, m_postDescPool, nullptr);
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vkDestroyDescriptorSetLayout(m_device, m_postDescSetLayout, nullptr);
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vkDestroyRenderPass(m_device, m_offscreenRenderPass, nullptr);
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vkDestroyFramebuffer(m_device, m_offscreenFramebuffer, nullptr);
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// #VKRay
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m_rtBuilder.destroy();
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m_sbtWrapper.destroy();
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vkDestroyPipeline(m_device, m_rtPipeline, nullptr);
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vkDestroyPipelineLayout(m_device, m_rtPipelineLayout, nullptr);
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vkDestroyDescriptorPool(m_device, m_rtDescPool, nullptr);
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vkDestroyDescriptorSetLayout(m_device, m_rtDescSetLayout, nullptr);
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m_alloc.deinit();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Drawing the scene in raster mode
|
||||
//
|
||||
void HelloVulkan::rasterize(const VkCommandBuffer& cmdBuf)
|
||||
{
|
||||
using vkPBP = VkPipelineBindPoint;
|
||||
|
||||
std::vector<VkDeviceSize> offsets = {0, 0, 0};
|
||||
|
||||
m_debug.beginLabel(cmdBuf, "Rasterize");
|
||||
|
||||
// Dynamic Viewport
|
||||
setViewport(cmdBuf);
|
||||
|
||||
// Drawing all triangles
|
||||
vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_graphicsPipeline);
|
||||
vkCmdBindDescriptorSets(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1, &m_descSet, 0, nullptr);
|
||||
|
||||
std::vector<VkBuffer> vertexBuffers = {m_vertexBuffer.buffer, m_normalBuffer.buffer, m_uvBuffer.buffer};
|
||||
vkCmdBindVertexBuffers(cmdBuf, 0, static_cast<uint32_t>(vertexBuffers.size()), vertexBuffers.data(), offsets.data());
|
||||
vkCmdBindIndexBuffer(cmdBuf, m_indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
|
||||
uint32_t idxNode = 0;
|
||||
for(auto& node : m_gltfScene.m_nodes)
|
||||
{
|
||||
auto& primitive = m_gltfScene.m_primMeshes[node.primMesh];
|
||||
|
||||
m_pcRaster.modelMatrix = node.worldMatrix;
|
||||
m_pcRaster.objIndex = node.primMesh;
|
||||
m_pcRaster.materialId = primitive.materialIndex;
|
||||
vkCmdPushConstants(cmdBuf, m_pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
|
||||
sizeof(PushConstantRaster), &m_pcRaster);
|
||||
vkCmdDrawIndexed(cmdBuf, primitive.indexCount, 1, primitive.firstIndex, primitive.vertexOffset, 0);
|
||||
}
|
||||
|
||||
m_debug.endLabel(cmdBuf);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Handling resize of the window
|
||||
//
|
||||
void HelloVulkan::onResize(int /*w*/, int /*h*/)
|
||||
{
|
||||
createOffscreenRender();
|
||||
updatePostDescriptorSet();
|
||||
updateRtDescriptorSet();
|
||||
resetFrame();
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Post-processing
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Creating an offscreen frame buffer and the associated render pass
|
||||
//
|
||||
void HelloVulkan::createOffscreenRender()
|
||||
{
|
||||
m_alloc.destroy(m_offscreenColor);
|
||||
m_alloc.destroy(m_offscreenDepth);
|
||||
|
||||
// Creating the color image
|
||||
{
|
||||
auto colorCreateInfo = nvvk::makeImage2DCreateInfo(m_size, m_offscreenColorFormat,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT
|
||||
| VK_IMAGE_USAGE_STORAGE_BIT);
|
||||
|
||||
|
||||
nvvk::Image image = m_alloc.createImage(colorCreateInfo);
|
||||
VkImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, colorCreateInfo);
|
||||
VkSamplerCreateInfo sampler{VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
|
||||
m_offscreenColor = m_alloc.createTexture(image, ivInfo, sampler);
|
||||
