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

@ -16,18 +16,20 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_ray_query : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "raycommon.glsl"
#include "wavefront.glsl"
layout(push_constant) uniform shaderInformation
{
vec3 lightPosition;
@ -39,7 +41,6 @@ pushC;
// clang-format off
// Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir;
@ -47,24 +48,26 @@ layout(location = 4) in vec3 worldPos;
// Outgoing
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec4 outGbuffer;
// Buffers
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 3) uniform sampler2D[] textureSamplers;
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
//layout(binding = 7, set = 0) uniform accelerationStructureEXT topLevelAS;
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, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2) uniform sampler2D[] textureSamplers;
// clang-format on
void main()
{
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
int matIndex = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials.m[matIndex];
vec3 N = normalize(fragNormal);
@ -92,7 +95,7 @@ void main()
diffuse = vec3(1);
// if(mat.textureId >= 0)
// {
// int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
// int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
// uint txtId = txtOffset + mat.textureId;
// vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
// diffuse *= diffuseTxt;

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@ -16,9 +16,9 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
layout (location = 0) out vec2 outUV;
layout(location = 0) out vec2 outUV;
out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
}

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@ -16,7 +16,7 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
layout(location = 0) in vec2 outUV;
layout(location = 0) out vec4 fragColor;

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@ -18,7 +18,6 @@
*/
//-
// This utility compresses a normal(x,y,z) to a uint and decompresses it
@ -119,8 +118,7 @@ void ComputeDefaultBasis(const vec3 normal, out vec3 x, out vec3 y)
// ZAP's default coordinate system for compatibility
vec3 z = normal;
const float yz = -z.y * z.z;
y = normalize(((abs(z.z) > 0.99999f) ? vec3(-z.x * z.y, 1.0f - z.y * z.y, yz) :
vec3(-z.x * z.z, yz, 1.0f - z.z * z.z)));
y = normalize(((abs(z.z) > 0.99999f) ? vec3(-z.x * z.y, 1.0f - z.y * z.y, yz) : vec3(-z.x * z.z, yz, 1.0f - z.z * z.z)));
x = cross(y, z);
}

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@ -16,16 +16,18 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl"
// clang-format off
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
// clang-format on
layout(binding = 0) uniform UniformBufferObject
@ -65,8 +67,8 @@ out gl_PerVertex
void main()
{
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

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@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId;
};
struct sceneDesc
struct SceneDesc
{
int objId;
int txtOffset;
mat4 transfo;
mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
};