Fixing access to nonuniform elements + SBT alignment
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4f46136c08
commit
ccdc90f35c
41 changed files with 388 additions and 279 deletions
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@ -471,7 +471,7 @@ void HelloVulkan::createOffscreenRender()
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| vk::ImageUsageFlagBits::eStorage);
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nvvk::Image image = m_alloc.createImage(colorCreateInfo);
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nvvk::Image image = m_alloc.createImage(colorCreateInfo);
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vk::ImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, colorCreateInfo);
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m_offscreenColor = m_alloc.createTexture(image, ivInfo, vk::SamplerCreateInfo());
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m_offscreenColor.descriptor.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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@ -842,24 +842,31 @@ void HelloVulkan::createRtShaderBindingTable()
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auto groupCount =
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static_cast<uint32_t>(m_rtShaderGroups.size()); // 3 shaders: raygen, miss, chit
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uint32_t groupHandleSize = m_rtProperties.shaderGroupHandleSize; // Size of a program identifier
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uint32_t baseAligment = m_rtProperties.shaderGroupBaseAlignment; // Size of shader alignment
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// Fetch all the shader handles used in the pipeline, so that they can be written in the SBT
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uint32_t sbtSize = groupCount * groupHandleSize;
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uint32_t sbtSize = groupCount * baseAligment;
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std::vector<uint8_t> shaderHandleStorage(sbtSize);
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m_device.getRayTracingShaderGroupHandlesKHR(m_rtPipeline, 0, groupCount, sbtSize,
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shaderHandleStorage.data());
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// Write the handles in the SBT
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nvvk::CommandPool genCmdBuf(m_device, m_graphicsQueueIndex);
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vk::CommandBuffer cmdBuf = genCmdBuf.createCommandBuffer();
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m_rtSBTBuffer = m_alloc.createBuffer(sbtSize, vk::BufferUsageFlagBits::eTransferSrc,
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vk::MemoryPropertyFlagBits::eHostVisible
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| vk::MemoryPropertyFlagBits::eHostCoherent);
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m_debug.setObjectName(m_rtSBTBuffer.buffer, std::string("SBT").c_str());
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m_rtSBTBuffer =
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m_alloc.createBuffer(cmdBuf, shaderHandleStorage, vk::BufferUsageFlagBits::eRayTracingKHR);
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m_debug.setObjectName(m_rtSBTBuffer.buffer, "SBT");
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// Write the handles in the SBT
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void* mapped = m_alloc.map(m_rtSBTBuffer);
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auto* pData = reinterpret_cast<uint8_t*>(mapped);
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for(uint32_t g = 0; g < groupCount; g++)
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{
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memcpy(pData, shaderHandleStorage.data() + g * groupHandleSize, groupHandleSize); // raygen
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pData += baseAligment;
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}
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m_alloc.unmap(m_rtSBTBuffer);
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genCmdBuf.submitAndWait(cmdBuf);
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m_alloc.finalizeAndReleaseStaging();
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}
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@ -888,7 +895,8 @@ void HelloVulkan::raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f&
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| vk::ShaderStageFlagBits::eMissKHR,
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0, m_rtPushConstants);
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vk::DeviceSize progSize = m_rtProperties.shaderGroupHandleSize; // Size of a program identifier
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vk::DeviceSize progSize =
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m_rtProperties.shaderGroupBaseAlignment; // Size of a program identifier
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vk::DeviceSize rayGenOffset = 0u * progSize; // Start at the beginning of m_sbtBuffer
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vk::DeviceSize missOffset = 1u * progSize; // Jump over raygen
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vk::DeviceSize hitGroupOffset = 3u * progSize; // Jump over the previous shaders
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@ -40,8 +40,8 @@ void main()
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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[objId].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[objId].m[matIndex];
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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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vec3 N = normalize(fragNormal);
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@ -67,7 +67,7 @@ void main()
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{
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int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
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uint txtId = txtOffset + mat.textureId;
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vec3 diffuseTxt = texture(textureSamplers[txtId], fragTexCoord).xyz;
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vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
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diffuse *= diffuseTxt;
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}
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@ -40,13 +40,13 @@ void main()
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uint objId = scnDesc.i[gl_InstanceID].objId;
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// Indices of the triangle
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ivec3 ind = ivec3(indices[objId].i[3 * gl_PrimitiveID + 0], //
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indices[objId].i[3 * gl_PrimitiveID + 1], //
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indices[objId].i[3 * gl_PrimitiveID + 2]); //
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ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
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indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
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indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
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// Vertex of the triangle
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Vertex v0 = vertices[objId].v[ind.x];
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Vertex v1 = vertices[objId].v[ind.y];
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Vertex v2 = vertices[objId].v[ind.z];
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Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
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Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
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Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
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const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
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@ -79,8 +79,8 @@ void main()
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}
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// Material of the object
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int matIdx = matIndex[objId].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[objId].m[matIdx];
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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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// Diffuse
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@ -90,7 +90,7 @@ void main()
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uint txtId = mat.textureId + scnDesc.i[gl_InstanceID].txtOffset;
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vec2 texCoord =
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v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
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diffuse *= texture(textureSamplers[txtId], texCoord).xyz;
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diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
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}
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vec3 specular = vec3(0);
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