Added simple task shader
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c739dac00a
commit
ed406e61a6
5 changed files with 41 additions and 11 deletions
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@ -22,15 +22,31 @@ layout(location = 0) out VertexOutput
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vec4 color;
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vec4 color;
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} vertexOutput[];
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} vertexOutput[];
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const vec4[3] positions = {
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vec4( 0.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0)
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};
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const vec4[3] colors = {
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0),
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vec4(1.0, 0.0, 0.0, 1.0)
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};
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void main()
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void main()
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{
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{
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uint iid = gl_LocalInvocationID.x;
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vec4 offset = vec4(0.0, 0.0, gl_GlobalInvocationID.x, 0.0);
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SetMeshOutputsEXT(3, 1);
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SetMeshOutputsEXT(3, 1);
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mat4 mvp = ubo.projection * ubo.view * ubo.model;
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mat4 mvp = ubo.projection * ubo.view * ubo.model;
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gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[0].gl_Position = mvp * (positions[0] + offset);
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gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[1].gl_Position = mvp * (positions[1] + offset);
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gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[2].gl_Position = mvp * (positions[2] + offset);
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vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0);
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vertexOutput[0].color = colors[0];
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vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0);
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vertexOutput[1].color = colors[1];
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vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0);
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vertexOutput[2].color = colors[2];
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
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}
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}
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Binary file not shown.
13
data/shaders/glsl/meshshader/meshshader.task
Normal file
13
data/shaders/glsl/meshshader/meshshader.task
Normal file
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@ -0,0 +1,13 @@
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/* Copyright (c) 2021, 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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#version 450
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#extension GL_EXT_mesh_shader : require
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void main()
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{
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EmitMeshTasksEXT(3, 1, 1);
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}
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BIN
data/shaders/glsl/meshshader/meshshader.task.spv
Normal file
BIN
data/shaders/glsl/meshshader/meshshader.task.spv
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Binary file not shown.
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@ -38,8 +38,8 @@ public:
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timerSpeed *= 0.25f;
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timerSpeed *= 0.25f;
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camera.type = Camera::CameraType::lookat;
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camera.type = Camera::CameraType::lookat;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(0.0f));
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camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f));
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camera.setTranslation(glm::vec3(0.0f, 0.0f, -2.0f));
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camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f));
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// Extension require at least Vulkan 1.1
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// Extension require at least Vulkan 1.1
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apiVersion = VK_API_VERSION_1_1;
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apiVersion = VK_API_VERSION_1_1;
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@ -65,7 +65,7 @@ public:
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{
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{
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enabledMeshShaderFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV;
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enabledMeshShaderFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV;
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enabledMeshShaderFeatures.meshShader = VK_TRUE;
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enabledMeshShaderFeatures.meshShader = VK_TRUE;
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enabledMeshShaderFeatures.taskShader = VK_FALSE;
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enabledMeshShaderFeatures.taskShader = VK_TRUE;
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deviceCreatepNextChain = &enabledMeshShaderFeatures;
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deviceCreatepNextChain = &enabledMeshShaderFeatures;
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}
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}
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@ -158,7 +158,7 @@ public:
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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std::array<VkPipelineShaderStageCreateInfo, 3> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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@ -176,7 +176,8 @@ public:
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pStages = shaderStages.data();
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shaderStages[0] = loadShader(getShadersPath() + "meshshader/meshshader.mesh.spv", VK_SHADER_STAGE_MESH_BIT_EXT);
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shaderStages[0] = loadShader(getShadersPath() + "meshshader/meshshader.mesh.spv", VK_SHADER_STAGE_MESH_BIT_EXT);
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shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.task.spv", VK_SHADER_STAGE_TASK_BIT_EXT);
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shaderStages[2] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
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}
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}
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