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 +16,15 @@
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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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@ -33,14 +36,13 @@ layout(location = 1) rayPayloadEXT bool isShadowed;
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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 = 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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@ -93,7 +95,9 @@ void main()
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executeCallableEXT(pushC.lightType, 3);
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// Material of the object
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WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceCustomIndexEXT)].m[impl.matId];
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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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// Diffuse
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