m_offscreenColor.descriptor.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
}
|
||||
|
||||
// Creating the depth buffer
|
||||
auto depthCreateInfo = nvvk::makeImage2DCreateInfo(m_size, m_offscreenDepthFormat, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
|
||||
{
|
||||
nvvk::Image image = m_alloc.createImage(depthCreateInfo);
|
||||
|
||||
|
||||
VkImageViewCreateInfo depthStencilView{VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
|
||||
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
||||
depthStencilView.format = m_offscreenDepthFormat;
|
||||
depthStencilView.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
|
||||
depthStencilView.image = image.image;
|
||||
|
||||
m_offscreenDepth = m_alloc.createTexture(image, depthStencilView);
|
||||
}
|
||||
|
||||
// Setting the image layout for both color and depth
|
||||
{
|
||||
nvvk::CommandPool genCmdBuf(m_device, m_graphicsQueueIndex);
|
||||
auto cmdBuf = genCmdBuf.createCommandBuffer();
|
||||
nvvk::cmdBarrierImageLayout(cmdBuf, m_offscreenColor.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL);
|
||||
nvvk::cmdBarrierImageLayout(cmdBuf, m_offscreenDepth.image, VK_IMAGE_LAYOUT_UNDEFINED,
|
||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
|
||||
genCmdBuf.submitAndWait(cmdBuf);
|
||||
}
|
||||
|
||||
// Creating a renderpass for the offscreen
|
||||
if(!m_offscreenRenderPass)
|
||||
{
|
||||
m_offscreenRenderPass = nvvk::createRenderPass(m_device, {m_offscreenColorFormat}, m_offscreenDepthFormat, 1, true,
|
||||
true, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL);
|
||||
}
|
||||
|
||||
|
||||
// Creating the frame buffer for offscreen
|
||||
std::vector<VkImageView> attachments = {m_offscreenColor.descriptor.imageView, m_offscreenDepth.descriptor.imageView};
|
||||
|
||||
vkDestroyFramebuffer(m_device, m_offscreenFramebuffer, nullptr);
|
||||
VkFramebufferCreateInfo info{VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
|
||||
info.renderPass = m_offscreenRenderPass;
|
||||
info.attachmentCount = 2;
|
||||
info.pAttachments = attachments.data();
|
||||
info.width = m_size.width;
|
||||
info.height = m_size.height;
|
||||
info.layers = 1;
|
||||
vkCreateFramebuffer(m_device, &info, nullptr, &m_offscreenFramebuffer);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// The pipeline is how things are rendered, which shaders, type of primitives, depth test and more
|
||||
//
|
||||
void HelloVulkan::createPostPipeline()
|
||||
{
|
||||
// Push constants in the fragment shader
|
||||
VkPushConstantRange pushConstantRanges = {VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float)};
|
||||
|
||||
// Creating the pipeline layout
|
||||
VkPipelineLayoutCreateInfo createInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
|
||||
createInfo.setLayoutCount = 1;
|
||||
createInfo.pSetLayouts = &m_postDescSetLayout;
|
||||
createInfo.pushConstantRangeCount = 1;
|
||||
createInfo.pPushConstantRanges = &pushConstantRanges;
|
||||
vkCreatePipelineLayout(m_device, &createInfo, nullptr, &m_postPipelineLayout);
|
||||
|
||||
|
||||
// Pipeline: completely generic, no vertices
|
||||
nvvk::GraphicsPipelineGeneratorCombined pipelineGenerator(m_device, m_postPipelineLayout, m_renderPass);
|
||||
pipelineGenerator.addShader(nvh::loadFile("spv/passthrough.vert.spv", true, defaultSearchPaths, true), VK_SHADER_STAGE_VERTEX_BIT);
|
||||
pipelineGenerator.addShader(nvh::loadFile("spv/post.frag.spv", true, defaultSearchPaths, true), VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
pipelineGenerator.rasterizationState.cullMode = VK_CULL_MODE_NONE;
|
||||
m_postPipeline = pipelineGenerator.createPipeline();
|
||||
m_debug.setObjectName(m_postPipeline, "post");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// The descriptor layout is the description of the data that is passed to the vertex or the
|
||||
// fragment program.
