Limit the number of lights per trace to 50

This commit is contained in:
Magnus Norddahl 2021-11-16 02:15:14 +01:00
parent 95232aedf4
commit 583f720007
5 changed files with 60 additions and 21 deletions

View file

@ -22,7 +22,7 @@ layout(set = 0, binding = 4) uniform Uniforms
uint SampleIndex; uint SampleIndex;
uint SampleCount; uint SampleCount;
uint PassType; uint PassType;
uint LightCount; uint Padding0;
vec3 SunDir; vec3 SunDir;
float SampleDistance; float SampleDistance;
vec3 SunColor; vec3 SunColor;
@ -43,6 +43,13 @@ struct SurfaceInfo
layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; }; layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
layout(push_constant) uniform PushConstants
{
uint LightStart;
uint LightEnd;
ivec2 pushPadding;
};
vec3 ImportanceSample(vec3 N); vec3 ImportanceSample(vec3 N);
void main() void main()

View file

@ -22,7 +22,7 @@ layout(set = 0, binding = 4) uniform Uniforms
uint SampleIndex; uint SampleIndex;
uint SampleCount; uint SampleCount;
uint PassType; uint PassType;
uint LightCount; uint Padding0;
vec3 SunDir; vec3 SunDir;
float SampleDistance; float SampleDistance;
vec3 SunColor; vec3 SunColor;
@ -58,6 +58,13 @@ struct LightInfo
layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; }; layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
layout(set = 0, binding = 7) buffer LightBuffer { LightInfo lights[]; }; layout(set = 0, binding = 7) buffer LightBuffer { LightInfo lights[]; };
layout(push_constant) uniform PushConstants
{
uint LightStart;
uint LightEnd;
ivec2 pushPadding;
};
vec2 Hammersley(uint i, uint N); vec2 Hammersley(uint i, uint N);
float RadicalInverse_VdC(uint bits); float RadicalInverse_VdC(uint bits);
@ -80,7 +87,7 @@ void main()
const float minDistance = 0.01; const float minDistance = 0.01;
// Sun light if (LightStart == 0) // Sun light
{ {
const float dist = 32768.0; const float dist = 32768.0;
@ -109,7 +116,7 @@ void main()
incoming.rgb += SunColor * (attenuation * SunIntensity * incoming.w); incoming.rgb += SunColor * (attenuation * SunIntensity * incoming.w);
} }
for (uint j = 0; j < LightCount; j++) for (uint j = LightStart; j < LightEnd; j++)
{ {
LightInfo light = lights[j]; LightInfo light = lights[j];

