Bulk update nvpro-samples 05/17/21

Changing license from BSD-3 to Apache2
This commit is contained in:
Mathias Heyer 2021-05-17 13:10:30 -07:00
parent d370c2168b
commit d2ade024c4
279 changed files with 7236 additions and 6905 deletions

View file

@ -58,7 +58,7 @@ source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS})
#--------------------------------------------------------------------------------------------------
# Linkage
#
target_link_libraries(${PROJNAME} ${PLATFORM_LIBRARIES} shared_sources)
target_link_libraries(${PROJNAME} ${PLATFORM_LIBRARIES} nvpro_core)
foreach(DEBUGLIB ${LIBRARIES_DEBUG})
target_link_libraries(${PROJNAME} debug ${DEBUGLIB})

View file

@ -70,7 +70,7 @@ But instead, we will use this following structure to retrieve the information of
## Loading glTF scene
To load the scene, we will be using [TinyGLTF](https://github.com/syoyo/tinygltf) from Syoyo Fujita, then to avoid traversing
the scene graph, the information will be flatten using the helper [gltfScene](https://github.com/nvpro-samples/shared_sources/tree/master/nvh#gltfscenehpp).
the scene graph, the information will be flatten using the helper [gltfScene](https://github.com/nvpro-samples/nvpro_core/tree/master/nvh#gltfscenehpp).
### Loading Scene
@ -143,7 +143,7 @@ The function is similar, only the input is different.
//--------------------------------------------------------------------------------------------------
// Converting a GLTF primitive in the Raytracing Geometry used for the BLAS
//
nvvk::RaytracingBuilderKHR::Blas HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
{
// Building part
vk::DeviceAddress vertexAddress = m_device.getBufferAddress({m_vertexBuffer.buffer});

