Added simple task shader

This commit is contained in:
Sascha Willems 2022-11-10 18:24:57 +01:00
parent c739dac00a
commit ed406e61a6
5 changed files with 41 additions and 11 deletions

View file

@ -22,15 +22,31 @@ layout(location = 0) out VertexOutput
vec4 color;
} vertexOutput[];
const vec4[3] positions = {
vec4( 0.0, -1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0)
};
const vec4[3] colors = {
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(1.0, 0.0, 0.0, 1.0)
};
void main()
{
uint iid = gl_LocalInvocationID.x;
vec4 offset = vec4(0.0, 0.0, gl_GlobalInvocationID.x, 0.0);
SetMeshOutputsEXT(3, 1);
mat4 mvp = ubo.projection * ubo.view * ubo.model;
gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0);
gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0);
gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0);
vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0);
vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0);
vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0);
gl_MeshVerticesEXT[0].gl_Position = mvp * (positions[0] + offset);
gl_MeshVerticesEXT[1].gl_Position = mvp * (positions[1] + offset);
gl_MeshVerticesEXT[2].gl_Position = mvp * (positions[2] + offset);
vertexOutput[0].color = colors[0];
vertexOutput[1].color = colors[1];
vertexOutput[2].color = colors[2];
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
}

View file

@ -0,0 +1,13 @@
/* Copyright (c) 2021, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#version 450
#extension GL_EXT_mesh_shader : require
void main()
{
EmitMeshTasksEXT(3, 1, 1);
}

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View file

@ -38,8 +38,8 @@ public:
timerSpeed *= 0.25f;
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -2.0f));
camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f));
// Extension require at least Vulkan 1.1
apiVersion = VK_API_VERSION_1_1;
@ -65,7 +65,7 @@ public:
{
enabledMeshShaderFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV;
enabledMeshShaderFeatures.meshShader = VK_TRUE;
enabledMeshShaderFeatures.taskShader = VK_FALSE;
enabledMeshShaderFeatures.taskShader = VK_TRUE;
deviceCreatepNextChain = &enabledMeshShaderFeatures;
}
@ -158,7 +158,7 @@ public:
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
std::array<VkPipelineShaderStageCreateInfo, 3> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
@ -176,7 +176,8 @@ public:
pipelineCI.pStages = shaderStages.data();
shaderStages[0] = loadShader(getShadersPath() + "meshshader/meshshader.mesh.spv", VK_SHADER_STAGE_MESH_BIT_EXT);
shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.task.spv", VK_SHADER_STAGE_TASK_BIT_EXT);
shaderStages[2] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
}