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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@ -34,18 +34,20 @@ This shader starts like `raytrace.chit`, but uses less information.
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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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#include "wavefront.glsl"
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
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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(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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// clang-format on
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~~~~
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@ -59,16 +61,14 @@ opaque, we simply return, which means that the hit will be accepted.
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~~~~ C++
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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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// Indices of the triangle
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uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0];
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// Vertex of the triangle
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Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
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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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// 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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if (mat.illum != 4)
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return;
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@ -136,33 +136,13 @@ add the Any Hit stage index and push back the shader module to the stages.
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## Give access of the buffers to the Any Hit shader
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In `createDescriptorSetLayout()`, we need to allow the Any Hit shader to access some buffers.
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This is the case for the material and scene description buffers
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In `createDescriptorSetLayout()`, we need to allow the Any Hit shader to access the scene description buffer
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~~~~ C++
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// Materials (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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// Scene description (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
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| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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// Scene description (binding = 2)
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
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| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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~~~~
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and also for the vertex, index and material index buffers:
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~~~~ C++
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// Materials (binding = 4)
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m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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// Storing vertices (binding = 5)
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m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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// Storing indices (binding = 6)
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m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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~~~~
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## Opaque Flag
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