View file

@ -1,30 +1,23 @@
/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#include <sstream>
#include <vulkan/vulkan.hpp>
@ -42,6 +35,7 @@ extern std::vector<std::string> defaultSearchPaths;
#include "nvh/nvprint.hpp"
#include "nvvk/commands_vk.hpp"
#include "nvvk/descriptorsets_vk.hpp"
#include "nvvk/images_vk.hpp"
#include "nvvk/pipeline_vk.hpp"
#include "nvvk/renderpasses_vk.hpp"
#include "nvvk/shaders_vk.hpp"
@ -408,11 +402,13 @@ void HelloVulkan::destroyResources()
// #VKRay
m_rtBuilder.destroy();
m_sbtWrapper.destroy();
m_device.destroy(m_rtDescPool);
m_device.destroy(m_rtDescSetLayout);
m_device.destroy(m_rtPipeline);
m_device.destroy(m_rtPipelineLayout);
m_alloc.destroy(m_rtSBTBuffer);
m_alloc.deinit();
}
//--------------------------------------------------------------------------------------------------
@ -636,13 +632,13 @@ void HelloVulkan::initRayTracing()
vk::PhysicalDeviceRayTracingPipelinePropertiesKHR>();
m_rtProperties = properties.get<vk::PhysicalDeviceRayTracingPipelinePropertiesKHR>();
m_rtBuilder.setup(m_device, &m_alloc, m_graphicsQueueIndex);
m_sbtWrapper.setup(m_device, m_graphicsQueueIndex, &m_alloc, m_rtProperties);
}
//--------------------------------------------------------------------------------------------------
// Converting a GLTF primitive in the Raytracing Geometry used for the BLAS
//
nvvk::RaytracingBuilderKHR::BlasInput HelloVulkan::primitiveToGeometry(
const nvh::GltfPrimMesh& prim)
auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
{
// Building part
vk::DeviceAddress vertexAddress = m_device.getBufferAddress({m_vertexBuffer.buffer});
@ -841,57 +837,17 @@ void HelloVulkan::createRtPipeline()
m_rtPipeline = static_cast<const vk::Pipeline&>(
m_device.createRayTracingPipelineKHR({}, {}, rayPipelineInfo));
// Creating the SBT
m_sbtWrapper.create(m_rtPipeline, rayPipelineInfo);
m_device.destroy(raygenSM);
m_device.destroy(missSM);
m_device.destroy(shadowmissSM);
m_device.destroy(chitSM);
}
//--------------------------------------------------------------------------------------------------
// The Shader Binding Table (SBT)
// - getting all shader handles and writing them in a SBT buffer
// - Besides exception, this could be always done like this
// See how the SBT buffer is used in run()
//
void HelloVulkan::createRtShaderBindingTable()
{
auto groupCount =
static_cast<uint32_t>(m_rtShaderGroups.size()); // shaders: raygen, 2 miss, chit
uint32_t groupHandleSize = m_rtProperties.shaderGroupHandleSize; // Size of a program identifier
uint32_t groupSizeAligned =
nvh::align_up(groupHandleSize, m_rtProperties.shaderGroupBaseAlignment);
// Fetch all the shader handles used in the pipeline, so that they can be written in the SBT
uint32_t sbtSize = groupCount * groupSizeAligned;
std::vector<uint8_t> shaderHandleStorage(sbtSize);
auto result = m_device.getRayTracingShaderGroupHandlesKHR(m_rtPipeline, 0, groupCount, sbtSize,
shaderHandleStorage.data());
if(result != vk::Result::eSuccess)
LOGE("Fail getRayTracingShaderGroupHandlesKHR: %s", vk::to_string(result).c_str());
// Write the handles in the SBT
m_rtSBTBuffer = m_alloc.createBuffer(
sbtSize,
vk::BufferUsageFlagBits::eTransferSrc | vk::BufferUsageFlagBits::eShaderDeviceAddressKHR
| vk::BufferUsageFlagBits::eShaderBindingTableKHR,
vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent);
m_debug.setObjectName(m_rtSBTBuffer.buffer, std::string("SBT").c_str());
// Write the handles in the SBT
void* mapped = m_alloc.map(m_rtSBTBuffer);
auto* pData = reinterpret_cast<uint8_t*>(mapped);
for(uint32_t g = 0; g < groupCount; g++)
{
memcpy(pData, shaderHandleStorage.data() + g * groupHandleSize, groupHandleSize); // raygen
pData += groupSizeAligned;
}
m_alloc.unmap(m_rtSBTBuffer);
m_alloc.finalizeAndReleaseStaging();
}
//--------------------------------------------------------------------------------------------------
// Ray Tracing the scene
//
@ -915,23 +871,10 @@ void HelloVulkan::raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f&
| vk::ShaderStageFlagBits::eMissKHR,
0, m_rtPushConstants);
// Size of a program identifier
uint32_t groupSize =
nvh::align_up(m_rtProperties.shaderGroupHandleSize, m_rtProperties.shaderGroupBaseAlignment);
uint32_t groupStride = groupSize;
vk::DeviceAddress sbtAddress = m_device.getBufferAddress({m_rtSBTBuffer.buffer});
using Stride = vk::StridedDeviceAddressRegionKHR;
std::array<Stride, 4> strideAddresses{
Stride{sbtAddress + 0u * groupSize, groupStride, groupSize * 1}, // raygen
Stride{sbtAddress + 1u * groupSize, groupStride, groupSize * 2}, // miss
Stride{sbtAddress + 3u * groupSize, groupStride, groupSize * 1}, // hit
Stride{0u, 0u, 0u}}; // callable
cmdBuf.traceRaysKHR(&strideAddresses[0], &strideAddresses[1], &strideAddresses[2],
&strideAddresses[3], //
m_size.width, m_size.height,
1); //
auto regions = m_sbtWrapper.getRegions();
cmdBuf.traceRaysKHR(regions[0], regions[1], regions[2], regions[3], //
m_size.width, m_size.height, 1);
m_debug.endLabel(cmdBuf);

