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authorladevieq <ladevie.quentin@gmail.com>2021-01-08 23:42:21 +0100
committerladevieq <ladevie.quentin@gmail.com>2021-01-08 23:42:21 +0100
commitd30435685fff43269bc0fda919cfb3e3fd4539cc (patch)
tree6b0e875990ea6157f62767a6ef1c5622189e2cd6 /shaders
parent0bb3cbcd5a0ff72cc3902d27520a8f5b8c331c46 (diff)
Use 8x8 work groups in compute shader
Diffstat (limited to 'shaders')
-rw-r--r--shaders/compute.comp15
1 files changed, 8 insertions, 7 deletions
diff --git a/shaders/compute.comp b/shaders/compute.comp
index 214b24e..c1c4163 100644
--- a/shaders/compute.comp
+++ b/shaders/compute.comp
@@ -1,3 +1,5 @@
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
struct ray {
vec3 origin;
vec3 direction;
@@ -54,7 +56,8 @@ layout(set = 0, binding = 0) buffer Inputs {
uint max_bounce;
uint samples_per_pixel;
- float [2] padding;
+ uint width;
+ uint height;
vec4[] image;
};
@@ -112,7 +115,7 @@ bool hit_spheres(ray r, float min_t, float max_t, out hit_info info) {
float closest_t = max_t;
hit_info temp_info;
bool hit = false;
- for (uint sphere_index = 0; sphere_index < 200; sphere_index++) {
+ for (uint sphere_index = 0; sphere_index < 512; sphere_index++) {
if (spheres[sphere_index].radius > 0.0 && hit_sphere(spheres[sphere_index], r, min_t, closest_t, temp_info)) {
info = temp_info;
closest_t = temp_info.t;
@@ -202,15 +205,13 @@ vec4 ray_color(ray r, uint sample_index) {
void main() {
uint x = gl_GlobalInvocationID.x;
uint y = gl_GlobalInvocationID.y;
- uint width = gl_NumWorkGroups.x;
- uint height = gl_NumWorkGroups.y;
vec2 uv = vec2(float(x) / (width - 1), 1.0 - (float(y) / (height - 1)));
vec3 horizontal = cam.focus_distance * cam.right.xyz * cam.viewport_width;
vec3 vertical = cam.focus_distance * cam.up.xyz * cam.viewport_height;
vec3 first = cam.position.xyz - horizontal / 2.0 - vertical / 2.0 + cam.focus_distance * cam.forward.xyz;
- image[y * width + x] = vec4(0.0);
+ vec4 out_color = vec4(0.0);
for (uint sample_index = 0; sample_index < samples_per_pixel; sample_index++) {
vec2 jittered_uvs = uv + vec2(random_disk[sample_index].x / (width - 1), random_disk[sample_index].y / (height - 1));
@@ -218,9 +219,9 @@ void main() {
vec3 offset = lens_disk.x * cam.right.xyz + lens_disk.y * cam.up.xyz;
vec3 proj_plane_pos = first + jittered_uvs.x * horizontal + jittered_uvs.y * vertical;
- image[y * width + x] += ray_color(ray(cam.position.xyz + offset, proj_plane_pos - cam.position.xyz - offset), sample_index);
+ out_color += ray_color(ray(cam.position.xyz + offset, proj_plane_pos - cam.position.xyz - offset), sample_index);
}
float spp_scale = (1.0 / samples_per_pixel);
- image[y * width + x] = sqrt(image[y * width + x] * spp_scale);
+ image[y * width + x] = sqrt(out_color * spp_scale);
}