procedural-3d-engine/data/hlsl/README.md

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## HLSL Shaders
This directory contains a fork of the shaders found in [data/shaders](https://github.com/SaschaWillems/Vulkan/tree/master/data/shaders), re-written in HLSL.
These can be compiled with [DXC](https://github.com/microsoft/DirectXShaderCompiler) using the `compile.py` script.
### Status
Tested on Ubuntu 18.04 + GeForce RTX 2080 Ti
Shaders written to mirror the GLSL versions at `eddd724`. There have been changes made to the GLSL shaders since then, which will need to be updated.
| Name | GLSL @`eddd724e7` | HLSL @`eddd724e7` | GLSL @`10a1ecaf7` | HLSL @`10a1ecaf7`
|----------------------------|-------------------|-------------------|-------------------|-------------------
| bloom | ☑ | ☑ | ☑ | ☑
| computecloth | ☑ | ☑ | ☑ | ☑
| computecullandlod | ☑ | ☑ | ☑ | ☑
| computeheadless | ☑ | ☑ | ☑ | ☑
| computenbody | ☑ | ☑ | ☑ | ☑
| computeparticles | ☑ | ❌ | ☑ | ❌
| computeraytracing | ☑ | ☑ | ☑ | ☑
| computeshader | ☑ | ☑ | ☑ | ☑
| conditionalrender | ☑ | ☑ | ☑ | ☑
| conservativeraster | ☑ | ☑ | ☑ | ☑
| debugmarker | ☑ | ☑ | ☑ | ☑
| deferred | ☑ | ☑ | ☑ | ☑
| deferredmultisampling | ☑ | ☑ | ☑ | ☑
| deferredshadows | ☑ | ☑ | ☑ | ☑
| descriptorsets | ☑ | ☑ | ☑ | ☑
| displacement | ☑ | ☑ | ☑ | ☑
| distancefieldfonts | ☑ | ☑ | ☑ | ☑
| dynamicuniformbuffer | ☑ | ☑ | ☑ | ☑
| gears | ☑ | ☑ | ☑ | ☑
| geometryshader | ☑ | ☑ | ☑ | ☑
| gltfscene | - | - | ☑ | ☑
| hdr | ☑ | ❌ | ☑ | ❌
| imgui | ☑ | ☑ | ☑ | ☑
| indirectdraw | ☑ | ☑ | ☑ | ☑
| inlineuniformblocks | ☑ | ☑ | ☑ | ☑
| inputattachments | ☑ | ☑ | ☑ | ☑
| instancing | ☑ | ☑ | ☑ | ☑
| mesh | ☑ | ☑ | ❌ | ☑
| multisampling | ☑ | ☑ | ☑ | ☑
| multithreading | ☑ | ☑ | ☑ | ☑
| multiview | ☑ | ☑ | ☑ | ☑
| negativeviewportheight | ☑ | ☑ | ☑ | ☑
| nv_ray_tracing_basic | ☑ | ☑ | ☑ | ☑
| nv_ray_tracing_reflections | ☑ | ☑ | ☑ | ☑
| nv_ray_tracing_shadows | ☑ | ☑ | ☑ | ☑
| occlusionquery | ☑ | ☑ | ☑ | ☑
| offscreen | ☑ | ☑ | ☑ | ☑
| parallaxmapping | ☑ | ☑ | ☑ | ☑
| particlefire | ☑ | ☑ | ☑ | ☑
| pbrbasic | ☑ | ☑ | ☑ | ☑
| pbribl | ☑ | ☑ | ☑ | ☑
| pbrtexture | ☑ | ☑ | ☑ | ☑
| pipelines | ☑ | ☑ | ☑ | ☑
| pipelinestatistics | ☑ | ☑ | ☑ | ☑
| pushconstants | ☑ | ☑ | ☑ | ☑
| pushdescriptors | ☑ | ☑ | ☑ | ☑
| radialblur | ☑ | ☑ | ☑ | ☑
| renderheadless | ☑ | ☑ | ☑ | ☑
| scenerendering | ☑ | ☑ | ☑ | ☑
| screenshot | ☑ | ☑ | ☑ | ☑
| shadowmapping | ☑ | ☑ | ☑ | ☑
| shadowmappingcascade | ☑ | ☑ | ☑ | ☑
| shadowmappingomni | ☑ | ☑ | ☑ | ☑
| skeletalanimation | ☑ | ☑ | ☑ | ❌
| specializationconstants | ☑ | ☑ | ☑ | ☑
| sphericalenvmapping | ☑ | ☑ | ☑ | ☑
| ssao | ☑ | ☑ | ☑ | ☑
| stencilbuffer | ☑ | ☑ | ☑ | ☑
| subpasses | ☑ | ☑ | ☑ | ☑
| terraintessellation | ☑ | ☑ | ☑ | ☑
| tessellation | ☑ | ☑ | ☑ | ☑
| textoverlay | ☑ | ☑ | ☑ | ☑
| texture | ☑ | ☑ | ☑ | ☑
| texture3d | ☑ | ☑ | ☑ | ☑
| texturearray | ☑ | ☑ | ☑ | ☑
| texturecubemap | ☑ | ❌ | ☑ | ❌
| texturemipmapgen | ☑ | ☑ | ☑ | ☑
| texturesparseresidency | ☑ | ☑ | ☑ | ☑
| triangle | ☑ | ☑ | ☑ | ☑
| viewportarray | ☑ | ☑ | ☑ | ☑
| vulkanscene | ☑ | ☑ | ☑ | ☑
### Known issues
- specialization constants can't be used to specify array size.
- `gl_PointCoord` not supported. HLSL has no equivalent. We changed the shaders to calulate the PointCoord manually in the shader. (`computenbody`, `computeparticles`, `particlefire` examples).
- HLSL doesn't have inverse operation (`deferred`, `hdr`, `instancing`, `skeletalanimation` & `texturecubemap` examples).
- `modf` causes compilation to fail without errors or warnings. (`modf` not used by any examples, easily confused with fmod)
- In `specializationconstants` example, shader compilation fails with error:
```
--- Error msg: fatal error: failed to optimize SPIR-V: Id 10 is defined more than once
```
When multiple constant ids are defined and have different types. We work around this problem by making all constant ids the same type, then use `asfloat`, `asint` or `asuint` to get the original value in the shader.
- `gl_RayTmaxNV` not supported. (`nv_ray_tracing_*` examples)
- HLSL interface for sparse residency textures is different from GLSL interface. After translating from HLSL to GLSL the shaders behave slightly different. Most important parts do behave identically though.