Using final KHR ray tracing extension: VK_KHR_acceleration_structure, VK_KHR_ray_tracing_pipeline and VK_KHR_ray_query

This commit is contained in:
mklefrancois 2020-11-23 11:33:51 +01:00
parent 7179569ec3
commit b26ff92473
80 changed files with 2446 additions and 2351 deletions

View file

@ -1,30 +1,38 @@
cmake_minimum_required(VERSION 2.8)
#*****************************************************************************
# Copyright 2020 NVIDIA Corporation. All rights reserved.
#*****************************************************************************
cmake_minimum_required(VERSION 3.9.6 FATAL_ERROR)
#--------------------------------------------------------------------------------------------------
# Project setting
get_filename_component(PROJNAME ${CMAKE_CURRENT_SOURCE_DIR} NAME)
SET(PROJNAME vk_${PROJNAME}_KHR)
set(PROJNAME vk_${PROJNAME}_KHR)
project(${PROJNAME} LANGUAGES C CXX)
message(STATUS "-------------------------------")
message(STATUS "Processing Project ${PROJNAME}:")
Project(${PROJNAME})
Message(STATUS "-------------------------------")
Message(STATUS "Processing Project ${PROJNAME}:")
#####################################################################################
_add_project_definitions(${PROJNAME})
#--------------------------------------------------------------------------------------------------
# C++ target and defines
set(CMAKE_CXX_STANDARD 17)
add_executable(${PROJNAME})
target_compile_definitions(${PROJNAME} PUBLIC PROJECT_NAME="${PROJNAME}")
#####################################################################################
#--------------------------------------------------------------------------------------------------
# Source files for this project
#
file(GLOB SOURCE_FILES *.cpp *.hpp *.inl *.h *.c)
file(GLOB EXTRA_COMMON "../common/*.*")
file(GLOB EXTRA_COMMON ${TUTO_KHR_DIR}/common/*.*)
list(APPEND COMMON_SOURCE_FILES ${EXTRA_COMMON})
include_directories("../common")
include_directories(${TUTO_KHR_DIR}/common)
#####################################################################################
#--------------------------------------------------------------------------------------------------
# GLSL to SPIR-V custom build
#
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")
@ -34,48 +42,36 @@ file(GLOB_RECURSE GLSL_SOURCE_FILES
"shaders/*.vert"
"shaders/*.rchit"
"shaders/*.rahit"
"shaders/*.rint"
"shaders/*.rmiss"
"shaders/*.rgen"
"shaders/*.rcall"
)
foreach(GLSL ${GLSL_SOURCE_FILES})
get_filename_component(FILE_NAME ${GLSL} NAME)
_compile_GLSL(${GLSL} "shaders/${FILE_NAME}.spv" GLSL_SOURCES SPV_OUTPUT)
endforeach(GLSL)
list(APPEND GLSL_SOURCES ${GLSL_HEADER_FILES})
source_group(Shader_Files FILES ${GLSL_SOURCES})
#####################################################################################
# Executable
#--------------------------------------------------------------------------------------------------
# Sources
target_sources(${PROJNAME} PUBLIC ${SOURCE_FILES} ${HEADER_FILES})
target_sources(${PROJNAME} PUBLIC ${COMMON_SOURCE_FILES})
target_sources(${PROJNAME} PUBLIC ${PACKAGE_SOURCE_FILES})
target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES})
#--------------------------------------------------------------------------------------------------
# Sub-folders in Visual Studio
#
# if(WIN32 AND NOT GLUT_FOUND)
# add_definitions(/wd4996) #remove printf warning
# add_definitions(/wd4244) #remove double to float conversion warning
# add_definitions(/wd4305) #remove double to float truncation warning
# else()
# add_definitions(-fpermissive)
# endif()
add_executable(${PROJNAME} ${SOURCE_FILES} ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES} ${GLSL_SOURCES} ${CUDA_FILES} ${CUBIN_SOURCES})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES})
#_set_subsystem_console(${PROJNAME})
#####################################################################################
# common source code needed for this sample
#
source_group(common FILES
${COMMON_SOURCE_FILES}
${PACKAGE_SOURCE_FILES}
)
source_group("Source Files" FILES ${SOURCE_FILES})
# if(UNIX)
# set(UNIXLINKLIBS dl pthread)
# else()
# set(UNIXLINKLIBS)
# endif()
#####################################################################################
#--------------------------------------------------------------------------------------------------
# Linkage
#
target_link_libraries(${PROJNAME} ${PLATFORM_LIBRARIES} shared_sources)
@ -88,15 +84,28 @@ foreach(RELEASELIB ${LIBRARIES_OPTIMIZED})
target_link_libraries(${PROJNAME} optimized ${RELEASELIB})
endforeach(RELEASELIB)
#####################################################################################
#--------------------------------------------------------------------------------------------------
# copies binaries that need to be put next to the exe files (ZLib, etc.)
#
_copy_binaries_to_target( ${PROJNAME} )
install(FILES ${SPV_OUTPUT} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}/shaders")
install(FILES ${SPV_OUTPUT} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}/shaders")
install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
install(DIRECTORY "../media" CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
install(DIRECTORY "../media" CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
#install(FILES ${SPV_OUTPUT} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}/shaders")
#install(FILES ${SPV_OUTPUT} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}/shaders")
#install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
#install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
#install(DIRECTORY "../media" CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
#install(DIRECTORY "../media" CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
#----------------------------------------------------------------------------------------------------
# Copying elements
# Media
# target_copy_to_output_dir(TARGET ${PROJECT_NAME} FILES "${TUTO_KHR_DIR}/media")
# Spir-V Shaders
target_copy_to_output_dir(
TARGET ${PROJECT_NAME}
RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
DEST_SUBFOLDER "${PROJECT_NAME}/"
FILES ${SPV_OUTPUT}
)

