[vulkan] Rework shaders and pipelines for bindless textures

Smashing everything in the process :P (need to work on the C side).
However, while bindless is supposedly good for performance, the biggest
gain this will bring is portability: the texture counts are
automatically limited to what the hardware can handle, and the reliance
on push descriptors is removed (though they were nice and did help get
things up and running).
This commit is contained in:
Bill Currie 2021-12-06 20:38:06 +09:00
parent 3a742f59f7
commit ff6d6f6dd6
6 changed files with 74 additions and 131 deletions

View file

@ -4,6 +4,7 @@
//needs to agree on the size, so it might as well set maxSamplers
//directly (and any other such variable)
maxSamplers = "min (256u, $physDevLimits.maxPerStageDescriptorSamplers)";
maxImages = "min (256u, $physDevLimits.maxPerStageDescriptorSampledImages - 8u)";
};
samplers = {
quakepic = {
@ -159,7 +160,6 @@
);
};
quakebsp_set = {
flags = push_descriptor;
bindings = (
{
binding = 0;
@ -200,7 +200,6 @@
);
};
alias_set = {
flags = push_descriptor;
bindings = (
{
binding = 0;
@ -210,7 +209,13 @@
},
{
binding = 1;
descriptorType = combined_image_sampler;
descriptorType = sampled_image;
descriptorCount = $properties.limits.maxImages;
stageFlags = fragment;
},
{
binding = 2;
descriptorType = sampler;
descriptorCount = 1;
stageFlags = fragment;
},
@ -227,7 +232,6 @@
);
};
alias_textures = {
flags = push_descriptor;
bindings = (
{
binding = 0;
@ -367,7 +371,7 @@
{
stageFlags = fragment;
offset = 68;
size = "3 * 4 + 2 * 4 * 4";
size = "3 * 4 + 2 * 4 * 4 + 4";
},
);
};
@ -651,9 +655,10 @@
module = $builtin/alias_gbuf.frag;
specializationInfo = {
mapEntries = (
// MaxTextures
{ size = 4; offset = 0; constantID = 0; },
);
data = <00000008>;
data = "array(uint($properties.limits.maxImages))";
};
},
);
@ -726,12 +731,10 @@
module = $builtin/bsp_gbuf.frag;
specializationInfo = {
mapEntries = (
// MaxTextures
{ size = 4; offset = 0; constantID = 0; },
{ size = 4; offset = 0; constantID = 1; },
{ size = 4; offset = 0; constantID = 2; },
{ size = 4; offset = 0; constantID = 3; },
);
data = <00000000ffffffff>;
data = "array(uint($properties.limits.maxImages))";
};
},
);
@ -770,10 +773,14 @@
module = $builtin/bsp_sky.frag;
specializationInfo = {
mapEntries = (
{ size = 4; offset = 0; constantID = 1; },
{ size = 4; offset = 4; constantID = 0; },
// MaxTextures
{ size = 4; offset = 8; constantID = 0; },
// doSkyBox
{ size = 4; offset = 4; constantID = 1; },
// doSkySheet
{ size = 4; offset = 0; constantID = 2; },
);
data = <00000000ffffffff>;
data = "array(0, 1, uint($properties.limits.maxImages))";
};
},
);
@ -807,10 +814,14 @@
module = $builtin/bsp_sky.frag;
specializationInfo = {
mapEntries = (
{ size = 4; offset = 0; constantID = 0; },
{ size = 4; offset = 4; constantID = 1; },
// MaxTextures
{ size = 4; offset = 8; constantID = 0; },
// doSkyBox
{ size = 4; offset = 0; constantID = 1; },
// doSkySheet
{ size = 4; offset = 4; constantID = 2; },
);
data = <00000000ffffffff>;
data = "array(0, 1, uint($properties.limits.maxImages))";
};
},
);
@ -844,10 +855,10 @@
module = $builtin/bsp_turb.frag;
specializationInfo = {
mapEntries = (
// MaxTextures
{ size = 4; offset = 0; constantID = 0; },
{ size = 4; offset = 4; constantID = 1; },
);
data = <00000000ffffffff>;
data = "array(uint($properties.limits.maxImages))";
};
},
);
@ -913,7 +924,7 @@
mapEntries = (
{ size = 4; offset = 0; constantID = 0; },
);
data = "array($properties.limits.maxSamplers)";
data = "array(uint($properties.limits.maxSamplers))";
};
},
);

