Add multisampling

This commit is contained in:
Magnus Norddahl 2022-08-27 05:38:40 +02:00
parent c53ebe8121
commit 9c43d0336d
7 changed files with 393 additions and 102 deletions

View file

@ -201,6 +201,7 @@ set( SOURCES
src/lightmap/glsl_rmiss_ambient.h
src/lightmap/glsl_frag.h
src/lightmap/glsl_vert.h
src/lightmap/glsl_frag_resolve.h
src/lightmap/cpuraytracer.cpp
src/lightmap/cpuraytracer.h
src/math/mat.cpp

View file

@ -58,7 +58,7 @@ layout(push_constant) uniform PushConstants
float PushPadding4;
};
layout(location = 0) in vec3 worldpos;
layout(location = 0) centroid in vec3 worldpos;
layout(location = 0) out vec4 fragcolor;
vec3 TraceSunLight(vec3 origin);
@ -69,13 +69,8 @@ float RadicalInverse_VdC(uint bits);
void main()
{
vec3 origin = worldpos;
vec3 normal;
if (SurfaceIndex >= 0)
{
normal = surfaces[SurfaceIndex].Normal;
origin += normal * 0.1;
}
vec3 normal = surfaces[SurfaceIndex].Normal;
vec3 origin = worldpos + normal * 0.1;
vec3 incoming = TraceSunLight(origin);
@ -84,10 +79,7 @@ void main()
incoming += TraceLight(origin, normal, lights[j]);
}
if (SurfaceIndex >= 0)
{
incoming.rgb *= TraceAmbientOcclusion(origin, normal);
}
fragcolor = vec4(incoming, 1.0);
}

View file

@ -0,0 +1,52 @@
static const char* glsl_frag_resolve = R"glsl(
#version 460
#extension GL_EXT_ray_query : require
layout(set = 0, binding = 0) uniform sampler2DMS tex;
layout(location = 0) in vec3 worldpos;
layout(location = 0) out vec4 fragcolor;
vec4 samplePixel(ivec2 pos, int count)
{
vec4 c = vec4(0.0);
for (int i = 0; i < count; i++)
{
c += texelFetch(tex, pos, i);
}
if (c.a > 0.0)
c /= c.a;
return c;
}
void main()
{
int count = textureSamples(tex);
ivec2 size = textureSize(tex);
ivec2 pos = ivec2(gl_FragCoord.xy);
vec4 c = samplePixel(pos, count);
if (c.a == 0.0)
{
for (int y = -1; y <= 1; y++)
{
for (int x = -1; x <= 1; x++)
{
if (x != 0 || y != 0)
{
ivec2 pos2;
pos2.x = clamp(pos.x + x, 0, size.x - 1);
pos2.y = clamp(pos.y + y, 0, size.y - 1);
c += samplePixel(pos2, count);
}
}
}
if (c.a > 0.0)
c /= c.a;
}
fragcolor = c;
}
)glsl";

