Using buffer reference instead of un-sized array
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248 changed files with 2593 additions and 2660 deletions
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@ -16,12 +16,16 @@
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(location = 1) rayPayloadEXT bool isShadowed;
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layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
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layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
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layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
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layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
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layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
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layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
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layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
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// clang-format on
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layout(push_constant) uniform Constants
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@ -60,30 +61,33 @@ layout(location = 3) callableDataEXT rayLight cLight;
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void main()
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{
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// Object of this instance
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uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
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// Object data
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SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
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MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
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Materials materials = Materials(objResource.materialAddress);
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Indices indices = Indices(objResource.indexAddress);
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Vertices vertices = Vertices(objResource.vertexAddress);
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// Indices of the triangle
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ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
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indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
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indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
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ivec3 ind = indices.i[gl_PrimitiveID];
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// Vertex of the triangle
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Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
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Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
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Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
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Vertex v0 = vertices.v[ind.x];
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Vertex v1 = vertices.v[ind.y];
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Vertex v2 = vertices.v[ind.z];
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const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
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// Computing the normal at hit position
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vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
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// Transforming the normal to world space
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normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
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normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
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// Computing the coordinates of the hit position
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vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
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// Transforming the position to world space
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worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
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worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
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cLight.inHitPosition = worldPos;
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//#define DONT_USE_CALLABLE
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@ -101,12 +105,11 @@ void main()
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{
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vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
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cLight.outLightDistance = length(lDir);
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cLight.outIntensity =
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pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
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cLight.outLightDir = normalize(lDir);
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float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
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float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
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float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
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cLight.outIntensity = pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
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cLight.outLightDir = normalize(lDir);
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float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
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float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
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float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
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cLight.outIntensity *= spotIntensity;
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}
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else // Directional light
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@ -120,17 +123,16 @@ void main()
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#endif
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// Material of the object
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int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
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int matIdx = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[matIdx];
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
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if(mat.textureId >= 0)
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{
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uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
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vec2 texCoord =
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v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
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uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
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vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
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diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
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}
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