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

View file

@ -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;