View file

@ -15,6 +15,7 @@
#include <mutex>
#include <thread>
#include "glsl_frag.h"
#include "glsl_frag_resolve.h"
#include "glsl_vert.h"
extern bool VKDebug;
@ -82,15 +83,15 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
LightmapImage& img = atlasImages[pageIndex];
RenderPassBegin()
.RenderPass(renderPass.get())
.RenderPass(raytrace.renderPass.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.Framebuffer.get())
.Framebuffer(img.raytrace.Framebuffer.get())
.Execute(cmdbuffer.get());
VkDeviceSize offset = 0;
cmdbuffer->bindVertexBuffers(0, 1, &sceneVertexBuffer->buffer, &offset);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout.get(), 0, descriptorSet.get());
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipeline.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet.get());
for (size_t i = 0; i < mesh->surfaces.size(); i++)
{
@ -101,28 +102,6 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
int sampleWidth = surface->texWidth;
int sampleHeight = surface->texHeight;
#if 1
int firstVertex = sceneVertexPos;
int vertexCount = 4;
sceneVertexPos += vertexCount;
SceneVertex* vertex = &sceneVertices[firstVertex];
vertex[0].Position = vec2(0.0f, 0.0f);
vertex[1].Position = vec2(1.0f, 0.0f);
vertex[2].Position = vec2(1.0f, 1.0f);
vertex[3].Position = vec2(0.0f, 1.0f);
#else
int firstVertex = sceneVertexPos;
int vertexCount = (int)surface->lightUV.size();
sceneVertexPos += vertexCount;
SceneVertex* vertex = &sceneVertices[firstVertex];
for (const vec2& uv : surface->lightUV)
{
(vertex++)->Position = vec2(uv.x / sampleWidth, uv.y / sampleHeight);
}
#endif
int firstLight = sceneLightPos;
int lightCount = (int)surface->LightList.size();
sceneLightPos += lightCount;
@ -157,9 +136,73 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
pc.LightmapOrigin = surface->worldOrigin;
pc.LightmapStepX = surface->worldStepX * (float)sampleWidth;
pc.LightmapStepY = surface->worldStepY * (float)sampleHeight;
cmdbuffer->pushConstants(pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants2), &pc);
cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants2), &pc);
if (vertexList.size() < surface->lightUV.size())
vertexList.resize(surface->lightUV.size());
#if 1
// Draw tile
int firstVertex = sceneVertexPos;
int vertexCount = 4;
sceneVertexPos += vertexCount;
SceneVertex* vertex = &sceneVertices[firstVertex];
vertex[0].Position = vec2(0.0f, 0.0f);
vertex[1].Position = vec2(1.0f, 0.0f);
vertex[2].Position = vec2(1.0f, 1.0f);
vertex[3].Position = vec2(0.0f, 1.0f);
cmdbuffer->draw(vertexCount, 1, firstVertex, 0);
#else
// Convert to triangle fan and correct orientation
int vertexCount = (int)surface->lightUV.size();
if (surface->type == ST_FLOOR || surface->type == ST_CEILING)
{
if (IsNegativelyOriented(surface->lightUV[0], surface->lightUV[1], surface->lightUV[2]))
{
for (int idx = 0; idx < vertexCount; idx++)
{
vertexList[idx] = surface->lightUV[idx];
}
}
else
{
for (int idx = 0; idx < vertexCount; idx++)
{
vertexList[idx] = surface->lightUV[vertexCount - 1 - idx];
}
}
}
else
{
if (IsNegativelyOriented(surface->lightUV[0], surface->lightUV[2], surface->lightUV[3]))
{
vertexList[0] = surface->lightUV[0];
vertexList[1] = surface->lightUV[2];
vertexList[2] = surface->lightUV[3];
vertexList[3] = surface->lightUV[1];
}
else
{
vertexList[0] = surface->lightUV[1];
vertexList[1] = surface->lightUV[3];
vertexList[2] = surface->lightUV[2];
vertexList[3] = surface->lightUV[0];
}
}
// Draw polygon
int firstVertex = sceneVertexPos;
sceneVertexPos += vertexCount;
SceneVertex* vertex = &sceneVertices[firstVertex];
for (int idx = 0; idx < vertexCount; idx++)
{
auto& uv = vertexList[idx];
(vertex++)->Position = vec2(uv.x / sampleWidth, uv.y / sampleHeight);
}
cmdbuffer->draw(vertexCount, 1, firstVertex, 0);
#endif
}
cmdbuffer->endRenderPass();
}
@ -169,7 +212,58 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
LightmapImage& img = atlasImages[i];
PipelineBarrier()
.AddImage(img.Image.get(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT)
.AddImage(img.raytrace.Image.get(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
.Execute(cmdbuffer.get(), VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
