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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@ -16,18 +16,20 @@
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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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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_ray_query : 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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layout(push_constant) uniform shaderInformation
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{
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vec3 lightPosition;
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@ -39,7 +41,6 @@ pushC;
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// clang-format off
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// Incoming
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//layout(location = 0) flat in int matIndex;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in vec3 fragNormal;
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layout(location = 3) in vec3 viewDir;
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@ -47,24 +48,26 @@ layout(location = 4) in vec3 worldPos;
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// Outgoing
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layout(location = 0) out vec4 outColor;
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layout(location = 1) out vec4 outGbuffer;
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// Buffers
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layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 3) uniform sampler2D[] textureSamplers;
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layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
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//layout(binding = 7, set = 0) uniform accelerationStructureEXT topLevelAS;
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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, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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layout(binding = 2) uniform sampler2D[] textureSamplers;
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// clang-format on
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void main()
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{
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// Object of this instance
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int objId = scnDesc.i[pushC.instanceId].objId;
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// Material of the object
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int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
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SceneDesc objResource = sceneDesc.i[pushC.instanceId];
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MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
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Materials materials = Materials(objResource.materialAddress);
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int matIndex = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[matIndex];
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vec3 N = normalize(fragNormal);
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@ -92,7 +95,7 @@ void main()
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diffuse = vec3(1);
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// if(mat.textureId >= 0)
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// {
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// int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
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// int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
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// uint txtId = txtOffset + mat.textureId;
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// vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
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// diffuse *= diffuseTxt;
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@ -16,9 +16,9 @@
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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 450
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layout (location = 0) out vec2 outUV;
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layout(location = 0) out vec2 outUV;
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out gl_PerVertex
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@ -29,6 +29,6 @@ out gl_PerVertex
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
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}
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@ -16,7 +16,7 @@
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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 450
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layout(location = 0) in vec2 outUV;
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layout(location = 0) out vec4 fragColor;
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@ -18,7 +18,6 @@
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*/
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//-
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// This utility compresses a normal(x,y,z) to a uint and decompresses it
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@ -119,8 +118,7 @@ void ComputeDefaultBasis(const vec3 normal, out vec3 x, out vec3 y)
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// ZAP's default coordinate system for compatibility
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vec3 z = normal;
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const float yz = -z.y * z.z;
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y = normalize(((abs(z.z) > 0.99999f) ? vec3(-z.x * z.y, 1.0f - z.y * z.y, yz) :
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vec3(-z.x * z.z, yz, 1.0f - z.z * z.z)));
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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)));
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x = cross(y, z);
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}
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@ -16,16 +16,18 @@
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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 450
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#extension GL_ARB_separate_shader_objects : 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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#include "wavefront.glsl"
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// clang-format off
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layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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// clang-format on
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layout(binding = 0) uniform UniformBufferObject
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@ -65,8 +67,8 @@ out gl_PerVertex
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void main()
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{
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mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
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mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
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mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
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mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
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vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
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@ -39,12 +39,17 @@ struct WaveFrontMaterial
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int textureId;
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};
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struct sceneDesc
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struct SceneDesc
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{
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int objId;
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int txtOffset;
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mat4 transfo;
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mat4 transfoIT;
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int objId;
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int txtOffset;
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uint64_t vertexAddress;
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uint64_t indexAddress;
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uint64_t materialAddress;
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uint64_t materialIndexAddress;
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};
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