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authorladevieq <ladevie.quentin@gmail.com>2026-05-05 00:51:57 +0200
committerladevieq <ladevie.quentin@gmail.com>2026-05-05 00:51:57 +0200
commitf745ba47651664048a4641676453d06f2319c3d1 (patch)
tree59177f103b768def83a7cef66e4b2d9ff9690bcf /shaders/compute.comp
parent37fdcb8a0f435c42f737252450626f2bd38bbd0f (diff)
Change shaders push constants to reflect vulkan binding refactor
Diffstat (limited to 'shaders/compute.comp')
-rw-r--r--shaders/compute.comp89
1 files changed, 48 insertions, 41 deletions
diff --git a/shaders/compute.comp b/shaders/compute.comp
index 14f1238..934ff70 100644
--- a/shaders/compute.comp
+++ b/shaders/compute.comp
@@ -54,7 +54,9 @@ struct camera {
vec4 first_pixel;
float lens_radius;
- float[3] padding;
+ float fov;
+ float focus_distance;
+ float aspect_ratio;
};
struct bvh_node {
@@ -64,20 +66,6 @@ struct bvh_node {
int primitive_id;
};
-layout(buffer_reference) readonly buffer scene_metadata {
- camera cam;
-
- uint max_bounce;
- uint min_bounce;
- uint width;
- uint height;
- uint sample_index;
-
- uint enable_dof;
- uint debug_bvh;
- int downscale_factor;
-};
-
layout(buffer_reference) readonly buffer indices_array {
uint indices[];
};
@@ -102,12 +90,25 @@ layout(buffer_reference) readonly buffer nodes_array {
bvh_node[] nodes;
};
-layout(set = 0, binding = 0) uniform sampler samplers[];
-layout(set = 0, binding = 1) uniform texture2D textures[];
-layout(set = 0, binding = 2, rgba32f) uniform image2D images[];
+layout(buffer_reference) readonly buffer global_params {
+ camera cam;
-layout(push_constant) uniform buffers {
- scene_metadata scene;
+ uint max_bounce;
+ uint min_bounce;
+ uint width;
+ uint height;
+
+ uint sample_index;
+ uint enable_dof;
+ uint debug_bvh;
+ int downscale_factor;
+};
+
+layout(buffer_reference) readonly buffer pass_params {
+ uint padding;
+};
+
+layout(buffer_reference) readonly buffer draw_params {
nodes_array bvh;
indices_array indices_arr;
positions_array positions_arr;
@@ -117,7 +118,17 @@ layout(push_constant) uniform buffers {
uint output_image_index;
uint accumulation_image_index;
uint padding[2];
-} bufs;
+};
+
+layout(set = 0, binding = 0) uniform sampler samplers[];
+layout(set = 0, binding = 1) uniform texture2D textures[];
+layout(set = 0, binding = 2, rgba32f) uniform image2D images[];
+
+layout(push_constant) uniform registers {
+ global_params globals;
+ pass_params pass;
+ draw_params draw;
+} regs;
#include "ray.h"
@@ -126,7 +137,7 @@ vec3 ray_color(ray r, uint seed) {
vec3 radiance = vec3(0.0);
vec3 throughput = vec3(1.0);
- for (uint bounce = 0; bounce < bufs.scene.max_bounce; bounce++) {
+ for (uint bounce = 0; bounce < regs.globals.max_bounce; bounce++) {
if (!hit_node(r, info))
return throughput * vec3(1.0);
@@ -236,7 +247,7 @@ vec3 ray_color(ray r, uint seed) {
// Russian Roulette
// As the throughput gets smaller, the ray is more likely to get terminated early.
// Survivors have their value boosted to make up for fewer samples being in the average.