View file

@ -174,8 +174,8 @@ void HelloVulkan::createGraphicsPipeline()
std::vector<std::string> paths = defaultSearchPaths;
nvvk::GraphicsPipelineGeneratorCombined gpb(m_device, m_pipelineLayout, m_offscreenRenderPass);
gpb.depthStencilState.depthTestEnable = true;
gpb.addShader(nvh::loadFile("shaders/vert_shader.vert.spv", true, paths), vkSS::eVertex);
gpb.addShader(nvh::loadFile("shaders/frag_shader.frag.spv", true, paths), vkSS::eFragment);
gpb.addShader(nvh::loadFile("shaders/vert_shader.vert.spv", true, paths, true), vkSS::eVertex);
gpb.addShader(nvh::loadFile("shaders/frag_shader.frag.spv", true, paths, true), vkSS::eFragment);
gpb.addBindingDescription({0, sizeof(VertexObj)});
gpb.addAttributeDescriptions(std::vector<vk::VertexInputAttributeDescription>{
{0, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, pos)},
@ -194,6 +194,7 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
{
using vkBU = vk::BufferUsageFlagBits;
LOGI("Loading File: %s \n", filename.c_str());
ObjLoader loader;
loader.loadModel(filename);
@ -293,7 +294,7 @@ void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf,
auto imgSize = vk::Extent2D(1, 1);
auto imageCreateInfo = nvvk::makeImage2DCreateInfo(imgSize, format);
// Creating the dummy texure
// Creating the dummy texture
nvvk::Image image = m_alloc.createImage(cmdBuf, bufferSize, color.data(), imageCreateInfo);
vk::ImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, imageCreateInfo);
texture = m_alloc.createTexture(image, ivInfo, samplerCreateInfo);
@ -311,9 +312,10 @@ void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf,
std::stringstream o;
int texWidth, texHeight, texChannels;
o << "media/textures/" << texture;
std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths);
std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths, true);
stbi_uc* stbi_pixels = stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
stbi_uc* stbi_pixels =
stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
std::array<stbi_uc, 4> color{255u, 0u, 255u, 255u};
@ -527,9 +529,9 @@ void HelloVulkan::createPostPipeline()
nvvk::GraphicsPipelineGeneratorCombined pipelineGenerator(m_device, m_postPipelineLayout,
m_renderPass);
pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths),
pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths, true),
vk::ShaderStageFlagBits::eVertex);
pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths),
pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths, true),
vk::ShaderStageFlagBits::eFragment);
pipelineGenerator.rasterizationState.setCullMode(vk::CullModeFlagBits::eNone);
m_postPipeline = pipelineGenerator.createPipeline();