RenderPassBegin()
.RenderPass(resolve.renderPass.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.resolve.Framebuffer.get())
.Execute(cmdbuffer.get());
VkDeviceSize offset = 0;
cmdbuffer->bindVertexBuffers(0, 1, &sceneVertexBuffer->buffer, &offset);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, resolve.pipeline.get());
auto descriptorSet = resolve.descriptorPool->allocate(resolve.descriptorSetLayout.get());
descriptorSet->SetDebugName("resolve.descriptorSet");
WriteDescriptors()
.AddCombinedImageSampler(descriptorSet.get(), 0, img.raytrace.View.get(), resolve.sampler.get(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
.Execute(device.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, resolve.pipelineLayout.get(), 0, descriptorSet.get());
resolve.descriptorSets.push_back(std::move(descriptorSet));
VkViewport viewport = {};
viewport.maxDepth = 1;
viewport.width = (float)atlasImageSize;
viewport.height = (float)atlasImageSize;
cmdbuffer->setViewport(0, 1, &viewport);
PushConstants2 pc;
pc.LightStart = 0;
pc.LightEnd = 0;
pc.SurfaceIndex = 0;
pc.TileTL = vec2(0.0f);
pc.TileBR = vec2(1.0f);
pc.LightmapOrigin = vec3(0.0f);
pc.LightmapStepX = vec3(0.0f);
pc.LightmapStepY = vec3(0.0f);
cmdbuffer->pushConstants(resolve.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstants2), &pc);
int firstVertex = sceneVertexPos;
int vertexCount = 4;
sceneVertexPos += vertexCount;
SceneVertex* vertex = &sceneVertices[firstVertex];
vertex[0].Position = vec2(0.0f, 0.0f);
vertex[1].Position = vec2(1.0f, 0.0f);
vertex[2].Position = vec2(1.0f, 1.0f);
vertex[3].Position = vec2(0.0f, 1.0f);
cmdbuffer->draw(vertexCount, 1, firstVertex, 0);
cmdbuffer->endRenderPass();
PipelineBarrier()
.AddImage(img.resolve.Image.get(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT)
.Execute(cmdbuffer.get(), VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
VkBufferImageCopy region = {};
@ -178,7 +272,7 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
region.imageExtent.width = atlasImageSize;
region.imageExtent.height = atlasImageSize;
region.imageExtent.depth = 1;
cmdbuffer->copyImageToBuffer(img.Image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, img.Transfer->buffer, 1, &region);
cmdbuffer->copyImageToBuffer(img.resolve.Image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, img.Transfer->buffer, 1, &region);
}
#ifdef WIN32
@ -195,9 +289,15 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
printf("GPU ray tracing time was %.3f seconds.\n", double(e.QuadPart - s.QuadPart) / double(f.QuadPart));
#endif
struct hvec4
{
unsigned short x,y,z,w;
vec3 xyz() { return vec3(halfToFloat(x), halfToFloat(y), halfToFloat(z)); }
};
for (size_t pageIndex = 0; pageIndex < atlasImages.size(); pageIndex++)
{
vec4* pixels = (vec4*)atlasImages[pageIndex].Transfer->Map(0, atlasImageSize * atlasImageSize * sizeof(vec4));
hvec4* pixels = (hvec4*)atlasImages[pageIndex].Transfer->Map(0, atlasImageSize * atlasImageSize * sizeof(hvec4));
for (size_t i = 0; i < mesh->surfaces.size(); i++)
{
@ -209,10 +309,12 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
int atlasY = surface->atlasY;
int sampleWidth = surface->texWidth;
int sampleHeight = surface->texHeight;
// Download
for (int y = 0; y < sampleHeight; y++)
{
vec3* dest = &surface->texPixels[y * sampleWidth];
vec4* src = &pixels[atlasX + (atlasY + y) * atlasImageSize];
hvec4* src = &pixels[atlasX + (atlasY + y) * atlasImageSize];
for (int x = 0; x < sampleWidth; x++)
{
dest[x] = src[x].xyz();
@ -238,11 +340,12 @@ void GPURaytracer2::CreateVulkanObjects()
CreateSceneVertexBuffer();
CreateSceneLightBuffer();
CreateVertexAndIndexBuffers();
CreateUniformBuffer();
CreateBottomLevelAccelerationStructure();
CreateTopLevelAccelerationStructure();
CreateShaders();
CreatePipeline();
CreateDescriptorSet();
CreateRaytracePipeline();
CreateResolvePipeline();
FinishCommands();
}
@ -533,28 +636,99 @@ void GPURaytracer2::CreateShaders()
.FragmentShader(glsl_frag)
.DebugName("fragShader")
.Create("fragShader", device.get());
fragResolveShader = ShaderBuilder()
.FragmentShader(glsl_frag_resolve)
.DebugName("fragResolveShader")
.Create("fragResolveShader", device.get());
}