View file

@ -99,7 +99,6 @@ void GPURaytracer::Raytrace(LevelMesh* level)
Uniforms uniforms = {}; Uniforms uniforms = {};
uniforms.SampleDistance = (float)mesh->samples; uniforms.SampleDistance = (float)mesh->samples;
uniforms.LightCount = mesh->map->ThingLights.Size();
uniforms.SunDir = mesh->map->GetSunDirection(); uniforms.SunDir = mesh->map->GetSunDirection();
uniforms.SunColor = mesh->map->GetSunColor(); uniforms.SunColor = mesh->map->GetSunColor();
uniforms.SunIntensity = 1.0f; uniforms.SunIntensity = 1.0f;
@ -110,7 +109,7 @@ void GPURaytracer::Raytrace(LevelMesh* level)
RunTrace(uniforms, rgenBounceRegion); RunTrace(uniforms, rgenBounceRegion);
uniforms.SampleCount = coverageSampleCount; uniforms.SampleCount = coverageSampleCount;
RunTrace(uniforms, rgenLightRegion); RunTrace(uniforms, rgenLightRegion, 0, mesh->map->ThingLights.Size());
for (uint32_t i = 0; i < (uint32_t)bounceSampleCount; i++) for (uint32_t i = 0; i < (uint32_t)bounceSampleCount; i++)
{ {
@ -123,7 +122,7 @@ void GPURaytracer::Raytrace(LevelMesh* level)
for (int bounce = 0; bounce < mesh->map->LightBounce; bounce++) for (int bounce = 0; bounce < mesh->map->LightBounce; bounce++)
{ {
uniforms.SampleCount = coverageSampleCount; uniforms.SampleCount = coverageSampleCount;
RunTrace(uniforms, rgenLightRegion); RunTrace(uniforms, rgenLightRegion, 0, mesh->map->ThingLights.Size());
uniforms.PassType = 2; uniforms.PassType = 2;
uniforms.SampleIndex = (i + bounce) % uniforms.SampleCount; uniforms.SampleIndex = (i + bounce) % uniforms.SampleCount;
@ -230,7 +229,7 @@ void GPURaytracer::BeginTracing()
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline.get()); cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline.get());
} }
void GPURaytracer::RunTrace(const Uniforms& uniforms, const VkStridedDeviceAddressRegionKHR& rgenShader) void GPURaytracer::RunTrace(const Uniforms& uniforms, const VkStridedDeviceAddressRegionKHR& rgenShader, int lightStart, int lightEnd)
{ {
if (uniformsIndex == uniformStructs) if (uniformsIndex == uniformStructs)
{ {
@ -240,25 +239,42 @@ void GPURaytracer::RunTrace(const Uniforms& uniforms, const VkStridedDeviceAddre
*reinterpret_cast<Uniforms*>(mappedUniforms + uniformStructStride * uniformsIndex) = uniforms; *reinterpret_cast<Uniforms*>(mappedUniforms + uniformStructStride * uniformsIndex) = uniforms;
uint32_t offset = (uint32_t)(uniformsIndex * uniformStructStride);
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipelineLayout.get(), 0, descriptorSet.get(), 1, &offset);
bool needbarrier = true;
if (uniformsIndex == 0) if (uniformsIndex == 0)
{ {
PipelineBarrier barrier; PipelineBarrier barrier;
barrier.addBuffer(uniformBuffer.get(), VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT); barrier.addBuffer(uniformBuffer.get(), VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
barrier.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT); barrier.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
barrier.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR); barrier.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
needbarrier = false;
} }
else
{
PipelineBarrier barrier;
barrier.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
barrier.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
}
uint32_t offset = (uint32_t)(uniformsIndex * uniformStructStride);
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipelineLayout.get(), 0, descriptorSet.get(), 1, &offset);
cmdbuffer->traceRays(&rgenShader, &missRegion, &hitRegion, &callRegion, rayTraceImageSize, rayTraceImageSize, 1);
uniformsIndex++; uniformsIndex++;
const int maxLights = 50;
do
{
int count = std::min(lightEnd - lightStart, maxLights);
if (needbarrier)
{
PipelineBarrier barrier;
barrier.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
barrier.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
}
PushConstants constants = {};
constants.LightStart = lightStart;
constants.LightEnd = lightStart + count;
cmdbuffer->pushConstants(pipelineLayout.get(), VK_SHADER_STAGE_RAYGEN_BIT_KHR, 0, (uint32_t)sizeof(PushConstants), &constants);
cmdbuffer->traceRays(&rgenShader, &missRegion, &hitRegion, &callRegion, rayTraceImageSize, rayTraceImageSize, 1);
needbarrier = true;
lightStart += count;
} while (lightStart < lightEnd);
} }
void GPURaytracer::EndTracing() void GPURaytracer::EndTracing()
@ -708,6 +724,7 @@ void GPURaytracer::CreatePipeline()
PipelineLayoutBuilder layoutbuilder; PipelineLayoutBuilder layoutbuilder;
layoutbuilder.addSetLayout(descriptorSetLayout.get()); layoutbuilder.addSetLayout(descriptorSetLayout.get());
layoutbuilder.addPushConstantRange(VK_SHADER_STAGE_RAYGEN_BIT_KHR, 0, sizeof(PushConstants));
pipelineLayout = layoutbuilder.create(device.get()); pipelineLayout = layoutbuilder.create(device.get());
pipelineLayout->SetDebugName("pipelineLayout"); pipelineLayout->SetDebugName("pipelineLayout");

View file

@ -11,7 +11,7 @@ struct Uniforms
uint32_t SampleIndex; uint32_t SampleIndex;
uint32_t SampleCount; uint32_t SampleCount;
uint32_t PassType; uint32_t PassType;
uint32_t LightCount; uint32_t Padding0;
vec3 SunDir; vec3 SunDir;
float SampleDistance; float SampleDistance;
vec3 SunColor; vec3 SunColor;
@ -20,6 +20,13 @@ struct Uniforms
float Padding1; float Padding1;
}; };
struct PushConstants
{
uint32_t LightStart;
uint32_t LightEnd;
ivec2 pushPadding;
};
struct SurfaceInfo struct SurfaceInfo
{ {
vec3 Normal; vec3 Normal;
@ -71,7 +78,7 @@ private:
void UploadTasks(const TraceTask* tasks, size_t size); void UploadTasks(const TraceTask* tasks, size_t size);
void BeginTracing(); void BeginTracing();
void RunTrace(const Uniforms& uniforms, const VkStridedDeviceAddressRegionKHR& rgenShader); void RunTrace(const Uniforms& uniforms, const VkStridedDeviceAddressRegionKHR& rgenShader, int lightStart = 0, int lightEnd = 0);
void EndTracing(); void EndTracing();
void DownloadTasks(const TraceTask* tasks, size_t size); void DownloadTasks(const TraceTask* tasks, size_t size);
void SubmitCommands(); void SubmitCommands();

View file

@ -1,5 +1,6 @@
#include "lightmaptexture.h" #include "lightmaptexture.h"
#include "framework/halffloat.h"
#include <algorithm> #include <algorithm>
LightmapTexture::LightmapTexture(int width, int height) : textureWidth(width), textureHeight(height) LightmapTexture::LightmapTexture(int width, int height) : textureWidth(width), textureHeight(height)