Add shaders re-implemented in HLSL

These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
Ben Clayton 2020-05-21 10:20:19 +00:00
parent 10a1ecaf7b
commit cce75f1859
287 changed files with 11263 additions and 0 deletions

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// Copyright 2020 Google LLC
#define MAX_LOD_LEVEL_COUNT 6
[[vk::constant_id(0)]] const int MAX_LOD_LEVEL = 5;
struct InstanceData
{
float3 pos;
float scale;
};
StructuredBuffer<InstanceData> instances : register(t0);
// Same layout as VkDrawIndexedIndirectCommand
struct IndexedIndirectCommand
{
uint indexCount;
uint instanceCount;
uint firstIndex;
uint vertexOffset;
uint firstInstance;
};
RWStructuredBuffer<IndexedIndirectCommand> indirectDraws : register(u1);
// Binding 2: Uniform block object with matrices
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 cameraPos;
float4 frustumPlanes[6];
};
cbuffer ubo : register(b2) { UBO ubo; }
// Binding 3: Indirect draw stats
struct UBOOut
{
uint drawCount;
uint lodCount[MAX_LOD_LEVEL_COUNT];
};
RWStructuredBuffer<UBOOut> uboOut : register(u3);
// Binding 4: level-of-detail information
struct LOD
{
uint firstIndex;
uint indexCount;
float distance;
float _pad0;
};
StructuredBuffer<LOD> lods : register(t4);
[numthreads(16, 1, 1)]
bool frustumCheck(float4 pos, float radius)
{
// Check sphere against frustum planes
for (int i = 0; i < 6; i++)
{
if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
{
return false;
}
}
return true;
}
[numthreads(16, 1, 1)]
void main(uint3 GlobalInvocationID : SV_DispatchThreadID )
{
uint idx = GlobalInvocationID.x;
uint temp;
// Clear stats on first invocation
if (idx == 0)
{
InterlockedExchange(uboOut[0].drawCount, 0, temp);
for (uint i = 0; i < MAX_LOD_LEVEL + 1; i++)
{
InterlockedExchange(uboOut[0].lodCount[i], 0, temp);
}
}
float4 pos = float4(instances[idx].pos.xyz, 1.0);
// Check if object is within current viewing frustum
if (frustumCheck(pos, 1.0))
{
indirectDraws[idx].instanceCount = 1;
// Increase number of indirect draw counts
InterlockedAdd(uboOut[0].drawCount, 1, temp);
// Select appropriate LOD level based on distance to camera
uint lodLevel = MAX_LOD_LEVEL;
for (uint i = 0; i < MAX_LOD_LEVEL; i++)
{
if (distance(instances[idx].pos.xyz, ubo.cameraPos.xyz) < lods[i].distance)
{
lodLevel = i;
break;
}
}
indirectDraws[idx].firstIndex = lods[lodLevel].firstIndex;
indirectDraws[idx].indexCount = lods[lodLevel].indexCount;
// Update stats
InterlockedAdd(uboOut[0].lodCount[lodLevel], 1, temp);
}
else
{
indirectDraws[idx].instanceCount = 0;
}
}

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// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 ambient = float3(0.25, 0.25, 0.25);
float3 diffuse = max(dot(N, L), 0.0).xxx;
return float4((ambient + diffuse) * input.Color, 1.0);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
// Instanced attributes
[[vk::location(4)]] float3 instancePos : TEXCOORD0;
[[vk::location(5)]] float instanceScale : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.Normal = input.Normal;
float4 pos = float4((input.Pos.xyz * input.instanceScale) + input.instancePos, 1.0);
output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
float4 lPos = float4(0.0, 10.0, 50.0, 1.0);
output.LightVec = lPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}