|
||||
//
|
||||
void HelloVulkan::createPostDescriptor()
|
||||
{
|
||||
m_postDescSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
m_postDescSetLayout = m_postDescSetLayoutBind.createLayout(m_device);
|
||||
m_postDescPool = m_postDescSetLayoutBind.createPool(m_device);
|
||||
m_postDescSet = nvvk::allocateDescriptorSet(m_device, m_postDescPool, m_postDescSetLayout);
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Update the output
|
||||
//
|
||||
void HelloVulkan::updatePostDescriptorSet()
|
||||
{
|
||||
VkWriteDescriptorSet writeDescriptorSets = m_postDescSetLayoutBind.makeWrite(m_postDescSet, 0, &m_offscreenColor.descriptor);
|
||||
vkUpdateDescriptorSets(m_device, 1, &writeDescriptorSets, 0, nullptr);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Draw a full screen quad with the attached image
|
||||
//
|
||||
void HelloVulkan::drawPost(VkCommandBuffer cmdBuf)
|
||||
{
|
||||
m_debug.beginLabel(cmdBuf, "Post");
|
||||
|
||||
setViewport(cmdBuf);
|
||||
|
||||
auto aspectRatio = static_cast<float>(m_size.width) / static_cast<float>(m_size.height);
|
||||
vkCmdPushConstants(cmdBuf, m_postPipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float), &aspectRatio);
|
||||
vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_postPipeline);
|
||||
vkCmdBindDescriptorSets(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_postPipelineLayout, 0, 1, &m_postDescSet, 0, nullptr);
|
||||
vkCmdDraw(cmdBuf, 3, 1, 0, 0);
|
||||
|
||||
m_debug.endLabel(cmdBuf);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Initialize Vulkan ray tracing
|
||||
// #VKRay
|
||||
void HelloVulkan::initRayTracing()
|
||||
{
|
||||
// Requesting ray tracing properties
|
||||
VkPhysicalDeviceProperties2 prop2{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2};
|
||||
prop2.pNext = &m_rtProperties;
|
||||
vkGetPhysicalDeviceProperties2(m_physicalDevice, &prop2);
|
||||
|
||||
m_rtBuilder.setup(m_device, &m_alloc, m_graphicsQueueIndex);
|
||||
m_sbtWrapper.setup(m_device, m_graphicsQueueIndex, &m_alloc, m_rtProperties);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Converting a GLTF primitive in the Raytracing Geometry used for the BLAS
|
||||
//
|
||||
auto HelloVulkan::primitiveToVkGeometry(const nvh::GltfPrimMesh& prim)
|
||||
{
|
||||
// BLAS builder requires raw device addresses.
|
||||
VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
|
||||
VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
|
||||
|
||||
uint32_t maxPrimitiveCount = prim.indexCount / 3;
|
||||
|
||||
// Describe buffer as array of VertexObj.
|
||||
VkAccelerationStructureGeometryTrianglesDataKHR triangles{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR};
|
||||
triangles.vertexFormat = VK_FORMAT_R32G32B32_SFLOAT; // vec3 vertex position data.
|
||||
triangles.vertexData.deviceAddress = vertexAddress;
|
||||
triangles.vertexStride = sizeof(glm::vec3);
|
||||
// Describe index data (32-bit unsigned int)
|
||||
triangles.indexType = VK_INDEX_TYPE_UINT32;
|
||||
triangles.indexData.deviceAddress = indexAddress;
|
||||
// Indicate identity transform by setting transformData to null device pointer.
|
||||
//triangles.transformData = {};
|
||||
triangles.maxVertex = prim.vertexCount - 1;
|
||||
|
||||
// Identify the above data as containing opaque triangles.