View file

@ -1,5 +1,9 @@
#version 450
layout (set = 0, binding = 1) uniform sampler2DArray Skin;
layout (constant_id = 0) const int MaxTextures = 256;
layout (set = 0, binding = 1) uniform texture2DArray skins[MaxTextures];
layout (set = 0, binding = 2) uniform sampler samp;
layout (push_constant) uniform PushConstants {
layout (offset = 68)
@ -8,6 +12,7 @@ layout (push_constant) uniform PushConstants {
uint colorB;
vec4 fog;
vec4 color;
int texind;
};
layout (location = 0) in vec2 st;
@ -26,10 +31,10 @@ main (void)
vec4 e;
int i;
vec3 light = vec3 (0);
c = texture (Skin, vec3 (st, 0)) * unpackUnorm4x8(base_color);
c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA);
c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB);
e = texture (Skin, vec3 (st, 3));
c = texture (sampler2DArray(skins[texind], samp), vec3 (st, 0)) * unpackUnorm4x8(base_color);
c += texture (sampler2DArray(skins[texind], samp), vec3 (st, 1)) * unpackUnorm4x8(colorA);
c += texture (sampler2DArray(skins[texind], samp), vec3 (st, 2)) * unpackUnorm4x8(colorB);
e = texture (sampler2DArray(skins[texind], samp), vec3 (st, 3));
frag_color = c;
frag_emission = e;

View file

@ -1,15 +1,18 @@
#version 450
layout (constant_id = 0) const int MaxTextures = 256;
layout (set = 0, binding = 1) uniform texture2DArray textures[MaxTextures];
layout (set = 0, binding = 2) uniform sampler samp;
layout (set = 0, binding = 1) uniform sampler2D Texture;
layout (set = 0, binding = 2) uniform sampler2D GlowMap;
layout (set = 0, binding = 3) uniform sampler2D LightMap;
layout (set = 0, binding = 4) uniform sampler2DArray SkySheet;
layout (set = 0, binding = 5) uniform samplerCube SkyCube;
layout (push_constant) uniform PushConstants {
layout (offset = 64)
vec4 fog;
float time;
int texind;
};
layout (location = 0) in vec4 tl_st;
@ -22,26 +25,6 @@ layout (location = 1) out vec4 frag_emission;
layout (location = 2) out vec4 frag_normal;
layout (location = 3) out vec4 frag_position;
layout (constant_id = 0) const bool doWarp = false;
layout (constant_id = 1) const bool doLight = true;
layout (constant_id = 2) const bool doSkyCube = false;
layout (constant_id = 3) const bool doSkySheet = false;
const float PI = 3.14159265;
const float SPEED = 20.0;
const float CYCLE = 128.0;
const float FACTOR = PI * 2.0 / CYCLE;
const vec2 BIAS = vec2 (1.0, 1.0);
const float SCALE = 8.0;
vec2
warp_st (vec2 st, float time)
{
vec2 angle = st.ts * CYCLE / 2.0;
vec2 phase = vec2 (time, time) * SPEED;
return st + (sin ((angle + phase) * FACTOR) + BIAS) / SCALE;
}
vec4
fogBlend (vec4 color)
{
@ -52,79 +35,16 @@ fogBlend (vec4 color)
return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
}
vec4
sky_sheet (vec3 dir, float time)
{
float len;
vec2 flow = vec2 (1.0, 1.0);
vec2 base;
vec3 st1, st2;
vec4 c1, c2, c;
dir.z *= 3.0;
len = dot (dir, dir);
len = SCALE * inversesqrt (len);
base = dir.yx * vec2(1.0, -1.0) * len;
st1 = vec3 (base + flow * time / 8.0, 0);
st2 = vec3 (base + flow * time / 16.0, 1);
c1 = texture (SkySheet, st1);
c2 = texture (SkySheet, st2);
c = vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
return c;
}
vec4
sky_cube (vec3 dir, float time)
{
// NOTE: quake's world is right-handed with Z up and X forward, but
// Vulkan's cube maps are left-handed with Y up and Z forward. The
// rotation to X foward is done by the Sky matrix so all that's left
// to do here is swizzle the Y and Z coordinates
return texture (SkyCube, dir.xzy);
}
vec4
sky_color (vec3 dir, float time)
{
if (!doSkySheet) {
return vec4 (1, 0, 1, 1);
//return sky_cube (dir, time);
} if (!doSkyCube) {
return sky_sheet (dir, time);
} else {
// can see through the sheet (may look funny when looking down)
// maybe have 4 sheet layers instead of 2?
vec4 c1 = sky_sheet (dir, time);
vec4 c2 = sky_cube (dir, time);
return vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
return vec4 (1, 0, 1, 1);
}
}
void
main (void)
{
vec4 c = vec4 (0);
vec4 e;
vec2 t_st = tl_st.xy;
vec2 l_st = tl_st.zw;
vec3 t_st = vec3 (tl_st.xy, 0);
vec3 l_st = vec3 (tl_st.zw, 1);
if (doWarp) {
t_st = warp_st (t_st, time);
}
if (doSkyCube || doSkySheet) {
e = sky_color (direction, time);
} else {
c = texture (Texture, t_st);
if (doLight) {
c *= vec4 (texture (LightMap, l_st).xyz, 1);
}
e = texture (GlowMap, t_st);
}
c = texture (sampler2DArray (textures[texind], samp), t_st);
e = texture (sampler2DArray (textures[texind], samp), t_st);
frag_color = c;//fogBlend (c);
frag_emission = e;
frag_normal = vec4 (normal, 0);

