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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@ -16,7 +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 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_GOOGLE_include_directive : enable
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@ -36,23 +36,27 @@ layout(binding = 0, set = 1) uniform CameraProperties
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}
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cam;
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layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
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layout(binding = 2, set = 0) buffer LanternArray
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{
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LanternIndirectEntry lanterns[];
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}
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lanterns;
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void main()
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{
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// Global light pass is a full screen rectangle (lower corner 0,0), but
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// lantern passes are only run within rectangles that may be offset.
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ivec2 pixelOffset = ivec2(0);
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if (pushC.lanternPassNumber >= 0)
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if(pushC.lanternPassNumber >= 0)
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{
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pixelOffset.x = lanterns.lanterns[pushC.lanternPassNumber].offsetX;
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pixelOffset.y = lanterns.lanterns[pushC.lanternPassNumber].offsetY;
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}
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const ivec2 pixelIntCoord = ivec2(gl_LaunchIDEXT.xy) + pixelOffset;
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const vec2 pixelCenter = vec2(pixelIntCoord) + vec2(0.5);
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const vec2 inUV = pixelCenter / vec2(pushC.screenX, pushC.screenY);
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vec2 d = inUV * 2.0 - 1.0;
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const vec2 pixelCenter = vec2(pixelIntCoord) + vec2(0.5);
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const vec2 inUV = pixelCenter / vec2(pushC.screenX, pushC.screenY);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
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@ -83,7 +87,8 @@ void main()
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// Either add to or replace output image color based on prd.additiveBlending.
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// Global pass always replaces color as it is the first pass.
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vec3 oldColor = vec3(0);
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if (prd.additiveBlending && pushC.lanternPassNumber >= 0) {
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if(prd.additiveBlending && pushC.lanternPassNumber >= 0)
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{
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oldColor = imageLoad(image, pixelIntCoord).rgb;
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}
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imageStore(image, pixelIntCoord, vec4(prd.hitValue + oldColor, 1.0));
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