Added HLSL shaders for ray tracing callable sample
Minor cleanup
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35288a6f2b
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14 changed files with 168 additions and 63 deletions
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@ -8,6 +8,4 @@ void main()
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// Generate a line pattern
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vec2 pos = vec2(gl_LaunchIDEXT / 8);
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outColor = vec3(mod(pos.y, 2.0));
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// outColor = vec3(0.0, 0.0, 1.0);
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}
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@ -1,9 +0,0 @@
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#version 460
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#extension GL_EXT_ray_tracing : require
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layout(location = 2) rayPayloadInEXT bool shadowed;
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void main()
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{
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shadowed = false;
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}
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14
data/shaders/hlsl/raytracingcallable/callable1.rcall
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14
data/shaders/hlsl/raytracingcallable/callable1.rcall
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@ -0,0 +1,14 @@
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// Copyright 2021 Sascha Willems
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struct CallData
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{
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vec3 outColor;
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};
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[shader("callable")]
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void main(inout CallData data)
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{
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// Generate a checker board pattern
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float2 pos = float2(DispatchRaysIndex() / 8);
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data.outColor = float3(mod(pos.x + mod(pos.y, 2.0), 2.0));
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}
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12
data/shaders/hlsl/raytracingcallable/callable2.rcall
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12
data/shaders/hlsl/raytracingcallable/callable2.rcall
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@ -0,0 +1,12 @@
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// Copyright 2021 Sascha Willems
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struct CallData
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{
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vec3 outColor;
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};
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[shader("callable")]
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void main(inout CallData data)
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{
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data.outColor = float3(0.0, 1.0, 0.0);
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}
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14
data/shaders/hlsl/raytracingcallable/callable3.rcall
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14
data/shaders/hlsl/raytracingcallable/callable3.rcall
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@ -0,0 +1,14 @@
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// Copyright 2021 Sascha Willems
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struct CallData
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{
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vec3 outColor;
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};
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[shader("callable")]
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void main(inout CallData data)
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{
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// Generate a checker board pattern
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float2 pos = float2(DispatchRaysIndex() / 8);
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data.outColor = float3(mod(pos.y, 2.0));
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}
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26
data/shaders/hlsl/raytracingcallable/closesthit.rchit
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data/shaders/hlsl/raytracingcallable/closesthit.rchit
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@ -0,0 +1,26 @@
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// Copyright 2021 Sascha Willems
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struct Attribute
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{
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float2 attribs;
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};
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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struct CallData
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{
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float3 outColor;
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};
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[shader("closesthit")]
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void main(inout Payload p, in float3 attribs)
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{
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// Execute the callable shader indexed by the current geometry being hit
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// For our sample this means that the first callable shader in the SBT is invoked for the first triangle, the second callable shader for the second triangle, etc.
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CallData callData;
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CallShader(GeometryIndex(), callData);
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p.hitValue = callData.outColor;
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}
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data/shaders/hlsl/raytracingcallable/closesthit.rchit.spv
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data/shaders/hlsl/raytracingcallable/closesthit.rchit.spv
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12
data/shaders/hlsl/raytracingcallable/miss.rmiss
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data/shaders/hlsl/raytracingcallable/miss.rmiss
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@ -0,0 +1,12 @@
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// Copyright 2021 Sascha Willems
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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[shader("miss")]
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void main(inout Payload p)
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{
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p.hitValue = float3(0.0, 0.0, 0.2);
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}
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BIN
data/shaders/hlsl/raytracingcallable/miss.rmiss.spv
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data/shaders/hlsl/raytracingcallable/miss.rmiss.spv
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39
data/shaders/hlsl/raytracingcallable/raygen.rgen
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data/shaders/hlsl/raytracingcallable/raygen.rgen
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@ -0,0 +1,39 @@
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// Copyright 2021 Sascha Willems
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RaytracingAccelerationStructure rs : register(t0);
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RWTexture2D<float4> image : register(u1);
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struct CameraProperties
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{
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float4x4 viewInverse;
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float4x4 projInverse;
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};
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cbuffer cam : register(b2) { CameraProperties cam; };
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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[shader("raygeneration")]
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void main()
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{
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uint3 LaunchID = DispatchRaysIndex();
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uint3 LaunchSize = DispatchRaysDimensions();
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const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
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const float2 inUV = pixelCenter/float2(LaunchSize.xy);
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float2 d = inUV * 2.0 - 1.0;
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float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
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RayDesc rayDesc;
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rayDesc.Origin = mul(cam.viewInverse, float4(0,0,0,1)).xyz;
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rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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Payload payload;
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
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}
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BIN
data/shaders/hlsl/raytracingcallable/raygen.rgen.spv
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BIN
data/shaders/hlsl/raytracingcallable/raygen.rgen.spv
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