updating sbt record data example to also cover miss sbt data
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e8270a7b38
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11 changed files with 90 additions and 29 deletions
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@ -3,7 +3,15 @@
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(shaderRecordEXT, std430) buffer SBT {
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float r;
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float g;
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float b;
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};
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void main()
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void main()
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{
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{
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// for now, we do nothing in the miss program
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// Update the hit value to the hit record SBT data associated with this
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// miss record
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hitValue = vec3(r, g, b);
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}
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}
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@ -30,10 +30,23 @@ void main()
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float tmin = 0.001;
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float tmin = 0.001;
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float tmax = 10000.0;
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float tmax = 10000.0;
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// Initialize the hit value to the raygen SBT data
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// use border to demonstrate raygen record data
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hitValue = vec3(r, g, b);
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if (all(greaterThan(gl_LaunchIDEXT.xy, ivec2(16, 16))) && all(lessThan(gl_LaunchIDEXT.xy, gl_LaunchSizeEXT.xy - ivec2(16, 16))))
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{
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traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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// Generate a checker board pattern to trace out rays or use hit record data
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ivec2 pos = ivec2(gl_LaunchIDEXT / 16);
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if (((pos.x + pos.y % 2) % 2) == 0) {
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// This will set hit value to either hit or miss SBT record color
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traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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}
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else {
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// Set the hit value to the raygen SBT data
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hitValue = vec3(r, g, b);
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}
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}
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else {
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// Set hit value to black
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hitValue = vec3(0.0, 0.0, 0.0);
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}
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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}
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}
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@ -5,8 +5,18 @@ struct Payload
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[[vk::location(0)]] float3 hitValue;
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[[vk::location(0)]] float3 hitValue;
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};
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};
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struct SBT {
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float r;
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float g;
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float b;
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};
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[[vk::shader_record_ext]]
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ConstantBuffer<SBT> sbt;
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[shader("miss")]
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[shader("miss")]
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void main(inout Payload p)
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void main(inout Payload p)
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{
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{
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// for now, we do nothing in the miss program
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// Update the hit value to the hit record SBT data associated with this
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// miss record
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p.hitValue = float3(sbt.r, sbt.g, sbt.g);
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}
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}
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@ -40,10 +40,26 @@ void main()
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rayDesc.TMin = 0.001;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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rayDesc.TMax = 10000.0;
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// Initialize the hit value to the raygen SBT data
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Payload payload;
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Payload payload;
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payload.hitValue = float3(sbt.r, sbt.g, sbt.b);
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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// use border to demonstrate raygen record data
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if (all(LaunchID.xy > int2(16, 16)) && all(LaunchID.xy < LaunchSize.xy - int2(16, 16)))
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{
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// Generate a checker board pattern to trace out rays or use hit record data
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int2 pos = int2(LaunchID.xy / 16);
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if (((pos.x + pos.y % 2) % 2) == 0) {
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// This will set hit value to either hit or miss SBT record color
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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}
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else {
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// Set the hit value to the raygen SBT data
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payload.hitValue = float3(sbt.r, sbt.g, sbt.b);
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}
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}
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else {
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// Set hit value to black
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payload.hitValue = float3(0.0, 0.0, 0.0);
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}
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image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
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image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
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}
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}
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@ -3,6 +3,8 @@
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*
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*
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* Uses the data section of each shader binding table record to color the background and geometry
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* Uses the data section of each shader binding table record to color the background and geometry
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*
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*
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* Example by Nate Morrical (https://github.com/natevm)
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*
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* Copyright (C) 2019-2020 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2019-2020 by Sascha Willems - www.saschawillems.de
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*
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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@ -503,16 +505,23 @@ public:
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/*
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/*
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Create the Shader Binding Tables that binds the programs and top-level acceleration structure
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Create the Shader Binding Tables that binds the programs and top-level acceleration structure
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In this example, we embed data in each record that can be read by the device during ray tracing
