Using buffer reference instead of un-sized array

This commit is contained in:
mklefrancois 2021-06-11 12:25:06 +02:00
parent e3a57e6d63
commit c8a0122dd6
248 changed files with 2593 additions and 2660 deletions

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@ -16,13 +16,16 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "wavefront.glsl"
@ -40,37 +43,38 @@ pushC;
// clang-format off
// Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos;
// Outgoing
layout(location = 0) out vec4 outColor;
// Buffers
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 3) uniform sampler2D[] textureSamplers;
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2) uniform sampler2D[] textureSamplers;
// clang-format on
void main()
{
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
int matIndex = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials.m[matIndex];
vec3 N = normalize(fragNormal);
// Vector toward light
vec3 LightDir;
float lightIntensity;
;
// Point light
if(pushC.lightType == 0)
@ -101,7 +105,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, LightDir, N);
if(mat.textureId >= 0)
{
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
diffuse *= diffuseTxt;

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460 core
#extension GL_EXT_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460 core
#extension GL_EXT_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460 core
#extension GL_EXT_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable

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@ -16,9 +16,9 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
layout (location = 0) out vec2 outUV;
layout(location = 0) out vec2 outUV;
out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
}

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
layout(location = 0) in vec2 outUV;
layout(location = 0) out vec4 fragColor;

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
// Generate a random unsigned int from two unsigned int values, using 16 pairs
// of rounds of the Tiny Encryption Algorithm. See Zafar, Olano, and Curtis,
// "GPU Random Numbers via the Tiny Encryption Algorithm"

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@ -16,12 +16,14 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "random.glsl"
#include "raycommon.glsl"
@ -30,19 +32,22 @@
// clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
// clang-format on
void main()
{
// Object of this instance
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
// Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials.m[matIdx];
if(mat.illum != 4)
return;

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@ -16,12 +16,16 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "raycommon.glsl"
#include "wavefront.glsl"
@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed;
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
// clang-format on
layout(push_constant) uniform Constants
@ -60,30 +61,33 @@ layout(location = 3) callableDataEXT rayLight cLight;
void main()
{
// Object of this instance
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
// Object data
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
Indices indices = Indices(objResource.indexAddress);
Vertices vertices = Vertices(objResource.vertexAddress);
// Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
ivec3 ind = indices.i[gl_PrimitiveID];
// Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
Vertex v0 = vertices.v[ind.x];
Vertex v1 = vertices.v[ind.y];
Vertex v2 = vertices.v[ind.z];
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Computing the normal at hit position
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
// Transforming the normal to world space
normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
// Computing the coordinates of the hit position
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
// Transforming the position to world space
worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
cLight.inHitPosition = worldPos;
//#define DONT_USE_CALLABLE
@ -101,12 +105,11 @@ void main()
{
vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir);
cLight.outIntensity =
pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outLightDir = normalize(lDir);
float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
cLight.outIntensity = pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outLightDir = normalize(lDir);
float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
cLight.outIntensity *= spotIntensity;
}
else // Directional light
@ -120,17 +123,16 @@ void main()
#endif
// Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials.m[matIdx];
// Diffuse
vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
if(mat.textureId >= 0)
{
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord =
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
}

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
@ -55,9 +55,8 @@ const int NBSAMPLES = 5;
void main()
{
// Initialize the random number
uint seed =
tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES);
prd.seed = seed;
uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES);
prd.seed = seed;
vec3 hitValues = vec3(0);

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@ -16,18 +16,21 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "raycommon.glsl"
#include "wavefront.glsl"
hitAttributeEXT vec3 HitAttribute;
layout(binding = 7, set = 1, scalar) buffer allImpl_
layout(binding = 3, set = 1, scalar) buffer allImpl_
{
Implicit i[];
}

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable

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@ -16,12 +16,14 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "random.glsl"
#include "raycommon.glsl"
@ -30,15 +32,23 @@
// clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 3, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
// clang-format on
void main()
{
// Material of the object
Implicit impl = allImplicits.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceCustomIndexEXT)].m[impl.matId];
Implicit impl = allImplicits.i[gl_PrimitiveID];
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
Materials materials = Materials(objResource.materialAddress);
WaveFrontMaterial mat = materials.m[impl.matId];
if(mat.illum != 4)
return;

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@ -16,12 +16,15 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "raycommon.glsl"
#include "wavefront.glsl"
@ -33,14 +36,13 @@ layout(location = 1) rayPayloadEXT bool isShadowed;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 3, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
// clang-format on
@ -93,7 +95,9 @@ void main()
executeCallableEXT(pushC.lightType, 3);
// Material of the object
WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceCustomIndexEXT)].m[impl.matId];
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
Materials materials = Materials(objResource.materialAddress);
WaveFrontMaterial mat = materials.m[impl.matId];
// Diffuse

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require

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@ -16,16 +16,18 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl"
// clang-format off
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
// clang-format on
layout(binding = 0) uniform UniformBufferObject
@ -68,8 +70,8 @@ out gl_PerVertex
void main()
{
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

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@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId;
};
struct sceneDesc
struct SceneDesc
{
int objId;
int txtOffset;
mat4 transfo;
mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
};