- if (bounce > bufs.scene.min_bounce) {
+ if (bounce > regs.globals.min_bounce) {
float probability = min(0.95f, luminance(throughput));
if (probability < rand(seed)) break;
throughput /= probability;
@@ -247,46 +258,42 @@ vec3 ray_color(ray r, uint seed) {
}
ray generate_camera_ray(ivec2 coords, uint seed) {
- vec2 scene_size = vec2(bufs.scene.width - 1, bufs.scene.height - 1);
+ vec2 scene_size = vec2(regs.globals.width - 1, regs.globals.height - 1);
vec2 uv = vec2(coords.x / scene_size.x, 1.0 - coords.y / scene_size.y);
vec2 rand_disk = disk_vec(vec2(rand(seed), rand(seed)));
vec2 jittered_uvs = uv + vec2(rand(seed), rand(seed)) / scene_size;
vec2 lens_disk = vec2(0.0);
- if (bufs.scene.enable_dof == 1) {
- lens_disk = rand_disk * bufs.scene.cam.lens_radius;
+ if (regs.globals.enable_dof == 1) {
+ lens_disk = rand_disk * regs.globals.cam.lens_radius;
}
- vec3 offset = lens_disk.x * bufs.scene.cam.right.xyz + lens_disk.y * bufs.scene.cam.up.xyz;
- vec3 proj_plane_pos = bufs.scene.cam.first_pixel.xyz + jittered_uvs.x * bufs.scene.cam.horizontal.xyz + jittered_uvs.y * bufs.scene.cam.vertical.xyz;
+ vec3 offset = lens_disk.x * regs.globals.cam.right.xyz + lens_disk.y * regs.globals.cam.up.xyz;
+ vec3 proj_plane_pos = regs.globals.cam.first_pixel.xyz + jittered_uvs.x * regs.globals.cam.horizontal.xyz + jittered_uvs.y * regs.globals.cam.vertical.xyz;
- return ray(bufs.scene.cam.position.xyz + offset, proj_plane_pos.xyz - bufs.scene.cam.position.xyz - offset, 0.001f, 1e15);
+ return ray(regs.globals.cam.position.xyz + offset, proj_plane_pos.xyz - regs.globals.cam.position.xyz - offset, 0.001f, 1e15);
}
void main() {
- if (any(greaterThanEqual(gl_GlobalInvocationID.xy, uvec2(bufs.scene.width, bufs.scene.height))))
+ if (any(greaterThanEqual(gl_GlobalInvocationID.xy, uvec2(regs.globals.width, regs.globals.height))))
return;
- ivec2 coords = ivec2(gl_GlobalInvocationID.xy) * bufs.scene.downscale_factor;
+ ivec2 coords = ivec2(gl_GlobalInvocationID.xy) * regs.globals.downscale_factor;
- uint seed = uint(coords.x * uint(1973) + coords.y * uint(9277) + bufs.scene.sample_index * uint(26699)) | uint(1);
+ uint seed = uint(coords.x * uint(1973) + coords.y * uint(9277) + regs.globals.sample_index * uint(26699)) | uint(1);
ray r = generate_camera_ray(coords, seed);
vec3 out_color = vec3(0.0);
- if (bufs.scene.debug_bvh == 1) {
+ if (regs.globals.debug_bvh == 1) {
out_color = hit_aabbs(r) * vec3(0.001, 0.0, 0.0);
} else {
out_color = ray_color(r, seed);
}
- float spp_scale = (1.0 / bufs.scene.sample_index);
- vec3 acc_color = srgb_to_linear(imageLoad(images[nonuniformEXT(bufs.accumulation_image_index)], coords).xyz);
+ // TODO: what is going on with srgb here ?
+ float spp_scale = (1.0 / regs.globals.sample_index);
+ vec3 acc_color = srgb_to_linear(imageLoad(images[nonuniformEXT(regs.draw.accumulation_image_index)], coords).xyz);
out_color = linear_to_srgb(mix(acc_color, out_color, spp_scale));
- // for (uint i = 0; i < bufs.scene.downscale_factor; i++) {
- // for (uint j = 0; j < bufs.scene.downscale_factor; j++) {
- // imageStore(images[nonuniformEXT(bufs.output_image_index)], coords + ivec2(i, j), vec4(out_color, 1.0));
- // }
- // }
- imageStore(images[nonuniformEXT(bufs.output_image_index)], coords, vec4(out_color, 1.0));
+ imageStore(images[nonuniformEXT(regs.draw.output_image_index)], coords, vec4(out_color, 1.0));
}