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SBT Layout used in this sample:
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SBT Layout used in this sample:
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/-----------\
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/----------------\
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| raygen |
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| raygen handle |
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|-----------|
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| - - - - - - - |
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| miss |
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| raygen data |
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|-----------|
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|----------------|
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| hit |
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| miss handle |
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\-----------/
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| - - - - - - - |
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| miss data |
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|----------------|
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| hit handle |
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| - - - - - - - |
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| hit data |
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\----------------/
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*/
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*/
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void createShaderBindingTable() {
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void createShaderBindingTable() {
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@ -526,8 +535,11 @@ public:
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const VkBufferUsageFlags bufferUsageFlags = VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
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const VkBufferUsageFlags bufferUsageFlags = VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
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const VkMemoryPropertyFlags memoryUsageFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
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const VkMemoryPropertyFlags memoryUsageFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
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// We allocate space for the handle (which is like lambda function pointers to call in the ray tracing pipeline)
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// as well as the data to pass to those functions (which act as the variables being "captured" by those lambda functions)
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VK_CHECK_RESULT(vulkanDevice->createBuffer(bufferUsageFlags, memoryUsageFlags, &raygenShaderBindingTable, handleSize + sizeof(float) * 3));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(bufferUsageFlags, memoryUsageFlags, &raygenShaderBindingTable, handleSize + sizeof(float) * 3));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(bufferUsageFlags, memoryUsageFlags, &missShaderBindingTable, handleSize));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(bufferUsageFlags, memoryUsageFlags, &missShaderBindingTable, handleSize + sizeof(float) * 3));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(bufferUsageFlags, memoryUsageFlags, &hitShaderBindingTable, handleSize + sizeof(float) * 3));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(bufferUsageFlags, memoryUsageFlags, &hitShaderBindingTable, handleSize + sizeof(float) * 3));
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// Copy handles
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// Copy handles
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@ -538,17 +550,17 @@ public:
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memcpy(missShaderBindingTable.mapped, shaderHandleStorage.data() + handleSizeAligned, handleSize);
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memcpy(missShaderBindingTable.mapped, shaderHandleStorage.data() + handleSizeAligned, handleSize);
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memcpy(hitShaderBindingTable.mapped, shaderHandleStorage.data() + handleSizeAligned * 2, handleSize);
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memcpy(hitShaderBindingTable.mapped, shaderHandleStorage.data() + handleSizeAligned * 2, handleSize);
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// set raygen sbt colors
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// Copy over raygen record data
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{
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glm::vec3 color1(0.5f, 0.5f, 0.5f);
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glm::vec3 color(1.f, 0.f, 0.f);
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memcpy(((uint8_t*)(raygenShaderBindingTable.mapped)) + handleSize, &color1, sizeof(glm::vec3));
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memcpy(((uint8_t*)(raygenShaderBindingTable.mapped)) + handleSize, &color, sizeof(glm::vec3));
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}
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// set chit sbt colors
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// Copy over miss record data
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{
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glm::vec3 color2(1.f, 1.f, 1.f);
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glm::vec3 color(0.f, 1.f, 0.f);
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memcpy(((uint8_t*)(missShaderBindingTable.mapped)) + handleSize, &color2, sizeof(glm::vec3));
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memcpy(((uint8_t*)(hitShaderBindingTable.mapped)) + handleSize, &color, sizeof(glm::vec3));
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}
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// Copy over hit group record data
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glm::vec3 color3(1.f, 0.f, 0.f);
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memcpy(((uint8_t*)(hitShaderBindingTable.mapped)) + handleSize, &color3, sizeof(glm::vec3));
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}
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}
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/*
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/*
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@ -752,6 +764,8 @@ public:
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const uint32_t handleSizeAligned = vks::tools::alignedSize(rayTracingPipelineProperties.shaderGroupHandleSize, rayTracingPipelineProperties.shaderGroupHandleAlignment);
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const uint32_t handleSizeAligned = vks::tools::alignedSize(rayTracingPipelineProperties.shaderGroupHandleSize, rayTracingPipelineProperties.shaderGroupHandleAlignment);
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// Note, we add 3 * sizeof(float) to each SBT entry size to account for the data sections of these records
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// that we use to store our color data
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VkStridedDeviceAddressRegionKHR raygenShaderSbtEntry{};
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VkStridedDeviceAddressRegionKHR raygenShaderSbtEntry{};
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raygenShaderSbtEntry.deviceAddress = getBufferDeviceAddress(raygenShaderBindingTable.buffer);
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raygenShaderSbtEntry.deviceAddress = getBufferDeviceAddress(raygenShaderBindingTable.buffer);
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raygenShaderSbtEntry.stride = handleSizeAligned;
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raygenShaderSbtEntry.stride = handleSizeAligned;
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@ -760,7 +774,7 @@ public:
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VkStridedDeviceAddressRegionKHR missShaderSbtEntry{};
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VkStridedDeviceAddressRegionKHR missShaderSbtEntry{};
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missShaderSbtEntry.deviceAddress = getBufferDeviceAddress(missShaderBindingTable.buffer);
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missShaderSbtEntry.deviceAddress = getBufferDeviceAddress(missShaderBindingTable.buffer);
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missShaderSbtEntry.stride = handleSizeAligned;
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missShaderSbtEntry.stride = handleSizeAligned;
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missShaderSbtEntry.size = handleSizeAligned;
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missShaderSbtEntry.size = vks::tools::alignedSize(handleSizeAligned + 3 * sizeof(float), rayTracingPipelineProperties.shaderGroupBaseAlignment);
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VkStridedDeviceAddressRegionKHR hitShaderSbtEntry{};
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VkStridedDeviceAddressRegionKHR hitShaderSbtEntry{};
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hitShaderSbtEntry.deviceAddress = getBufferDeviceAddress(hitShaderBindingTable.buffer);
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hitShaderSbtEntry.deviceAddress = getBufferDeviceAddress(hitShaderBindingTable.buffer);
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