Fixed HLSL shaders (mostly ray tracing related)

Updated HLSL compile script
This commit is contained in:
Sascha Willems 2023-10-13 17:26:51 +02:00
parent cb836dd6d0
commit 66dce3c991
14 changed files with 53 additions and 28 deletions

View file

@ -43,7 +43,7 @@ for root, dirs, files in os.walk(dir_path):
if(hlsl_file.find('.vert') != -1): if(hlsl_file.find('.vert') != -1):
profile = 'vs_6_1' profile = 'vs_6_1'
elif(hlsl_file.find('.frag') != -1): elif(hlsl_file.find('.frag') != -1):
profile = 'ps_6_1' profile = 'ps_6_4'
elif(hlsl_file.find('.comp') != -1): elif(hlsl_file.find('.comp') != -1):
profile = 'cs_6_1' profile = 'cs_6_1'
elif(hlsl_file.find('.geom') != -1): elif(hlsl_file.find('.geom') != -1):
@ -71,6 +71,8 @@ for root, dirs, files in os.walk(dir_path):
'-fspv-extension=SPV_KHR_multiview', '-fspv-extension=SPV_KHR_multiview',
'-fspv-extension=SPV_KHR_shader_draw_parameters', '-fspv-extension=SPV_KHR_shader_draw_parameters',
'-fspv-extension=SPV_EXT_descriptor_indexing', '-fspv-extension=SPV_EXT_descriptor_indexing',
'-fspv-extension=SPV_KHR_ray_query',
'-fspv-extension=SPV_KHR_fragment_shading_rate',
target, target,
hlsl_file, hlsl_file,
'-Fo', spv_out]) '-Fo', spv_out])

View file

@ -1,8 +1,8 @@
// Copyright 2020 Google LLC // Copyright 2020 Google LLC
struct Attribute struct Attributes
{ {
float2 attribs; float2 bary;
}; };
struct Payload struct Payload
@ -11,8 +11,8 @@ struct Payload
}; };
[shader("closesthit")] [shader("closesthit")]
void main(inout Payload p, in float2 attribs) void main(inout Payload p, in Attributes attribs)
{ {
const float3 barycentricCoords = float3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y); const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
p.hitValue = barycentricCoords; p.hitValue = barycentricCoords;
} }

View file

@ -1,4 +1,4 @@
// Copyright 2021 Sascha Willems // Copyright 2021-2023 Sascha Willems
struct Payload struct Payload
{ {
@ -10,8 +10,13 @@ struct CallData
float3 outColor; float3 outColor;
}; };
struct Attributes
{
float2 bary;
};
[shader("closesthit")] [shader("closesthit")]
void main(inout Payload p, in float2 attribs) void main(inout Payload p, in Attributes attribs)
{ {
// Execute the callable shader indexed by the current geometry being hit // Execute the callable shader indexed by the current geometry being hit
// 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. // 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.

View file

@ -8,6 +8,11 @@ struct RayPayload
float reflector; float reflector;
}; };
struct Attributes
{
float2 bary;
};
RaytracingAccelerationStructure topLevelAS : register(t0); RaytracingAccelerationStructure topLevelAS : register(t0);
struct UBO struct UBO
{ {
@ -50,7 +55,7 @@ Vertex unpack(uint index)
} }
[shader("closesthit")] [shader("closesthit")]
void main(inout RayPayload rayPayload, in float2 attribs) void main(inout RayPayload rayPayload, in Attributes attribs)
{ {
uint PrimitiveID = PrimitiveIndex(); uint PrimitiveID = PrimitiveIndex();
int3 index = int3(indices[3 * PrimitiveID], indices[3 * PrimitiveID + 1], indices[3 * PrimitiveID + 2]); int3 index = int3(indices[3 * PrimitiveID], indices[3 * PrimitiveID + 1], indices[3 * PrimitiveID + 2]);
@ -60,7 +65,7 @@ void main(inout RayPayload rayPayload, in float2 attribs)
Vertex v2 = unpack(index.z); Vertex v2 = unpack(index.z);
// Interpolate normal // Interpolate normal
const float3 barycentricCoords = float3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y); const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
float3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z); float3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
// Basic lighting // Basic lighting