|
||||
VkAccelerationStructureGeometryKHR asGeom{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR};
|
||||
asGeom.geometryType = VK_GEOMETRY_TYPE_TRIANGLES_KHR;
|
||||
asGeom.flags = VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR; // For AnyHit
|
||||
asGeom.geometry.triangles = triangles;
|
||||
|
||||
VkAccelerationStructureBuildRangeInfoKHR offset;
|
||||
offset.firstVertex = prim.vertexOffset;
|
||||
offset.primitiveCount = maxPrimitiveCount;
|
||||
offset.primitiveOffset = prim.firstIndex * sizeof(uint32_t);
|
||||
offset.transformOffset = 0;
|
||||
|
||||
// Our blas is made from only one geometry, but could be made of many geometries
|
||||
nvvk::RaytracingBuilderKHR::BlasInput input;
|
||||
input.asGeometry.emplace_back(asGeom);
|
||||
input.asBuildOffsetInfo.emplace_back(offset);
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
void HelloVulkan::createBottomLevelAS()
|
||||
{
|
||||
// BLAS - Storing each primitive in a geometry
|
||||
std::vector<nvvk::RaytracingBuilderKHR::BlasInput> allBlas;
|
||||
allBlas.reserve(m_gltfScene.m_primMeshes.size());
|
||||
for(auto& primMesh : m_gltfScene.m_primMeshes)
|
||||
{
|
||||
auto geo = primitiveToVkGeometry(primMesh);
|
||||
allBlas.push_back({geo});
|
||||
}
|
||||
m_rtBuilder.buildBlas(allBlas, VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
void HelloVulkan::createTopLevelAS()
|
||||
{
|
||||
std::vector<VkAccelerationStructureInstanceKHR> tlas;
|
||||
tlas.reserve(m_gltfScene.m_nodes.size());
|
||||
for(auto& node : m_gltfScene.m_nodes)
|
||||
{
|
||||
VkAccelerationStructureInstanceKHR rayInst{};
|
||||
rayInst.transform = nvvk::toTransformMatrixKHR(node.worldMatrix);
|
||||
rayInst.instanceCustomIndex = node.primMesh; // gl_InstanceCustomIndexEXT: to find which primitive
|
||||
rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(node.primMesh);
|
||||
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
|
||||
rayInst.mask = 0xFF;
|
||||
rayInst.instanceShaderBindingTableRecordOffset = 0; // We will use the same hit group for all objects
|
||||
tlas.emplace_back(rayInst);
|
||||
}
|
||||
m_rtBuilder.buildTlas(tlas, VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// This descriptor set holds the Acceleration structure and the output image
|
||||
//
|
||||
void HelloVulkan::createRtDescriptorSet()
|
||||
{
|
||||
// Top-level acceleration structure, usable by both the ray generation and the closest hit (to shoot shadow rays)
|
||||
m_rtDescSetLayoutBind.addBinding(RtxBindings::eTlas, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1,
|
||||
VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); // TLAS
|
||||
m_rtDescSetLayoutBind.addBinding(RtxBindings::eOutImage, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1,
|
||||
VK_SHADER_STAGE_RAYGEN_BIT_KHR); // Output image
|
||||
m_rtDescSetLayoutBind.addBinding(RtxBindings::ePrimLookup, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
|
||||
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); // Primitive info
|
||||
|
||||
m_rtDescPool = m_rtDescSetLayoutBind.createPool(m_device);
|
||||
m_rtDescSetLayout = m_rtDescSetLayoutBind.createLayout(m_device);
|
||||
|
||||
VkDescriptorSetAllocateInfo allocateInfo{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
|
||||
allocateInfo.descriptorPool = m_rtDescPool;
|
||||
allocateInfo.descriptorSetCount = 1;
|
||||
allocateInfo.pSetLayouts = &m_rtDescSetLayout;
|
||||
vkAllocateDescriptorSets(m_device, &allocateInfo, &m_rtDescSet);
|
||||
|
||||
|
||||
VkAccelerationStructureKHR tlas = m_rtBuilder.getAccelerationStructure();
|
||||
VkWriteDescriptorSetAccelerationStructureKHR descASInfo{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR};
|
||||
descASInfo.accelerationStructureCount = 1;
|
||||
descASInfo.pAccelerationStructures = &tlas;
|
||||
VkDescriptorImageInfo imageInfo{{}, m_offscreenColor.descriptor.imageView, VK_IMAGE_LAYOUT_GENERAL};
|
||||
VkDescriptorBufferInfo primitiveInfoDesc{m_primInfo.buffer, 0, VK_WHOLE_SIZE};
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writes;
|
||||
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::eTlas, &descASInfo));
|
||||
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::eOutImage, &imageInfo));
|
||||
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::ePrimLookup, &primitiveInfoDesc));
|
||||
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Writes the output image to the descriptor set
|
||||
// - Required when changing resolution
|
||||
//
|
||||