void GPURaytracer2::CreatePipeline()
void GPURaytracer2::CreateRaytracePipeline()
{
descriptorSetLayout = DescriptorSetLayoutBuilder()
raytrace.descriptorSetLayout = DescriptorSetLayoutBuilder()
.AddBinding(0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.DebugName("descriptorSetLayout")
.DebugName("raytrace.descriptorSetLayout")
.Create(device.get());
pipelineLayout = PipelineLayoutBuilder()
.AddSetLayout(descriptorSetLayout.get())
raytrace.pipelineLayout = PipelineLayoutBuilder()
.AddSetLayout(raytrace.descriptorSetLayout.get())
.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants2))
.DebugName("pipelineLayout")
.DebugName("raytrace.pipelineLayout")
.Create(device.get());
renderPass = RenderPassBuilder()
raytrace.renderPass = RenderPassBuilder()
.AddAttachment(
VK_FORMAT_R32G32B32A32_SFLOAT,
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_SAMPLE_COUNT_4_BIT,
VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.AddSubpass()
.AddSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.AddExternalSubpassDependency(
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT)
.DebugName("raytrace.renderpass")
.Create(device.get());
raytrace.pipeline = GraphicsPipelineBuilder()
.Layout(raytrace.pipelineLayout.get())
.RenderPass(raytrace.renderPass.get())
.AddVertexShader(vertShader.get())
.AddFragmentShader(fragShader.get())
.AddVertexBufferBinding(0, sizeof(SceneVertex))
.AddVertexAttribute(0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(SceneVertex, Position))
.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN)
.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
.RasterizationSamples(VK_SAMPLE_COUNT_4_BIT)
.Viewport(0.0f, 0.0f, 0.0f, 0.0f)
.Scissor(0, 0, 4096, 4096)
.DebugName("raytrace.pipeline")
.Create(device.get());
raytrace.descriptorPool = DescriptorPoolBuilder()
.AddPoolSize(VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1)
.AddPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1)
.AddPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 3)
.MaxSets(1)
.DebugName("raytrace.descriptorPool")
.Create(device.get());
raytrace.descriptorSet = raytrace.descriptorPool->allocate(raytrace.descriptorSetLayout.get());
raytrace.descriptorSet->SetDebugName("raytrace.descriptorSet");
WriteDescriptors()
.AddAccelerationStructure(raytrace.descriptorSet.get(), 0, tlAccelStruct.get())
.AddBuffer(raytrace.descriptorSet.get(), 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uniformBuffer.get(), 0, sizeof(Uniforms2))
.AddBuffer(raytrace.descriptorSet.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceIndexBuffer.get())
.AddBuffer(raytrace.descriptorSet.get(), 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceBuffer.get())
.AddBuffer(raytrace.descriptorSet.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, sceneLightBuffer.get())
.Execute(device.get());
}
void GPURaytracer2::CreateResolvePipeline()
{
resolve.descriptorSetLayout = DescriptorSetLayoutBuilder()
.AddBinding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.DebugName("resolve.descriptorSetLayout")
.Create(device.get());
resolve.pipelineLayout = PipelineLayoutBuilder()
.AddSetLayout(resolve.descriptorSetLayout.get())
.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstants2))
.DebugName("resolve.pipelineLayout")
.Create(device.get());
resolve.renderPass = RenderPassBuilder()
.AddAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_SAMPLE_COUNT_1_BIT,
VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE,
@ -567,21 +741,31 @@ void GPURaytracer2::CreatePipeline()
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT)
.DebugName("renderpass")
.DebugName("resolve.renderpass")
.Create(device.get());
pipeline = GraphicsPipelineBuilder()
.Layout(pipelineLayout.get())
.RenderPass(renderPass.get())
resolve.pipeline = GraphicsPipelineBuilder()
.Layout(resolve.pipelineLayout.get())
.RenderPass(resolve.renderPass.get())
.AddVertexShader(vertShader.get())
.AddFragmentShader(fragShader.get())
.AddFragmentShader(fragResolveShader.get())
.AddVertexBufferBinding(0, sizeof(SceneVertex))
.AddVertexAttribute(0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(SceneVertex, Position))
.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN)
