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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@ -65,8 +65,24 @@ But instead, we will use this following structure to retrieve the information of
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nvvk::Buffer m_materialBuffer;
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nvvk::Buffer m_matrixBuffer;
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nvvk::Buffer m_rtPrimLookup;
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nvvk::Buffer m_sceneDesc;
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~~~~
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And a structure to retrieve all buffers of the scene
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~~~~ C++
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struct SceneDescription
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{
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uint64_t vertexAddress;
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uint64_t normalAddress;
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uint64_t uvAddress;
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uint64_t indexAddress;
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uint64_t materialAddress;
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uint64_t matrixAddress;
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uint64_t rtPrimAddress;
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};
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~~~~
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## Loading glTF scene
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To load the scene, we will be using [TinyGLTF](https://github.com/syoyo/tinygltf) from Syoyo Fujita, then to avoid traversing
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@ -98,27 +114,50 @@ Then we will flatten the scene graph and grab the information we will need using
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The next part is to allocate the buffers to hold the information, such as the positions, normals, texture coordinates, etc.
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~~~~C
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m_vertexBuffer =
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m_alloc.createBuffer(cmdBuf, m_gltfScene.m_positions,
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vkBU::eVertexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
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m_indexBuffer =
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m_alloc.createBuffer(cmdBuf, m_gltfScene.m_indices,
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vkBU::eIndexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
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m_normalBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_normals,
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vkBU::eVertexBuffer | vkBU::eStorageBuffer);
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m_uvBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_texcoords0,
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vkBU::eVertexBuffer | vkBU::eStorageBuffer);
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m_materialBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_materials, vkBU::eStorageBuffer);
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// Create the buffers on Device and copy vertices, indices and materials
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nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
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VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
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m_vertexBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_positions,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
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| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
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m_indexBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_indices,
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
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| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
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m_normalBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_normals,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
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| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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m_uvBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_texcoords0,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
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| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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~~~~
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We are making a simple material, extracting only a few members from the glTF material.
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~~~~ C++
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// Copying all materials, only the elements we need
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std::vector<GltfShadeMaterial> shadeMaterials;
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for(auto& m : m_gltfScene.m_materials)
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{
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shadeMaterials.emplace_back(GltfShadeMaterial{m.baseColorFactor, m.emissiveFactor, m.baseColorTexture});
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}
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m_materialBuffer = m_alloc.createBuffer(cmdBuf, shadeMaterials,
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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~~~~
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We could use `push_constant` to set the matrix of the node, but instead, we will push the index of the
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node to draw and fetch the matrix from a buffer.
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~~~~C
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// Instance Matrices used by rasterizer
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std::vector<nvmath::mat4f> nodeMatrices;
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for(auto& node : m_gltfScene.m_nodes)
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{
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nodeMatrices.emplace_back(node.worldMatrix);
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m_matrixBuffer = m_alloc.createBuffer(cmdBuf, nodeMatrices, vkBU::eStorageBuffer);
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}
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m_matrixBuffer = m_alloc.createBuffer(cmdBuf, nodeMatrices,
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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~~~~
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To find the positions of the triangle hit in the closest hit shader, as well as the other
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@ -131,9 +170,47 @@ attributes, we will store the offsets information of that geometry.
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{
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primLookup.push_back({primMesh.firstIndex, primMesh.vertexOffset, primMesh.materialIndex});
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}
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m_rtPrimLookup = m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
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m_rtPrimLookup =
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m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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~~~~
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Finally, we are creating a buffer holding the address of all buffers
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~~~~ C++
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SceneDescription sceneDesc;
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sceneDesc.vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
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sceneDesc.indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
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sceneDesc.normalAddress = nvvk::getBufferDeviceAddress(m_device, m_normalBuffer.buffer);
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sceneDesc.uvAddress = nvvk::getBufferDeviceAddress(m_device, m_uvBuffer.buffer);
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sceneDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_materialBuffer.buffer);
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sceneDesc.matrixAddress = nvvk::getBufferDeviceAddress(m_device, m_matrixBuffer.buffer);
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sceneDesc.rtPrimAddress = nvvk::getBufferDeviceAddress(m_device, m_rtPrimLookup.buffer);
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m_sceneDesc = m_alloc.createBuffer(cmdBuf, sizeof(SceneDescription), &sceneDesc,
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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~~~~
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Before closing the function, we will create textures (none in default scene) and submitting the command buffer.
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The finalize and releasing staging is waiting for the copy of all data to the GPU.
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~~~~ C
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// Creates all textures found
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createTextureImages(cmdBuf, tmodel);
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cmdBufGet.submitAndWait(cmdBuf);
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m_alloc.finalizeAndReleaseStaging();
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NAME_VK(m_vertexBuffer.buffer);
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NAME_VK(m_indexBuffer.buffer);
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NAME_VK(m_normalBuffer.buffer);
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NAME_VK(m_uvBuffer.buffer);
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NAME_VK(m_materialBuffer.buffer);
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NAME_VK(m_matrixBuffer.buffer);
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NAME_VK(m_rtPrimLookup.buffer);
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NAME_VK(m_sceneDesc.buffer);
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}
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~~~~
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**NOTE**: the macro `NAME_VK` is a convenience to name Vulkan object to easily identify them in Nsight Graphics and to know where it was created.
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## Converting geometry to BLAS
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@ -147,11 +224,8 @@ The function is similar, only the input is different.
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auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
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{
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// BLAS builder requires raw device addresses.
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VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
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info.buffer = m_vertexBuffer.buffer;
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VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
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info.buffer = m_indexBuffer.buffer;
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VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
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VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
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VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
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uint32_t maxPrimitiveCount = prim.indexCount / 3;
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