View file

@ -1,12 +1,19 @@
#version 450
layout (set = 0, binding = 4) uniform sampler2DArray SkySheet;
layout (set = 0, binding = 5) uniform samplerCube SkyCube;
layout (constant_id = 0) const int MaxTextures = 256;
layout (constant_id = 1) const bool doSkyBox = false;
layout (constant_id = 2) const bool doSkySheet = false;
layout (set = 0, binding = 1) uniform texture2DArray sheet_tex[MaxTextures];
layout (set = 0, binding = 1) uniform textureCube cube_tex[MaxTextures];
layout (set = 0, binding = 2) uniform sampler samp;
layout (push_constant) uniform PushConstants {
layout (offset = 64)
vec4 fog;
float time;
int sheet_ind;
int cube_ind;
};
layout (location = 0) in vec4 tl_st;
@ -14,9 +21,6 @@ layout (location = 1) in vec3 direction;
layout (location = 0) out vec4 frag_color;
layout (constant_id = 0) const bool doSkyBox = false;
layout (constant_id = 1) const bool doSkySheet = false;
const float SCALE = 189.0 / 64.0;
vec4
@ -30,7 +34,7 @@ fogBlend (vec4 color)
}
vec4
sky_sheet (vec3 dir, float time)
sky_sheet (vec3 dir, float time, texture2DArray tex)
{
float len;
vec2 flow = vec2 (1.0, 1.0);
@ -46,8 +50,8 @@ sky_sheet (vec3 dir, float time)
st1 = vec3 (base + flow * time / 8.0, 0);
st2 = vec3 (base + flow * time / 16.0, 1);
c1 = texture (SkySheet, st1);
c2 = texture (SkySheet, st2);
c1 = texture (sampler2DArray(tex, samp), st1);
c2 = texture (sampler2DArray(tex, samp), st2);
c = vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
@ -55,7 +59,7 @@ sky_sheet (vec3 dir, float time)
}
vec4
sky_box (vec3 dir, float time)
sky_box (vec3 dir, float time, textureCube tex)
{
// NOTE: quake's world is right-handed with Z up and X forward, but
// Vulkan's cube maps are left-handed with Y up and Z forward. The
@ -63,21 +67,21 @@ sky_box (vec3 dir, float time)
// to do here is swizzle the Y and Z coordinates
dir = normalize(dir);
//return vec4(dir.xyz, 1) * 0.5 + vec4(0.5);
return texture (SkyCube, dir.xzy);
return texture (samplerCube (tex, samp), dir.xzy);
}
vec4
sky_color (vec3 dir, float time)
{
if (!doSkySheet) {
return sky_box (dir, time);
return sky_box (dir, time, cube_tex[cube_ind]);
} if (!doSkyBox) {
return sky_sheet (dir, time);
return sky_sheet (dir, time, sheet_tex[sheet_ind]);
} else {
// can see through the sheet (may look funny when looking down)
// maybe have 4 sheet layers instead of 2?
vec4 c1 = sky_sheet (dir, time);
vec4 c2 = sky_box (dir, time);
vec4 c1 = sky_sheet (dir, time, sheet_tex[sheet_ind]);
vec4 c2 = sky_box (dir, time, cube_tex[cube_ind]);
return vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
return vec4 (1, 0, 1, 1);
}

View file

@ -1,11 +1,15 @@
#version 450
layout (set = 0, binding = 1) uniform sampler2D Texture;
layout (constant_id = 0) const int MaxTextures = 256;
layout (set = 0, binding = 1) uniform texture2D textures[MaxTextures];
layout (set = 0, binding = 2) uniform sampler samp;
layout (push_constant) uniform PushConstants {
layout (offset = 64)
vec4 fog;
float time;
int texind;
};
layout (location = 0) in vec4 tl_st;
@ -47,6 +51,6 @@ main (void)
vec2 l_st = tl_st.zw;
t_st = warp_st (t_st, time);
c = texture (Texture, t_st);
c = texture (sampler2D (textures[texind], samp), t_st);
frag_color = c;//fogBlend (c);
}

View file

@ -190,7 +190,6 @@ static const char *instance_extensions[] = {
static const char *device_extensions[] = {
VK_KHR_SWAPCHAIN_EXTENSION_NAME,
VK_KHR_PUSH_DESCRIPTOR_EXTENSION_NAME,
0,
};