.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
.Viewport(0.0f, 0.0f, 0.0f, 0.0f)
.Scissor(0, 0, 4096, 4096)
.DebugName("pipeline")
.DebugName("resolve.pipeline")
.Create(device.get());
resolve.descriptorPool = DescriptorPoolBuilder()
.AddPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 256)
.MaxSets(256)
.DebugName("resolve.descriptorPool")
.Create(device.get());
resolve.sampler = SamplerBuilder()
.DebugName("resolve.Sampler")
.Create(device.get());
}
@ -589,23 +773,43 @@ LightmapImage GPURaytracer2::CreateImage(int width, int height)
{
LightmapImage img;
img.Image = ImageBuilder()
img.raytrace.Image = ImageBuilder()
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
.Format(VK_FORMAT_R16G16B16A16_SFLOAT)
.Size(width, height)
.Samples(VK_SAMPLE_COUNT_4_BIT)
.DebugName("LightmapImage.raytrace.Image")
.Create(device.get());
img.raytrace.View = ImageViewBuilder()
.Image(img.raytrace.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT)
.DebugName("LightmapImage.raytrace.View")
.Create(device.get());
img.raytrace.Framebuffer = FramebufferBuilder()
.RenderPass(raytrace.renderPass.get())
.Size(width, height)
.AddAttachment(img.raytrace.View.get())
.DebugName("LightmapImage.raytrace.Framebuffer")
.Create(device.get());
img.resolve.Image = ImageBuilder()
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT)
.Format(VK_FORMAT_R32G32B32A32_SFLOAT)
.Format(VK_FORMAT_R16G16B16A16_SFLOAT)
.Size(width, height)
.DebugName("LightmapImage.Image")
.DebugName("LightmapImage.resolve.Image")
.Create(device.get());
img.View = ImageViewBuilder()
.Image(img.Image.get(), VK_FORMAT_R32G32B32A32_SFLOAT)
.DebugName("LightmapImage.View")
img.resolve.View = ImageViewBuilder()
.Image(img.resolve.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT)
.DebugName("LightmapImage.resolve.View")
.Create(device.get());
img.Framebuffer = FramebufferBuilder()
.RenderPass(renderPass.get())
img.resolve.Framebuffer = FramebufferBuilder()
.RenderPass(resolve.renderPass.get())
.Size(width, height)
.AddAttachment(img.View.get())
.DebugName("LightmapImage.Framebuffer")
.AddAttachment(img.resolve.View.get())
.DebugName("LightmapImage.resolve.Framebuffer")
.Create(device.get());
img.Transfer = BufferBuilder()
@ -617,7 +821,7 @@ LightmapImage GPURaytracer2::CreateImage(int width, int height)
return img;
}
void GPURaytracer2::CreateDescriptorSet()
void GPURaytracer2::CreateUniformBuffer()
{
VkDeviceSize align = device->physicalDevice.properties.limits.minUniformBufferOffsetAlignment;
uniformStructStride = (sizeof(Uniforms2) + align - 1) / align * align;
@ -633,25 +837,6 @@ void GPURaytracer2::CreateDescriptorSet()
.Size(uniformStructs * uniformStructStride)
.DebugName("uniformTransferBuffer")
.Create(device.get());
descriptorPool = DescriptorPoolBuilder()
.AddPoolSize(VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1)
.AddPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1)
.AddPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 3)
.MaxSets(1)
.DebugName("descriptorPool")
.Create(device.get());
descriptorSet = descriptorPool->allocate(descriptorSetLayout.get());
descriptorSet->SetDebugName("descriptorSet");
WriteDescriptors()
.AddAccelerationStructure(descriptorSet.get(), 0, tlAccelStruct.get())
.AddBuffer(descriptorSet.get(), 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uniformBuffer.get(), 0, sizeof(Uniforms2))
.AddBuffer(descriptorSet.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceIndexBuffer.get())
.AddBuffer(descriptorSet.get(), 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceBuffer.get())
.AddBuffer(descriptorSet.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, sceneLightBuffer.get())
.Execute(device.get());
}
std::vector<SurfaceInfo2> GPURaytracer2::CreateSurfaceInfo()
@ -731,3 +916,12 @@ void GPURaytracer2::PrintVulkanInfo()
printf("Vulkan device type: %s\n", deviceType.c_str());
printf("Vulkan version: %s (api) %s (driver)\n", apiVersion.c_str(), driverVersion.c_str());
}
bool GPURaytracer2::IsNegativelyOriented(const vec2& v1, const vec2& v2, const vec2& v3)
{
float A =
v1.x * v2.y - v2.x * v1.y +
v2.x * v3.y - v3.x * v2.y +
v3.x * v1.y - v1.x * v3.y;
return A < 0.0f;
}

