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 +16,14 @@
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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 "random.glsl"
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#include "raycommon.glsl"
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@ -30,15 +32,23 @@
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
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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 {uint 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 = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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layout(binding = 3, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
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// clang-format on
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void main()
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{
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// Material of the object
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Implicit impl = allImplicits.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceCustomIndexEXT)].m[impl.matId];
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Implicit impl = allImplicits.i[gl_PrimitiveID];
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SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
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Materials materials = Materials(objResource.materialAddress);
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WaveFrontMaterial mat = materials.m[impl.matId];
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if(mat.illum != 4)
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return;
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