Add slang shader for ray tracing basic sample

This commit is contained in:
Sascha Willems 2025-04-27 17:40:20 +02:00
parent 33cab712ca
commit a4354cdb2e
4 changed files with 87 additions and 4 deletions

4
.gitignore vendored
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@ -240,4 +240,6 @@ android/.idea/**
libs/vulkan/*.so libs/vulkan/*.so
.vscode/* .vscode/*
__pycache__**

17
shaders/slang/_rename.py Normal file
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@ -0,0 +1,17 @@
# Copyright (C) 2025 by Sascha Willems - www.saschawillems.de
# This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
from shutil import move
# 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
def checkRenameFiles(samplename):
mappings = {}
match samplename:
case "raytracingbasic":
mappings = {
"raytracingbasic.rchit.spv": "closesthit.rchit.spv",
"raytracingbasic.rmiss.spv": "miss.rmiss.spv",
"raytracingbasic.rgen.spv": "raygen.rgen.spv",
}
for x, y in mappings.items():
move(samplename + "\\" + x, samplename + "\\" + y)

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@ -6,6 +6,7 @@ import fileinput
import os import os
import subprocess import subprocess
import sys import sys
from _rename import *
parser = argparse.ArgumentParser(description='Compile all slang shaders') parser = argparse.ArgumentParser(description='Compile all slang shaders')
parser.add_argument('--slangc', type=str, help='path to slangc executable') parser.add_argument('--slangc', type=str, help='path to slangc executable')
@ -70,13 +71,15 @@ dir_path = os.path.dirname(os.path.realpath(__file__))
dir_path = dir_path.replace('\\', '/') dir_path = dir_path.replace('\\', '/')
for root, dirs, files in os.walk(dir_path): for root, dirs, files in os.walk(dir_path):
for file in files: for file in files:
if (compile_single_sample != "" and os.path.basename(root) != compile_single_sample): folder_name = os.path.basename(root)
if (compile_single_sample != "" and folder_name != compile_single_sample):
continue continue
if file.endswith(".slang"): if file.endswith(".slang"):
input_file = os.path.join(root, file) input_file = os.path.join(root, file)
# Slang can store multiple shader stages in a single file, we need to split into separate SPIR-V files for the sample framework # Slang can store multiple shader stages in a single file, we need to split into separate SPIR-V files for the sample framework
stages = getShaderStages(input_file) stages = getShaderStages(input_file)
print("Compiling %s" % input_file) print("Compiling %s" % input_file)
output_base_file_name = input_file
for stage in stages: for stage in stages:
if (len(stages) > 1): if (len(stages) > 1):
entry_point = stage + "Main" entry_point = stage + "Main"
@ -102,8 +105,9 @@ for root, dirs, files in os.walk(dir_path):
output_ext = ".mesh" output_ext = ".mesh"
case "amplification": case "amplification":
output_ext = ".task" output_ext = ".task"
output_file = input_file + output_ext + ".spv" output_file = output_base_file_name + output_ext + ".spv"
output_file = output_file.replace(".slang", "") output_file = output_file.replace(".slang", "")
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) 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)
if res != 0: if res != 0:
sys.exit(res) sys.exit(res)
checkRenameFiles(folder_name)

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@ -0,0 +1,60 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
RaytracingAccelerationStructure accelStruct;
RWTexture2D<float4> image;
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
};
ConstantBuffer<CameraProperties> cam;
struct Attributes
{
float2 bary;
};
struct Payload
{
float3 hitValue;
};
[shader("raygeneration")]
void raygenerationMain()
{
uint3 LaunchID = DispatchRaysIndex();
uint3 LaunchSize = DispatchRaysDimensions();
const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
const float2 inUV = pixelCenter/float2(LaunchSize.xy);
float2 d = inUV * 2.0 - 1.0;
float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
RayDesc rayDesc;
rayDesc.Origin = mul(cam.viewInverse, float4(0,0,0,1)).xyz;
rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz;
rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0;
Payload payload;
TraceRay(accelStruct, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
}
[shader("closesthit")]
void closesthitMain(inout Payload p, in Attributes attribs)
{
const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
p.hitValue = barycentricCoords;
}
[shader("miss")]
void missMain(inout Payload p)
{
p.hitValue = float3(0.0, 0.0, 0.2);
}