New version of the samples and tutorials based on KHR_ray_tracing
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271 changed files with 134108 additions and 2 deletions
203
ray_tracing__advance/offscreen.cpp
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ray_tracing__advance/offscreen.cpp
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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "offscreen.hpp"
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#include "nvh/fileoperations.hpp"
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#include "nvvkpp/commands_vkpp.hpp"
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#include "nvvkpp/descriptorsets_vkpp.hpp"
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#include "nvvkpp/pipeline_vkpp.hpp"
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#include "nvvkpp/renderpass_vkpp.hpp"
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extern std::vector<std::string> defaultSearchPaths;
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//////////////////////////////////////////////////////////////////////////
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// Post-processing
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//////////////////////////////////////////////////////////////////////////
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void Offscreen::setup(const vk::Device& device, nvvkMemAllocator& memAlloc, uint32_t queueFamily)
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{
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m_device = device;
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m_alloc.init(device, &memAlloc);
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m_graphicsQueueIndex = queueFamily;
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m_debug.setup(m_device);
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}
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void Offscreen::destroy()
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{
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m_device.destroy(m_pipeline);
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m_device.destroy(m_pipelineLayout);
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m_device.destroy(m_descPool);
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m_device.destroy(m_dsetLayout);
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m_alloc.destroy(m_colorTexture);
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m_alloc.destroy(m_depthTexture);
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m_device.destroy(m_renderPass);
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m_device.destroy(m_framebuffer);
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}
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//--------------------------------------------------------------------------------------------------
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// Creating an offscreen frame buffer and the associated render pass
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//
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void Offscreen::createFramebuffer(VkExtent2D& size)
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{
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m_alloc.destroy(m_colorTexture);
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m_alloc.destroy(m_depthTexture);
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// Creating the color image
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auto colorCreateInfo = nvvkpp::image::create2DInfo(size, m_colorFormat,
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vk::ImageUsageFlagBits::eColorAttachment
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| vk::ImageUsageFlagBits::eSampled
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| vk::ImageUsageFlagBits::eStorage);
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m_colorTexture = m_alloc.createImage(colorCreateInfo);
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m_colorTexture.descriptor =
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nvvkpp::image::create2DDescriptor(m_device, m_colorTexture.image, vk::SamplerCreateInfo{},
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m_colorFormat, vk::ImageLayout::eGeneral);
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// Creating the depth buffer
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auto depthCreateInfo =
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nvvkpp::image::create2DInfo(size, m_depthFormat,
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vk::ImageUsageFlagBits::eDepthStencilAttachment);
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m_depthTexture = m_alloc.createImage(depthCreateInfo);
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vk::ImageViewCreateInfo depthStencilView;
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depthStencilView.setViewType(vk::ImageViewType::e2D);
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depthStencilView.setFormat(m_depthFormat);
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depthStencilView.setSubresourceRange({vk::ImageAspectFlagBits::eDepth, 0, 1, 0, 1});
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depthStencilView.setImage(m_depthTexture.image);
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m_depthTexture.descriptor.imageView = m_device.createImageView(depthStencilView);
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// Setting the image layout for both color and depth
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{
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nvvkpp::SingleCommandBuffer genCmdBuf(m_device, m_graphicsQueueIndex);
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auto cmdBuf = genCmdBuf.createCommandBuffer();
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nvvkpp::image::setImageLayout(cmdBuf, m_colorTexture.image, vk::ImageLayout::eUndefined,
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vk::ImageLayout::eGeneral);
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nvvkpp::image::setImageLayout(cmdBuf, m_depthTexture.image, vk::ImageAspectFlagBits::eDepth,
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vk::ImageLayout::eUndefined,
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vk::ImageLayout::eDepthStencilAttachmentOptimal);
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genCmdBuf.flushCommandBuffer(cmdBuf);
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}
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// Creating a renderpass for the offscreen
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if(!m_renderPass)
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{
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m_renderPass =
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nvvkpp::util::createRenderPass(m_device, {m_colorFormat}, m_depthFormat, 1, true, true,
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vk::ImageLayout::eGeneral, vk::ImageLayout::eGeneral);
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}
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// Creating the frame buffer for offscreen
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std::vector<vk::ImageView> attachments = {m_colorTexture.descriptor.imageView,
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m_depthTexture.descriptor.imageView};