View file

@ -1,41 +1,36 @@
/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include <vulkan/vulkan.hpp>
#define NVVK_ALLOC_DEDICATED
#include "nvvk/allocator_vk.hpp"
#include "nvvk/appbase_vkpp.hpp"
#include "nvvk/debug_util_vk.hpp"
#include "nvvk/descriptorsets_vk.hpp"
#include "nvvk/resourceallocator_vk.hpp"
#include "nvvk/memallocator_dma_vk.hpp"
// #VKRay
#include "nvh/gltfscene.hpp"
#include "nvvk/raytraceKHR_vk.hpp"
#include "nvvk/sbtwrapper_vk.hpp"
//--------------------------------------------------------------------------------------------------
// Simple rasterizer of OBJ objects
@ -103,8 +98,8 @@ public:
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::AllocatorDedicated m_alloc; // Allocator for buffer, images, acceleration structures
nvvk::DebugUtil m_debug; // Utility to name objects
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
nvvk::DebugUtil m_debug; // Utility to name objects
// #Post
void createOffscreenRender();
@ -127,15 +122,13 @@ public:
vk::Format m_offscreenDepthFormat;
// #VKRay
nvvk::RaytracingBuilderKHR::BlasInput primitiveToGeometry(const nvh::GltfPrimMesh& prim);
auto primitiveToGeometry(const nvh::GltfPrimMesh& prim);
void initRayTracing();
void createBottomLevelAS();
void createTopLevelAS();
void createRtDescriptorSet();
void updateRtDescriptorSet();
void createRtPipeline();
void createRtShaderBindingTable();
void raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
void updateFrame();
void resetFrame();
@ -149,7 +142,7 @@ public:
std::vector<vk::RayTracingShaderGroupCreateInfoKHR> m_rtShaderGroups;
vk::PipelineLayout m_rtPipelineLayout;
vk::Pipeline m_rtPipeline;
nvvk::Buffer m_rtSBTBuffer;
nvvk::SBTWrapper m_sbtWrapper;
struct RtPushConstant
{

View file

@ -1,30 +1,23 @@
/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
// ImGui - standalone example application for Glfw + Vulkan, using programmable
// pipeline If you are new to ImGui, see examples/README.txt and documentation
// at the top of imgui.cpp.
@ -33,11 +26,11 @@
#include <vulkan/vulkan.hpp>
VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
#include "backends/imgui_impl_glfw.h"
#include "imgui.h"
#include "imgui/backends/imgui_impl_glfw.h"
#include "hello_vulkan.h"
#include "imgui/extras/imgui_camera_widget.h"
#include "imgui/imgui_camera_widget.h"
#include "nvh/cameramanipulator.hpp"
#include "nvh/fileoperations.hpp"
#include "nvpsystem.hpp"
@ -139,7 +132,8 @@ int main(int argc, char** argv)
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SHADER_CLOCK_EXTENSION_NAME);
vk::PhysicalDeviceShaderClockFeaturesKHR clockFeature;
contextInfo.addDeviceExtension(VK_KHR_SHADER_CLOCK_EXTENSION_NAME, false, &clockFeature);
vk::PhysicalDeviceAccelerationStructureFeaturesKHR accelFeature;
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false,
&accelFeature);
@ -191,7 +185,6 @@ int main(int argc, char** argv)
helloVk.createTopLevelAS();
helloVk.createRtDescriptorSet();
helloVk.createRtPipeline();
helloVk.createRtShaderBindingTable();
helloVk.createPostDescriptor();
helloVk.createPostPipeline();

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@ -1,3 +1,21 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#define B_CAMERA 0

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* 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_nonuniform_qualifier : enable

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@ -1,3 +1,21 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
struct GltfShadeMaterial
{

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
layout (location = 0) out vec2 outUV;

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* 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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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
struct hitPayload
{
vec3 hitValue;

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable

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@ -1,3 +1,23 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : require

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@ -1,4 +1,23 @@
// Generate a random unsigned int from two unsigned int values, using 16 pairs
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
// Generate a random unsigned int from two unsigned int values, using 16 pairs
// of rounds of the Tiny Encryption Algorithm. See Zafar, Olano, and Curtis,
// "GPU Random Numbers via the Tiny Encryption Algorithm"
uint tea(uint val0, uint val1)

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@ -1,3 +1,22 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* 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