View file

@ -56,10 +56,21 @@ struct LightInfo2
};
struct LightmapImage
{
struct
{
std::unique_ptr<VulkanImage> Image;
std::unique_ptr<VulkanImageView> View;
std::unique_ptr<VulkanFramebuffer> Framebuffer;
} raytrace;
struct
{
std::unique_ptr<VulkanImage> Image;
std::unique_ptr<VulkanImageView> View;
std::unique_ptr<VulkanFramebuffer> Framebuffer;
} resolve;
std::unique_ptr<VulkanBuffer> Transfer;
};
@ -82,8 +93,9 @@ private:
void CreateBottomLevelAccelerationStructure();
void CreateTopLevelAccelerationStructure();
void CreateShaders();
void CreatePipeline();
void CreateDescriptorSet();
void CreateRaytracePipeline();
void CreateResolvePipeline();
void CreateUniformBuffer();
void CreateSceneVertexBuffer();
void CreateSceneLightBuffer();
@ -96,6 +108,8 @@ private:
std::vector<SurfaceInfo2> CreateSurfaceInfo();
static bool IsNegativelyOriented(const vec2& v1, const vec2& v2, const vec2& v3);
LevelMesh* mesh = nullptr;
uint8_t* mappedUniforms = nullptr;
@ -133,20 +147,35 @@ private:
std::unique_ptr<VulkanShader> vertShader;
std::unique_ptr<VulkanShader> fragShader;
std::unique_ptr<VulkanShader> fragResolveShader;
struct
{
std::unique_ptr<VulkanDescriptorSetLayout> descriptorSetLayout;
std::unique_ptr<VulkanPipelineLayout> pipelineLayout;
std::unique_ptr<VulkanPipeline> pipeline;
std::unique_ptr<VulkanRenderPass> renderPass;
std::unique_ptr<VulkanDescriptorPool> descriptorPool;
std::unique_ptr<VulkanDescriptorSet> descriptorSet;
} raytrace;
struct
{
std::unique_ptr<VulkanDescriptorSetLayout> descriptorSetLayout;
std::unique_ptr<VulkanPipelineLayout> pipelineLayout;
std::unique_ptr<VulkanPipeline> pipeline;
std::unique_ptr<VulkanRenderPass> renderPass;
std::unique_ptr<VulkanDescriptorPool> descriptorPool;
std::vector<std::unique_ptr<VulkanDescriptorSet>> descriptorSets;
std::unique_ptr<VulkanSampler> sampler;
} resolve;
std::unique_ptr<VulkanBuffer> uniformBuffer;
std::unique_ptr<VulkanBuffer> uniformTransferBuffer;
std::unique_ptr<VulkanDescriptorPool> descriptorPool;
std::unique_ptr<VulkanDescriptorSet> descriptorSet;
std::unique_ptr<VulkanFence> submitFence;
std::unique_ptr<VulkanCommandPool> cmdpool;
std::unique_ptr<VulkanCommandBuffer> cmdbuffer;
std::vector<vec2> vertexList;
};

