Added HLSL shaders for ray tracing callable sample
Minor cleanup
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14 changed files with 168 additions and 63 deletions
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@ -308,7 +308,7 @@ Renders a complex scene with reflective surfaces using the new ray tracing exten
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#### [Callable ray tracing shaders](examples/raytracingcallable)
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Callable shaders can be dynamically invoked from within other ray tracing shaders to execute different shaders based on your own conditions. The example ray traces multiple geometries, with each calling a different callable shader from the closest hit shader.
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Callable shaders can be dynamically invoked from within other ray tracing shaders to execute different shaders based on dynamic conditions. The example ray traces multiple geometries, with each calling a different callable shader from the closest hit shader.
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#### [Ray query](examples/rayquery)
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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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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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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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data/shaders/hlsl/raytracingcallable/callable3.rcall
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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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BIN
data/shaders/hlsl/raytracingcallable/closesthit.rchit.spv
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data/shaders/hlsl/raytracingcallable/closesthit.rchit.spv
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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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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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data/shaders/hlsl/raytracingcallable/raygen.rgen.spv
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@ -1,9 +1,11 @@
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/*
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* Vulkan Example - Hardware accelerated ray tracing callable shaders example
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*
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* Renders a complex scene using multiple hit and miss shaders for implementing shadows
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* Dynamically calls different shaders based on the geoemtry id in the closest hit shader
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*
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* Copyright (C) by Sascha Willems - www.saschawillems.de
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* Relevant code parts are marked with [POI]
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*
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* Copyright (C) 2021 by Sascha Willems - www.saschawillems.de
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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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*/
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@ -56,20 +58,22 @@ public:
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~VulkanExample()
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{
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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deleteStorageImage();
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deleteAccelerationStructure(bottomLevelAS);
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deleteAccelerationStructure(topLevelAS);
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shaderBindingTables.raygen.destroy();
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shaderBindingTables.miss.destroy();
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shaderBindingTables.hit.destroy();
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shaderBindingTables.callable.destroy();
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vertexBuffer.destroy();
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indexBuffer.destroy();
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transformBuffer.destroy();
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ubo.destroy();
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if (device) {
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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deleteStorageImage();
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deleteAccelerationStructure(bottomLevelAS);
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deleteAccelerationStructure(topLevelAS);
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shaderBindingTables.raygen.destroy();
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shaderBindingTables.miss.destroy();
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shaderBindingTables.hit.destroy();
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shaderBindingTables.callable.destroy();
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vertexBuffer.destroy();
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indexBuffer.destroy();
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transformBuffer.destroy();
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ubo.destroy();
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}
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}
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/*
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@ -183,6 +187,7 @@ public:
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accelerationBuildGeometryInfo.pGeometries = accelerationStructureGeometries.data();
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accelerationBuildGeometryInfo.scratchData.deviceAddress = scratchBuffer.deviceAddress;
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// [POI] The bottom level acceleration structure for this sample contains three separate triangle geometries, so we can use gl_GeometryIndexEXT in the closest hit shader to select different callable shaders
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std::vector<VkAccelerationStructureBuildRangeInfoKHR> accelerationStructureBuildRangeInfos{};
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for (uint32_t i = 0; i < objectCount; i++) {
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VkAccelerationStructureBuildRangeInfoKHR accelerationStructureBuildRangeInfo{};
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@ -350,7 +355,7 @@ public:
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createShaderBindingTable(shaderBindingTables.raygen, 1);
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createShaderBindingTable(shaderBindingTables.miss, 1);
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createShaderBindingTable(shaderBindingTables.hit, 1);
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// The callable shader binding table contains one shader handle per ray traced object
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// [POI] The callable shader binding table contains one shader handle per ray traced object
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createShaderBindingTable(shaderBindingTables.callable, objectCount);
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// Copy handles
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@ -437,50 +442,44 @@ public:
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Setup ray tracing shader groups
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*/