void HelloVulkan::updateRtDescriptorSet()
|
||||
{
|
||||
// (1) Output buffer
|
||||
VkDescriptorImageInfo imageInfo{{}, m_offscreenColor.descriptor.imageView, VK_IMAGE_LAYOUT_GENERAL};
|
||||
VkWriteDescriptorSet wds = m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::eOutImage, &imageInfo);
|
||||
vkUpdateDescriptorSets(m_device, 1, &wds, 0, nullptr);
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Pipeline for the ray tracer: all shaders, raygen, chit, miss
|
||||
//
|
||||
void HelloVulkan::createRtPipeline()
|
||||
{
|
||||
enum StageIndices
|
||||
{
|
||||
eRaygen,
|
||||
eMiss,
|
||||
eMiss2,
|
||||
eClosestHit,
|
||||
eShaderGroupCount
|
||||
};
|
||||
|
||||
// All stages
|
||||
std::array<VkPipelineShaderStageCreateInfo, eShaderGroupCount> stages{};
|
||||
VkPipelineShaderStageCreateInfo stage{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
|
||||
stage.pName = "main"; // All the same entry point
|
||||
// Raygen
|
||||
stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/raytrace.rgen.spv", true, defaultSearchPaths, true));
|
||||
stage.stage = VK_SHADER_STAGE_RAYGEN_BIT_KHR;
|
||||
stages[eRaygen] = stage;
|
||||
// Miss
|
||||
stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/raytrace.rmiss.spv", true, defaultSearchPaths, true));
|
||||
stage.stage = VK_SHADER_STAGE_MISS_BIT_KHR;
|
||||
stages[eMiss] = stage;
|
||||
// The second miss shader is invoked when a shadow ray misses the geometry. It simply indicates that no occlusion has been found
|
||||
stage.module =
|
||||
nvvk::createShaderModule(m_device, nvh::loadFile("spv/raytraceShadow.rmiss.spv", true, defaultSearchPaths, true));
|
||||
stage.stage = VK_SHADER_STAGE_MISS_BIT_KHR;
|
||||
stages[eMiss2] = stage;
|
||||
// Hit Group - Closest Hit
|
||||
stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/raytrace.rchit.spv", true, defaultSearchPaths, true));
|
||||
stage.stage = VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR;
|
||||
stages[eClosestHit] = stage;
|
||||
|
||||
|
||||
// Shader groups
|
||||
VkRayTracingShaderGroupCreateInfoKHR group{VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR};
|
||||
group.anyHitShader = VK_SHADER_UNUSED_KHR;
|
||||
group.closestHitShader = VK_SHADER_UNUSED_KHR;
|
||||
group.generalShader = VK_SHADER_UNUSED_KHR;
|
||||
group.intersectionShader = VK_SHADER_UNUSED_KHR;
|
||||
|
||||
// Raygen
|
||||
group.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR;
|
||||
group.generalShader = eRaygen;
|
||||
m_rtShaderGroups.push_back(group);
|
||||
|
||||
// Miss
|
||||
group.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR;
|
||||
group.generalShader = eMiss;
|
||||
m_rtShaderGroups.push_back(group);
|
||||
|
||||
// Shadow Miss
|
||||
group.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR;
|
||||
group.generalShader = eMiss2;
|
||||
m_rtShaderGroups.push_back(group);
|
||||
|
||||
// closest hit shader
|
||||
group.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR;
|
||||
group.generalShader = VK_SHADER_UNUSED_KHR;
|
||||
group.closestHitShader = eClosestHit;
|
||||
m_rtShaderGroups.push_back(group);
|
||||
|
||||
|
||||
// Push constant: we want to be able to update constants used by the shaders
|
||||
VkPushConstantRange pushConstant{VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_MISS_BIT_KHR,
|
||||
0, sizeof(PushConstantRay)};
|
||||
|
||||
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
|
||||
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
|
||||
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstant;
|
||||
|
||||
// Descriptor sets: one specific to ray tracing, and one shared with the rasterization pipeline
|
||||
std::vector<VkDescriptorSetLayout> rtDescSetLayouts = {m_rtDescSetLayout, m_descSetLayout};
|
||||
pipelineLayoutCreateInfo.setLayoutCount = static_cast<uint32_t>(rtDescSetLayouts.size());
|
||||
pipelineLayoutCreateInfo.pSetLayouts = rtDescSetLayouts.data();
|
||||
|
||||
vkCreatePipelineLayout(m_device, &pipelineLayoutCreateInfo, nullptr, &m_rtPipelineLayout);
|
||||
|
||||
|
||||
// Assemble the shader stages and recursion depth info into the ray tracing pipeline
|
||||
VkRayTracingPipelineCreateInfoKHR rayPipelineInfo{VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR};
|
||||
rayPipelineInfo.stageCount = static_cast<uint32_t>(stages.size()); // Stages are shaders
|
||||
rayPipelineInfo.pStages = stages.data();
|
||||
|
||||
// In this case, m_rtShaderGroups.size() == 4: we have one raygen group,
|
||||
// two miss shader groups, and one hit group.
