Add slang shader for ray tracing basic sample
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4 changed files with 87 additions and 4 deletions
4
.gitignore
vendored
4
.gitignore
vendored
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@ -240,4 +240,6 @@ android/.idea/**
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libs/vulkan/*.so
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libs/vulkan/*.so
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.vscode/*
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.vscode/*
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__pycache__**
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17
shaders/slang/_rename.py
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17
shaders/slang/_rename.py
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@ -0,0 +1,17 @@
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# Copyright (C) 2025 by Sascha Willems - www.saschawillems.de
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# This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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from shutil import move
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# To match required file names to fother shading languages that don't support multiple entry points, shader files may need to be renamed for some samples
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def checkRenameFiles(samplename):
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mappings = {}
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match samplename:
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case "raytracingbasic":
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mappings = {
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"raytracingbasic.rchit.spv": "closesthit.rchit.spv",
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"raytracingbasic.rmiss.spv": "miss.rmiss.spv",
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"raytracingbasic.rgen.spv": "raygen.rgen.spv",
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}
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for x, y in mappings.items():
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move(samplename + "\\" + x, samplename + "\\" + y)
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@ -6,6 +6,7 @@ import fileinput
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import os
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import os
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import subprocess
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import subprocess
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import sys
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import sys
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from _rename import *
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parser = argparse.ArgumentParser(description='Compile all slang shaders')
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parser = argparse.ArgumentParser(description='Compile all slang shaders')
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parser.add_argument('--slangc', type=str, help='path to slangc executable')
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parser.add_argument('--slangc', type=str, help='path to slangc executable')
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@ -70,13 +71,15 @@ dir_path = os.path.dirname(os.path.realpath(__file__))
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dir_path = dir_path.replace('\\', '/')
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dir_path = dir_path.replace('\\', '/')
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for root, dirs, files in os.walk(dir_path):
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for root, dirs, files in os.walk(dir_path):
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for file in files:
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for file in files:
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if (compile_single_sample != "" and os.path.basename(root) != compile_single_sample):
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folder_name = os.path.basename(root)
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if (compile_single_sample != "" and folder_name != compile_single_sample):
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continue
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continue
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if file.endswith(".slang"):
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if file.endswith(".slang"):
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input_file = os.path.join(root, file)
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input_file = os.path.join(root, file)
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# Slang can store multiple shader stages in a single file, we need to split into separate SPIR-V files for the sample framework
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# Slang can store multiple shader stages in a single file, we need to split into separate SPIR-V files for the sample framework
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stages = getShaderStages(input_file)
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stages = getShaderStages(input_file)
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print("Compiling %s" % input_file)
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print("Compiling %s" % input_file)
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output_base_file_name = input_file
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for stage in stages:
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for stage in stages:
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if (len(stages) > 1):
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if (len(stages) > 1):
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entry_point = stage + "Main"
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entry_point = stage + "Main"
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@ -102,8 +105,9 @@ for root, dirs, files in os.walk(dir_path):
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output_ext = ".mesh"
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output_ext = ".mesh"
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case "amplification":
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case "amplification":
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output_ext = ".task"
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output_ext = ".task"
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output_file = input_file + output_ext + ".spv"
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output_file = output_base_file_name + output_ext + ".spv"
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output_file = output_file.replace(".slang", "")
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output_file = output_file.replace(".slang", "")
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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)
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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)
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if res != 0:
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if res != 0:
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sys.exit(res)
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sys.exit(res)
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checkRenameFiles(folder_name)
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60
shaders/slang/raytracingbasic/raytracingbasic.slang
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60
shaders/slang/raytracingbasic/raytracingbasic.slang
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@ -0,0 +1,60 @@
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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RaytracingAccelerationStructure accelStruct;
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RWTexture2D<float4> image;
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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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ConstantBuffer<CameraProperties> cam;
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struct Attributes
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{
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float2 bary;
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};
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struct Payload
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{
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float3 hitValue;
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};
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[shader("raygeneration")]
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void raygenerationMain()
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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(accelStruct, 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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[shader("closesthit")]
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void closesthitMain(inout Payload p, in Attributes attribs)
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{
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const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
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p.hitValue = barycentricCoords;
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}
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[shader("miss")]
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void missMain(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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