View file

@ -1,8 +1,8 @@
// Copyright 2020 Google LLC // Copyright 2020 Google LLC
struct Attribute struct Attributes
{ {
float2 attribs; float2 bary;
}; };
struct Payload struct Payload
@ -19,7 +19,7 @@ struct SBT {
ConstantBuffer<SBT> sbt; ConstantBuffer<SBT> sbt;
[shader("closesthit")] [shader("closesthit")]
void main(inout Payload p, in float2 attribs) void main(inout Payload p, in Attributes attribs)
{ {
// Update the hit value to the hit record SBT data associated with this // Update the hit value to the hit record SBT data associated with this
// geometry ID and ray ID // geometry ID and ray ID

View file

@ -1,13 +1,14 @@
// Copyright 2020 Google LLC // Copyright 2020 Google LLC
struct InPayload struct Payload
{ {
[[vk::location(0)]] float3 hitValue; [[vk::location(0)]] float3 hitValue;
[[vk::location(1)]] bool shadowed;
}; };
struct InOutPayload struct Attributes
{ {
[[vk::location(2)]] bool shadowed; float2 bary;
}; };
RaytracingAccelerationStructure topLevelAS : register(t0); RaytracingAccelerationStructure topLevelAS : register(t0);
@ -52,7 +53,7 @@ Vertex unpack(uint index)
} }
[shader("closesthit")] [shader("closesthit")]
void main(in InPayload inPayload, inout InOutPayload inOutPayload, in float2 attribs) void main(inout Payload payload, in Attributes attribs)
{ {
uint PrimitiveID = PrimitiveIndex(); uint PrimitiveID = PrimitiveIndex();
int3 index = int3(indices[3 * PrimitiveID], indices[3 * PrimitiveID + 1], indices[3 * PrimitiveID + 2]); int3 index = int3(indices[3 * PrimitiveID], indices[3 * PrimitiveID + 1], indices[3 * PrimitiveID + 2]);
@ -62,13 +63,13 @@ void main(in InPayload inPayload, inout InOutPayload inOutPayload, in float2 att
Vertex v2 = unpack(index.z); Vertex v2 = unpack(index.z);
// Interpolate normal // Interpolate normal
const float3 barycentricCoords = float3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y); const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
float3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z); float3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
// Basic lighting // Basic lighting
float3 lightVector = normalize(ubo.lightPos.xyz); float3 lightVector = normalize(ubo.lightPos.xyz);
float dot_product = max(dot(lightVector, normal), 0.2); float dot_product = max(dot(lightVector, normal), 0.2);
inPayload.hitValue = v0.color.rgb * dot_product; payload.hitValue = v0.color.rgb * dot_product;
RayDesc rayDesc; RayDesc rayDesc;
rayDesc.Origin = WorldRayOrigin() + WorldRayDirection() * RayTCurrent(); rayDesc.Origin = WorldRayOrigin() + WorldRayDirection() * RayTCurrent();
@ -76,10 +77,10 @@ void main(in InPayload inPayload, inout InOutPayload inOutPayload, in float2 att
rayDesc.TMin = 0.001; rayDesc.TMin = 0.001;
rayDesc.TMax = 100.0; rayDesc.TMax = 100.0;
inOutPayload.shadowed = true; payload.shadowed = true;
// Offset indices to match shadow hit/miss index // Offset indices to match shadow hit/miss index
TraceRay(topLevelAS, RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH | RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER, 0xff, 0, 0, 1, rayDesc, inOutPayload); TraceRay(topLevelAS, RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH | RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER, 0xff, 0, 0, 1, rayDesc, payload);
if (inOutPayload.shadowed) { if (payload.shadowed) {
inPayload.hitValue *= 0.3; payload.hitValue *= 0.3;
} }
} }

View file

@ -1,7 +1,13 @@
// Copyright 2020 Google LLC // Copyright 2020 Google LLC
[shader("miss")] struct Payload
void main([[vk::location(0)]] in float3 hitValue)
{ {
hitValue = float3(0.0, 0.0, 0.2); [[vk::location(0)]] float3 hitValue;
[[vk::location(1)]] bool shadowed;
};
[shader("miss")]
void main(inout Payload payload)
{
payload.hitValue = float3(0.0, 0.0, 0.2);
} }

View file

@ -1,7 +1,13 @@
// Copyright 2020 Google LLC // Copyright 2020 Google LLC
[shader("miss")] struct Payload
void main([[vk::location(2)]] in bool shadowed)
{ {
shadowed = false; [[vk::location(0)]] float3 hitValue;
[[vk::location(1)]] bool shadowed;
};
[shader("miss")]
void main(inout Payload payload)
{
payload.shadowed = false;
} }