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m_device.destroy(m_framebuffer);
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vk::FramebufferCreateInfo info;
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info.setRenderPass(m_renderPass);
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info.setAttachmentCount(2);
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info.setPAttachments(attachments.data());
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info.setWidth(size.width);
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info.setHeight(size.height);
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info.setLayers(1);
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m_framebuffer = m_device.createFramebuffer(info);
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}
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//--------------------------------------------------------------------------------------------------
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// The pipeline is how things are rendered, which shaders, type of primitives, depth test and more
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// The incoming render pass, is in which rendering pass it will be displayed (framebuffer)
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//
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void Offscreen::createPipeline(vk::RenderPass& renderPass)
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{
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// Push constants in the fragment shader
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vk::PushConstantRange pushConstantRanges = {vk::ShaderStageFlagBits::eFragment, 0, sizeof(float)};
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// Creating the pipeline layout
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo;
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pipelineLayoutCreateInfo.setSetLayoutCount(1);
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pipelineLayoutCreateInfo.setPSetLayouts(&m_dsetLayout);
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pipelineLayoutCreateInfo.setPushConstantRangeCount(1);
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pipelineLayoutCreateInfo.setPPushConstantRanges(&pushConstantRanges);
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m_pipelineLayout = m_device.createPipelineLayout(pipelineLayoutCreateInfo);
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// Pipeline: completely generic, no vertices
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std::vector<std::string> paths = defaultSearchPaths;
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nvvkpp::GraphicsPipelineGenerator pipelineGenerator(m_device, m_pipelineLayout, renderPass);
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pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths),
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vk::ShaderStageFlagBits::eVertex);
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pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths),
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vk::ShaderStageFlagBits::eFragment);
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pipelineGenerator.rasterizationState.setCullMode(vk::CullModeFlagBits::eNone);
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m_pipeline = pipelineGenerator.create();
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m_debug.setObjectName(m_pipeline, "post");
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}
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//--------------------------------------------------------------------------------------------------
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// The descriptor layout is the description of the data that is passed to the vertex or the
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// fragment program.
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//
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void Offscreen::createDescriptor()
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{
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using vkDS = vk::DescriptorSetLayoutBinding;
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using vkDT = vk::DescriptorType;
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using vkSS = vk::ShaderStageFlagBits;
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m_dsetLayoutBinding.emplace_back(vkDS(0, vkDT::eCombinedImageSampler, 1, vkSS::eFragment));
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m_dsetLayout = nvvkpp::util::createDescriptorSetLayout(m_device, m_dsetLayoutBinding);
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m_descPool = nvvkpp::util::createDescriptorPool(m_device, m_dsetLayoutBinding);
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m_dset = nvvkpp::util::createDescriptorSet(m_device, m_descPool, m_dsetLayout);
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}
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//--------------------------------------------------------------------------------------------------
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// Update the output
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//
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void Offscreen::updateDescriptorSet()
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{
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vk::WriteDescriptorSet writeDescriptorSets =
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nvvkpp::util::createWrite(m_dset, m_dsetLayoutBinding[0], &m_colorTexture.descriptor);
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m_device.updateDescriptorSets(writeDescriptorSets, nullptr);
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}
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//--------------------------------------------------------------------------------------------------
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// Draw a full screen quad with the attached image
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//
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void Offscreen::draw(vk::CommandBuffer cmdBuf, VkExtent2D& size)
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{
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m_debug.beginLabel(cmdBuf, "Post");
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cmdBuf.setViewport(0, {vk::Viewport(0, 0, (float)size.width, (float)size.height, 0, 1)});
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cmdBuf.setScissor(0, {{{0, 0}, {size.width, size.height}}});
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auto aspectRatio = static_cast<float>(size.width) / static_cast<float>(size.height);
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cmdBuf.pushConstants<float>(m_pipelineLayout, vk::ShaderStageFlagBits::eFragment, 0, aspectRatio);
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cmdBuf.bindPipeline(vk::PipelineBindPoint::eGraphics, m_pipeline);
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cmdBuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, m_pipelineLayout, 0, m_dset, {});
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cmdBuf.draw(3, 1, 0, 0);
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m_debug.endLabel(cmdBuf);
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}
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