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std::vector<VkPipelineShaderStageCreateInfo> shaderStages;
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VkRayTracingShaderGroupCreateInfoKHR shaderGroup;
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// Ray generation shader group
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{
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shaderStages.push_back(loadShader(getShadersPath() + "raytracingcallable/raygen.rgen.spv", VK_SHADER_STAGE_RAYGEN_BIT_KHR));
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VkRayTracingShaderGroupCreateInfoKHR shaderGroup = vks::initializers::rayTracingShaderGroupCreateInfoKHR();
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shaderGroup.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR;
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shaderGroup.generalShader = static_cast<uint32_t>(shaderStages.size()) - 1;
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shaderGroup.closestHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.anyHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.intersectionShader = VK_SHADER_UNUSED_KHR;
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shaderGroups.push_back(shaderGroup);
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}
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shaderStages.push_back(loadShader(getShadersPath() + "raytracingcallable/raygen.rgen.spv", VK_SHADER_STAGE_RAYGEN_BIT_KHR));
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shaderGroup = vks::initializers::rayTracingShaderGroupCreateInfoKHR();
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shaderGroup.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR;
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shaderGroup.generalShader = static_cast<uint32_t>(shaderStages.size()) - 1;
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shaderGroup.closestHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.anyHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.intersectionShader = VK_SHADER_UNUSED_KHR;
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shaderGroups.push_back(shaderGroup);
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// Miss shader group
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{
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shaderStages.push_back(loadShader(getShadersPath() + "raytracingcallable/miss.rmiss.spv", VK_SHADER_STAGE_MISS_BIT_KHR));
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VkRayTracingShaderGroupCreateInfoKHR shaderGroup = vks::initializers::rayTracingShaderGroupCreateInfoKHR();
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shaderGroup.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR;
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shaderGroup.generalShader = static_cast<uint32_t>(shaderStages.size()) - 1;
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shaderGroup.closestHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.anyHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.intersectionShader = VK_SHADER_UNUSED_KHR;
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shaderGroups.push_back(shaderGroup);
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}
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shaderStages.push_back(loadShader(getShadersPath() + "raytracingcallable/miss.rmiss.spv", VK_SHADER_STAGE_MISS_BIT_KHR));
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shaderGroup = vks::initializers::rayTracingShaderGroupCreateInfoKHR();
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shaderGroup.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR;
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shaderGroup.generalShader = static_cast<uint32_t>(shaderStages.size()) - 1;
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shaderGroup.closestHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.anyHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.intersectionShader = VK_SHADER_UNUSED_KHR;
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shaderGroups.push_back(shaderGroup);
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// Closest hit shader group
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{
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shaderStages.push_back(loadShader(getShadersPath() + "raytracingcallable/closesthit.rchit.spv", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR));
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VkRayTracingShaderGroupCreateInfoKHR shaderGroup = vks::initializers::rayTracingShaderGroupCreateInfoKHR();
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shaderGroup.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR;
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shaderGroup.generalShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.closestHitShader = static_cast<uint32_t>(shaderStages.size()) - 1;
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shaderGroup.anyHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.intersectionShader = VK_SHADER_UNUSED_KHR;
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shaderGroups.push_back(shaderGroup);
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}
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shaderStages.push_back(loadShader(getShadersPath() + "raytracingcallable/closesthit.rchit.spv", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR));
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shaderGroup = vks::initializers::rayTracingShaderGroupCreateInfoKHR();
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shaderGroup.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR;
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shaderGroup.generalShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.closestHitShader = static_cast<uint32_t>(shaderStages.size()) - 1;
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shaderGroup.anyHitShader = VK_SHADER_UNUSED_KHR;
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shaderGroup.intersectionShader = VK_SHADER_UNUSED_KHR;
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shaderGroups.push_back(shaderGroup);
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// Callable shader group
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// This sample's hit shader will call different callable shaders depending on the geometry index, so as we render three different geometries, we'll also use three callable shaders
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// [POI] Callable shader group
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// This sample's hit shader will call different callable shaders depending on the geometry index using executeCallableEXT, so as we render three geometries, we'll also use three callable shaders
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for (uint32_t i = 0; i < objectCount; i++)
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{
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shaderStages.push_back(loadShader(getShadersPath() + "raytracingcallable/callable" + std::to_string(i+1) + ".rcall.spv", VK_SHADER_STAGE_CALLABLE_BIT_KHR));
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VkRayTracingShaderGroupCreateInfoKHR shaderGroup{};
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shaderGroup.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR;
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shaderGroup = vks::initializers::rayTracingShaderGroupCreateInfoKHR();
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shaderGroup.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR;
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shaderGroup.generalShader = static_cast<uint32_t>(shaderStages.size()) - 1;
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shaderGroup.closestHitShader = VK_SHADER_UNUSED_KHR;
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