Add slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-03 11:11:43 +02:00
parent 4df49dba71
commit 0a6c03b58c
5 changed files with 235 additions and 6 deletions

View file

@ -7,6 +7,11 @@ from shutil import move
def checkRenameFiles(samplename):
mappings = {}
match samplename:
case "geometryshader":
mappings = {
"normaldebug.vert.spv": "base.vert.spv",
"normaldebug.frag.spv": "base.frag.spv",
}
case "raytracingbasic":
mappings = {
"raytracingbasic.rchit.spv": "closesthit.rchit.spv",
@ -18,6 +23,10 @@ def checkRenameFiles(samplename):
"raytracingreflections.rchit.spv": "closesthit.rchit.spv",
"raytracingreflections.rmiss.spv": "miss.rmiss.spv",
"raytracingreflections.rgen.spv": "raygen.rgen.spv",
}
}
case "viewportarray":
mappings = {
"scene.geom.spv": "multiview.geom.spv",
}
for x, y in mappings.items():
move(samplename + "\\" + x, samplename + "\\" + y)

View file

@ -46,13 +46,15 @@ def getShaderStages(filename):
if '[shader("closesthit")]' in filecontent:
stages.append("closesthit")
if '[shader("callable")]' in filecontent:
stages.append("callable")
stages.append("callable")
if '[shader("compute")]' in filecontent:
stages.append("compute")
stages.append("compute")
if '[shader("amplification")]' in filecontent:
stages.append("amplification")
stages.append("amplification")
if '[shader("mesh")]' in filecontent:
stages.append("mesh")
stages.append("mesh")
if '[shader("geometry")]' in filecontent:
stages.append("geometry")
f.close()
return stages
@ -64,7 +66,7 @@ compile_single_sample = ""
if args.sample != None:
compile_single_sample = args.sample
if (not os.path.isdir(compile_single_sample)):
print("ERROR: No directory found with name %s" % compile_single_sample)
print("ERROR: No directory found with name %s" % compile_single_sample)
exit(-1)
dir_path = os.path.dirname(os.path.realpath(__file__))
@ -105,6 +107,8 @@ for root, dirs, files in os.walk(dir_path):
output_ext = ".mesh"
case "amplification":
output_ext = ".task"
case "geometry":
output_ext = ".geom"
output_file = output_base_file_name + output_ext + ".spv"
output_file = output_file.replace(".slang", "")
res = subprocess.call("%s %s -profile spirv_1_4 -matrix-layout-column-major -target spirv -o %s -entry %s -stage %s -warnings-disable 39001" % (compiler_path, input_file, output_file, entry_point, stage), shell=True)

View file

@ -0,0 +1,58 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
float4 pos = mul(ubo.model, float4(input.Pos.xyz, 1.0));
output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
float3 lightPos = float3(1.0f, -1.0f, 1.0f);
output.LightVec = lightPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.1, 0.1, 0.1);
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
return float4((ambient + diffuse) * input.Color.rgb + specular, 1.0);
}

View file

@ -0,0 +1,68 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
};
struct VSOutput
{
float4 Pos : POSITION0;
float3 Normal;
};
struct GSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Pos = float4(input.Pos.xyz, 1.0);
return output;
}
[shader("geometry")]
[maxvertexcount(6)]
void geometryMain(triangle VSOutput input[3], inout LineStream<GSOutput> outStream)
{
float normalLength = 0.02;
for(int i=0; i<3; i++)
{
float3 pos = input[i].Pos.xyz;
float3 normal = input[i].Normal.xyz;
GSOutput output = (GSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos, 1.0)));
output.Color = float3(1.0, 0.0, 0.0);
outStream.Append( output );
output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos + normal * normalLength, 1.0)));
output.Color = float3(0.0, 0.0, 1.0);
outStream.Append( output );
outStream.RestartStrip();
}
}
[shader("fragment")]
float4 fragmentMain(GSOutput input)
{
return float4(input.Color, 1.0);
}

View file

@ -0,0 +1,90 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
};
struct GSOutput
{
float4 Pos : SV_POSITION;
uint ViewportIndex : SV_ViewportArrayIndex;
uint PrimitiveID : SV_PrimitiveID;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
}
struct UBO
{
float4x4 projection[2];
float4x4 modelview[2];
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
output.Normal = input.Normal;
output.Pos = float4(input.Pos.xyz, 1.0);
return output;
}
[shader("geometry")]
[maxvertexcount(3)]
[instance(2)]
void geometryMain(triangle VSOutput input[3], inout TriangleStream<GSOutput> outStream, uint InvocationID: SV_GSInstanceID, uint PrimitiveID: SV_PrimitiveID)
{
for (int i = 0; i < 3; i++)
{
GSOutput output;
output.Normal = mul((float3x3)ubo.modelview[InvocationID], input[i].Normal);
output.Color = input[i].Color;
float4 pos = input[i].Pos;
float4 worldPos = mul(ubo.modelview[InvocationID], pos);
float3 lPos = mul(ubo.modelview[InvocationID], ubo.lightPos).xyz;
output.LightVec = lPos - worldPos.xyz;
output.ViewVec = -worldPos.xyz;
output.Pos = mul(ubo.projection[InvocationID], worldPos);
// Set the viewport index that the vertex will be emitted to
output.ViewportIndex = InvocationID;
output.PrimitiveID = PrimitiveID;
outStream.Append(output);
}
outStream.RestartStrip();
}
[shader("fragment")]
float4 fragmentMain(GSOutput input)
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.1, 0.1, 0.1);
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
return float4((ambient + diffuse) * input.Color.rgb + specular, 1.0);
}