diff options
| author | ladevieq <ladevie.quentin@gmail.com> | 2021-01-08 23:42:21 +0100 |
|---|---|---|
| committer | ladevieq <ladevie.quentin@gmail.com> | 2021-01-08 23:42:21 +0100 |
| commit | d30435685fff43269bc0fda919cfb3e3fd4539cc (patch) | |
| tree | 6b0e875990ea6157f62767a6ef1c5622189e2cd6 /shaders | |
| parent | 0bb3cbcd5a0ff72cc3902d27520a8f5b8c331c46 (diff) | |
Use 8x8 work groups in compute shader
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/compute.comp | 15 |
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); } |