View file

@ -62,8 +62,8 @@ public:
// The OBJ model
struct ObjModel
{
uint32_t nbIndices{0};
uint32_t nbVertices{0};
uint32_t nbIndices{0};
uint32_t nbVertices{0};
nvvk::Buffer vertexBuffer; // Device buffer of all 'Vertex'
nvvk::Buffer indexBuffer; // Device buffer of the indices forming triangles
nvvk::Buffer matColorBuffer; // Device buffer of array of 'Wavefront material'
@ -125,8 +125,8 @@ public:
vk::PipelineLayout m_postPipelineLayout;
vk::RenderPass m_offscreenRenderPass;
vk::Framebuffer m_offscreenFramebuffer;
nvvk::Texture m_offscreenColor;
nvvk::Texture m_offscreenColor;
vk::Format m_offscreenColorFormat{vk::Format::eR32G32B32A32Sfloat};
nvvk::Texture m_offscreenDepth;
nvvk::Texture m_offscreenDepth;
vk::Format m_offscreenDepthFormat{vk::Format::eD32Sfloat};
};

View file

@ -37,6 +37,7 @@ VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
#include "imgui_impl_glfw.h"
#include "hello_vulkan.h"
#include "imgui_camera_widget.h"
#include "nvh/cameramanipulator.hpp"
#include "nvh/fileoperations.hpp"
#include "nvpsystem.hpp"
@ -62,19 +63,16 @@ static void onErrorCallback(int error, const char* description)
// Extra UI
void renderUI(HelloVulkan& helloVk)
{
static int item = 1;
if(ImGui::Combo("Up Vector", &item, "X\0Y\0Z\0\0"))
ImGuiH::CameraWidget();
if(ImGui::CollapsingHeader("Light"))
{
nvmath::vec3f pos, eye, up;
CameraManip.getLookat(pos, eye, up);
up = nvmath::vec3f(item == 0, item == 1, item == 2);
CameraManip.setLookat(pos, eye, up);
ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
ImGui::SameLine();
ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
ImGui::SliderFloat3("Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
ImGui::SliderFloat("Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 150.f);
}
ImGui::SliderFloat3("Light Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
ImGui::SliderFloat("Light Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 100.f);
ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
ImGui::SameLine();
ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
}
//////////////////////////////////////////////////////////////////////////
@ -119,19 +117,16 @@ int main(int argc, char** argv)
// Search path for shaders and other media
defaultSearchPaths = {
PROJECT_ABSDIRECTORY, // shaders
PROJECT_ABSDIRECTORY "../", // media
PROJECT_NAME, // installed: shaders + media
NVPSystem::exePath(),
NVPSystem::exePath() + "..",
NVPSystem::exePath() + std::string(PROJECT_NAME),
};
// Enabling the extension feature
vk::PhysicalDeviceDescriptorIndexingFeaturesEXT indexFeature;
vk::PhysicalDeviceScalarBlockLayoutFeaturesEXT scalarFeature;
// Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2);
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
#ifdef _WIN32
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
@ -143,8 +138,8 @@ int main(int argc, char** argv)
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME, false, &indexFeature);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME, false, &scalarFeature);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// Creating Vulkan base application
nvvk::Context vkctx{};
@ -164,7 +159,7 @@ int main(int argc, char** argv)
helloVk.setup(vkctx.m_instance, vkctx.m_device, vkctx.m_physicalDevice,
vkctx.m_queueGCT.familyIndex);
helloVk.createSurface(surface, SAMPLE_WIDTH, SAMPLE_HEIGHT);
helloVk.createSwapchain(surface, SAMPLE_WIDTH, SAMPLE_HEIGHT);
helloVk.createDepthBuffer();
helloVk.createRenderPass();
helloVk.createFrameBuffers();
@ -173,7 +168,7 @@ int main(int argc, char** argv)
helloVk.initGUI(0); // Using sub-pass 0
// Creation of the example
helloVk.loadModel(nvh::findFile("media/scenes/cube_multi.obj", defaultSearchPaths));
helloVk.loadModel(nvh::findFile("media/scenes/cube_multi.obj", defaultSearchPaths, true));
helloVk.createOffscreenRender();
helloVk.createDescriptorSetLayout();
@ -206,13 +201,15 @@ int main(int argc, char** argv)
helloVk.updateUniformBuffer();
// Show UI window.
if(1 == 1)
if(helloVk.showGui())
{
ImGuiH::Panel::Begin();
ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor));
renderUI(helloVk);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::Render();
ImGuiH::Control::Info("", "", "(F10) Toggle Pane", ImGuiH::Control::Flags::Disabled);
ImGuiH::Panel::End();
}
// Start rendering the scene
@ -259,6 +256,7 @@ int main(int argc, char** argv)
// Rendering tonemapper
helloVk.drawPost(cmdBuff);
// Rendering UI
ImGui::Render();
ImGui::RenderDrawDataVK(cmdBuff, ImGui::GetDrawData());
cmdBuff.endRenderPass();
}