View file

@ -1501,6 +1501,28 @@ WriteDescriptors& WriteDescriptors::AddBuffer(VulkanDescriptorSet* descriptorSet
return *this;
}
WriteDescriptors& WriteDescriptors::AddSampledImage(VulkanDescriptorSet* descriptorSet, int binding, VulkanImageView* view, VkImageLayout imageLayout)
{
VkDescriptorImageInfo imageInfo = {};
imageInfo.imageView = view->view;
imageInfo.imageLayout = imageLayout;
auto extra = std::make_unique<WriteExtra>();
extra->imageInfo = imageInfo;
VkWriteDescriptorSet descriptorWrite = {};
descriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptorWrite.dstSet = descriptorSet->set;
descriptorWrite.dstBinding = binding;
descriptorWrite.dstArrayElement = 0;
descriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
descriptorWrite.descriptorCount = 1;
descriptorWrite.pImageInfo = &extra->imageInfo;
writes.push_back(descriptorWrite);
writeExtras.push_back(std::move(extra));
return *this;
}
WriteDescriptors& WriteDescriptors::AddStorageImage(VulkanDescriptorSet* descriptorSet, int binding, VulkanImageView* view, VkImageLayout imageLayout)
{
VkDescriptorImageInfo imageInfo = {};
@ -1527,7 +1549,7 @@ WriteDescriptors& WriteDescriptors::AddCombinedImageSampler(VulkanDescriptorSet*
{
VkDescriptorImageInfo imageInfo = {};
imageInfo.imageView = view->view;
imageInfo.sampler = sampler->sampler;
imageInfo.sampler = sampler ? sampler->sampler : nullptr;
imageInfo.imageLayout = imageLayout;
auto extra = std::make_unique<WriteExtra>();

View file

@ -388,6 +388,7 @@ class WriteDescriptors
public:
WriteDescriptors& AddBuffer(VulkanDescriptorSet *descriptorSet, int binding, VkDescriptorType type, VulkanBuffer *buffer);
WriteDescriptors& AddBuffer(VulkanDescriptorSet *descriptorSet, int binding, VkDescriptorType type, VulkanBuffer *buffer, size_t offset, size_t range);
WriteDescriptors& AddSampledImage(VulkanDescriptorSet* descriptorSet, int binding, VulkanImageView* view, VkImageLayout imageLayout);
WriteDescriptors& AddStorageImage(VulkanDescriptorSet *descriptorSet, int binding, VulkanImageView *view, VkImageLayout imageLayout);
WriteDescriptors& AddCombinedImageSampler(VulkanDescriptorSet *descriptorSet, int binding, VulkanImageView *view, VulkanSampler *sampler, VkImageLayout imageLayout);
WriteDescriptors& AddAccelerationStructure(VulkanDescriptorSet* descriptorSet, int binding, VulkanAccelerationStructure* accelStruct);