|
||||
rayPipelineInfo.groupCount = static_cast<uint32_t>(m_rtShaderGroups.size());
|
||||
rayPipelineInfo.pGroups = m_rtShaderGroups.data();
|
||||
|
||||
// The ray tracing process can shoot rays from the camera, and a shadow ray can be shot from the
|
||||
// hit points of the camera rays, hence a recursion level of 2. This number should be kept as low
|
||||
// as possible for performance reasons. Even recursive ray tracing should be flattened into a loop
|
||||
// in the ray generation to avoid deep recursion.
|
||||
rayPipelineInfo.maxPipelineRayRecursionDepth = 2; // Ray depth
|
||||
rayPipelineInfo.layout = m_rtPipelineLayout;
|
||||
|
||||
vkCreateRayTracingPipelinesKHR(m_device, {}, {}, 1, &rayPipelineInfo, nullptr, &m_rtPipeline);
|
||||
|
||||
|
||||
// Creating the SBT
|
||||
m_sbtWrapper.create(m_rtPipeline, rayPipelineInfo);
|
||||
|
||||
|
||||
for(auto& s : stages)
|
||||
vkDestroyShaderModule(m_device, s.module, nullptr);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Ray Tracing the scene
|
||||
//
|
||||
void HelloVulkan::raytrace(const VkCommandBuffer& cmdBuf, const glm::vec4& clearColor)
|
||||
{
|
||||
updateFrame();
|
||||
|
||||
m_debug.beginLabel(cmdBuf, "Ray trace");
|
||||
// Initializing push constant values
|
||||
m_pcRay.clearColor = clearColor;
|
||||
m_pcRay.lightPosition = m_pcRaster.lightPosition;
|
||||
m_pcRay.lightIntensity = m_pcRaster.lightIntensity;
|
||||
m_pcRay.lightType = m_pcRaster.lightType;
|
||||
|
||||
|
||||
std::vector<VkDescriptorSet> descSets{m_rtDescSet, m_descSet};
|
||||
vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, m_rtPipeline);
|
||||
vkCmdBindDescriptorSets(cmdBuf, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, m_rtPipelineLayout, 0,
|
||||
(uint32_t)descSets.size(), descSets.data(), 0, nullptr);
|
||||
vkCmdPushConstants(cmdBuf, m_rtPipelineLayout,
|
||||
VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_MISS_BIT_KHR,
|
||||
0, sizeof(PushConstantRay), &m_pcRay);
|
||||
|
||||
|
||||
auto& regions = m_sbtWrapper.getRegions();
|
||||
vkCmdTraceRaysKHR(cmdBuf, ®ions[0], ®ions[1], ®ions[2], ®ions[3], m_size.width, m_size.height, 1);
|
||||
|
||||
|
||||
m_debug.endLabel(cmdBuf);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// If the camera matrix has changed, resets the frame.
|
||||
// otherwise, increments frame.
|
||||
//
|
||||
void HelloVulkan::updateFrame()
|
||||
{
|
||||
static glm::mat4 refCamMatrix;
|
||||
static float refFov{CameraManip.getFov()};
|
||||
|
||||
const auto& m = CameraManip.getMatrix();
|
||||
const auto fov = CameraManip.getFov();
|
||||
|
||||
if(refCamMatrix != m || refFov != fov)
|
||||
{
|
||||
resetFrame();
|
||||
refCamMatrix = m;
|
||||
refFov = fov;
|
||||
}
|
||||
m_pcRay.frame++;
|
||||
}
|
||||
|
||||
void HelloVulkan::resetFrame()
|
||||
{
|
||||
m_pcRay.frame = -1;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue