aboutsummaryrefslogtreecommitdiffstats
path: root/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'shaders')
-rw-r--r--shaders/api-test-ui.frag25
-rw-r--r--shaders/compute.comp54
-rw-r--r--shaders/include/ray.h54
-rw-r--r--shaders/test.comp20
-rw-r--r--shaders/tonemapping.comp38
-rw-r--r--shaders/transmittance_lut.comp7
6 files changed, 75 insertions, 123 deletions
diff --git a/shaders/api-test-ui.frag b/shaders/api-test-ui.frag
index 8da6369..ad2ea21 100644
--- a/shaders/api-test-ui.frag
+++ b/shaders/api-test-ui.frag
@@ -1,5 +1,6 @@
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_nonuniform_qualifier : require
+#extension GL_EXT_descriptor_heap : require
layout(location = 0) out vec4 o_Color;
@@ -8,17 +9,9 @@ layout(location = 0) in struct {
vec4 color;
} In;
-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 {
- uint padding;
-};
-
-layout(buffer_reference) readonly buffer pass_params {
- uint padding;
-};
+layout(descriptor_heap) uniform texture2D textures[];
+layout(descriptor_heap, rgba32f) uniform image2D images[];
+layout(descriptor_heap) uniform sampler samplers[];
struct vertex {
float pos_x;
@@ -32,19 +25,13 @@ layout(buffer_reference) readonly buffer vertices {
vertex vertices[];
};
-layout(buffer_reference) readonly buffer draw_params {
+layout(push_constant) uniform registers {
vertices vertex_buffer;
vec2 scale;
vec2 translate;
uint texture_index;
-};
-
-layout(push_constant) uniform registers {
- global_params globals;
- pass_params pass;
- draw_params draw;
} regs;
void main() {
- o_Color = In.color * texture(sampler2D(textures[nonuniformEXT(regs.draw.texture_index)], samplers[nonuniformEXT(0U)]), In.uv.xy);
+ o_Color = In.color * texture(sampler2D(textures[nonuniformEXT(regs.texture_index)], samplers[nonuniformEXT(0U)]), In.uv.xy);
}
diff --git a/shaders/compute.comp b/shaders/compute.comp
index 934ff70..c361c43 100644
--- a/shaders/compute.comp
+++ b/shaders/compute.comp
@@ -5,6 +5,7 @@
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_nonuniform_qualifier : require
+#extension GL_EXT_descriptor_heap : require
#include "math.h"
#include "color_utils.h"
@@ -90,7 +91,11 @@ layout(buffer_reference) readonly buffer nodes_array {
bvh_node[] nodes;
};
-layout(buffer_reference) readonly buffer global_params {
+layout(descriptor_heap) uniform texture2D textures[];
+layout(descriptor_heap, rgba32f) uniform image2D images[];
+layout(descriptor_heap) uniform sampler samplers[];
+
+layout(push_constant) uniform registers {
camera cam;
uint max_bounce;
@@ -102,13 +107,7 @@ layout(buffer_reference) readonly buffer global_params {
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;
@@ -117,17 +116,6 @@ layout(buffer_reference) readonly buffer draw_params {
materials_array materials_arr;
uint output_image_index;
uint accumulation_image_index;
- uint padding[2];
-};
-
-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"
@@ -137,7 +125,7 @@ vec3 ray_color(ray r, uint seed) {
vec3 radiance = vec3(0.0);
vec3 throughput = vec3(1.0);
- for (uint bounce = 0; bounce < regs.globals.max_bounce; bounce++) {
+ for (uint bounce = 0; bounce < regs.max_bounce; bounce++) {
if (!hit_node(r, info))
return throughput * vec3(1.0);
@@ -247,7 +235,7 @@ 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 > regs.globals.min_bounce) {
+ if (bounce > regs.min_bounce) {
float probability = min(0.95f, luminance(throughput));
if (probability < rand(seed)) break;
throughput /= probability;
@@ -258,42 +246,42 @@ vec3 ray_color(ray r, uint seed) {
}
ray generate_camera_ray(ivec2 coords, uint seed) {
- vec2 scene_size = vec2(regs.globals.width - 1, regs.globals.height - 1);
+ vec2 scene_size = vec2(regs.width - 1, regs.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 (regs.globals.enable_dof == 1) {
- lens_disk = rand_disk * regs.globals.cam.lens_radius;
+ if (regs.enable_dof == 1) {
+ lens_disk = rand_disk * regs.cam.lens_radius;
}
- 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;
+ vec3 offset = lens_disk.x * regs.cam.right.xyz + lens_disk.y * regs.cam.up.xyz;
+ vec3 proj_plane_pos = regs.cam.first_pixel.xyz + jittered_uvs.x * regs.cam.horizontal.xyz + jittered_uvs.y * regs.cam.vertical.xyz;
- return ray(regs.globals.cam.position.xyz + offset, proj_plane_pos.xyz - regs.globals.cam.position.xyz - offset, 0.001f, 1e15);
+ return ray(regs.cam.position.xyz + offset, proj_plane_pos.xyz - regs.cam.position.xyz - offset, 0.001f, 1e15);
}
void main() {
- if (any(greaterThanEqual(gl_GlobalInvocationID.xy, uvec2(regs.globals.width, regs.globals.height))))
+ if (any(greaterThanEqual(gl_GlobalInvocationID.xy, uvec2(regs.width, regs.height))))
return;
- ivec2 coords = ivec2(gl_GlobalInvocationID.xy) * regs.globals.downscale_factor;
+ ivec2 coords = ivec2(gl_GlobalInvocationID.xy) * regs.downscale_factor;
- uint seed = uint(coords.x * uint(1973) + coords.y * uint(9277) + regs.globals.sample_index * uint(26699)) | uint(1);
+ uint seed = uint(coords.x * uint(1973) + coords.y * uint(9277) + regs.sample_index * uint(26699)) | uint(1);
ray r = generate_camera_ray(coords, seed);
vec3 out_color = vec3(0.0);
- if (regs.globals.debug_bvh == 1) {
+ if (regs.debug_bvh == 1) {
out_color = hit_aabbs(r) * vec3(0.001, 0.0, 0.0);
} else {
out_color = ray_color(r, seed);
}
// 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);
+ float spp_scale = (1.0 / regs.sample_index);
+ vec3 acc_color = srgb_to_linear(imageLoad(images[nonuniformEXT(regs.accumulation_image_index)], coords).xyz);
out_color = linear_to_srgb(mix(acc_color, out_color, spp_scale));
- imageStore(images[nonuniformEXT(regs.draw.output_image_index)], coords, vec4(out_color, 1.0));
+ imageStore(images[nonuniformEXT(regs.output_image_index)], coords, vec4(out_color, 1.0));
}
diff --git a/shaders/include/ray.h b/shaders/include/ray.h
index 2e9980b..7a6cc21 100644
--- a/shaders/include/ray.h
+++ b/shaders/include/ray.h
@@ -18,38 +18,38 @@ struct hit_info {
};
uvec4 decode_triangle_indices(uint triangle_id) {
- uint id1 = regs.draw.indices_arr.indices[triangle_id * 3] & 0x00ffffff;
- uint id2 = regs.draw.indices_arr.indices[triangle_id * 3 + 1] & 0x00ffffff;
- uint id3 = regs.draw.indices_arr.indices[triangle_id * 3 + 2] & 0x00ffffff;
+ uint id1 = regs.indices_arr.indices[triangle_id * 3] & 0x00ffffff;
+ uint id2 = regs.indices_arr.indices[triangle_id * 3 + 1] & 0x00ffffff;
+ uint id3 = regs.indices_arr.indices[triangle_id * 3 + 2] & 0x00ffffff;
- uint mat_id = (regs.draw.indices_arr.indices[triangle_id * 3] & 0xff000000) >> 8
- | (regs.draw.indices_arr.indices[triangle_id * 3 + 1] & 0xff000000) >> 16
- | (regs.draw.indices_arr.indices[triangle_id * 3 + 2] & 0xff000000) >> 24;
+ uint mat_id = (regs.indices_arr.indices[triangle_id * 3] & 0xff000000) >> 8
+ | (regs.indices_arr.indices[triangle_id * 3 + 1] & 0xff000000) >> 16
+ | (regs.indices_arr.indices[triangle_id * 3 + 2] & 0xff000000) >> 24;
return uvec4(id1, id2, id3, mat_id);
}
vec3[3] get_triangle_positions(uvec3 indices) {
return vec3[3](
- vec3(regs.draw.positions_arr.positions[indices[0] * 3], regs.draw.positions_arr.positions[indices[0] * 3 + 1], regs.draw.positions_arr.positions[indices[0] * 3 + 2]),
- vec3(regs.draw.positions_arr.positions[indices[1] * 3], regs.draw.positions_arr.positions[indices[1] * 3 + 1], regs.draw.positions_arr.positions[indices[1] * 3 + 2]),
- vec3(regs.draw.positions_arr.positions[indices[2] * 3], regs.draw.positions_arr.positions[indices[2] * 3 + 1], regs.draw.positions_arr.positions[indices[2] * 3 + 2])
+ vec3(regs.positions_arr.positions[indices[0] * 3], regs.positions_arr.positions[indices[0] * 3 + 1], regs.positions_arr.positions[indices[0] * 3 + 2]),
+ vec3(regs.positions_arr.positions[indices[1] * 3], regs.positions_arr.positions[indices[1] * 3 + 1], regs.positions_arr.positions[indices[1] * 3 + 2]),
+ vec3(regs.positions_arr.positions[indices[2] * 3], regs.positions_arr.positions[indices[2] * 3 + 1], regs.positions_arr.positions[indices[2] * 3 + 2])
);
}
vec3[3] get_triangle_normals(uvec3 indices) {
return vec3[3](
- vec3(regs.draw.normals_arr.normals[indices[0] * 3], regs.draw.normals_arr.normals[indices[0] * 3 + 1], regs.draw.normals_arr.normals[indices[0] * 3 + 2]),
- vec3(regs.draw.normals_arr.normals[indices[1] * 3], regs.draw.normals_arr.normals[indices[1] * 3 + 1], regs.draw.normals_arr.normals[indices[1] * 3 + 2]),
- vec3(regs.draw.normals_arr.normals[indices[2] * 3], regs.draw.normals_arr.normals[indices[2] * 3 + 1], regs.draw.normals_arr.normals[indices[2] * 3 + 2])
+ vec3(regs.normals_arr.normals[indices[0] * 3], regs.normals_arr.normals[indices[0] * 3 + 1], regs.normals_arr.normals[indices[0] * 3 + 2]),
+ vec3(regs.normals_arr.normals[indices[1] * 3], regs.normals_arr.normals[indices[1] * 3 + 1], regs.normals_arr.normals[indices[1] * 3 + 2]),
+ vec3(regs.normals_arr.normals[indices[2] * 3], regs.normals_arr.normals[indices[2] * 3 + 1], regs.normals_arr.normals[indices[2] * 3 + 2])
);
}
vec2[3] get_triangle_uvs(uvec3 indices) {
return vec2[3](
- vec2(regs.draw.uvs_arr.uvs[indices[0] * 2], regs.draw.uvs_arr.uvs[indices[0] * 2 + 1]),
- vec2(regs.draw.uvs_arr.uvs[indices[1] * 2], regs.draw.uvs_arr.uvs[indices[1] * 2 + 1]),
- vec2(regs.draw.uvs_arr.uvs[indices[2] * 2], regs.draw.uvs_arr.uvs[indices[2] * 2 + 1])
+ vec2(regs.uvs_arr.uvs[indices[0] * 2], regs.uvs_arr.uvs[indices[0] * 2 + 1]),
+ vec2(regs.uvs_arr.uvs[indices[1] * 2], regs.uvs_arr.uvs[indices[1] * 2 + 1]),
+ vec2(regs.uvs_arr.uvs[indices[2] * 2], regs.uvs_arr.uvs[indices[2] * 2 + 1])
);
}
@@ -59,7 +59,7 @@ triangle get_triangle(uint triangle_id) {
get_triangle_positions(indices.xyz),
get_triangle_normals(indices.xyz),
get_triangle_uvs(indices.xyz),
- regs.draw.materials_arr.materials[indices.w]
+ regs.materials_arr.materials[indices.w]
);
}
@@ -82,20 +82,20 @@ uint hit_aabbs(ray r) {
int id = 0;
while(id != -1) {
- if (regs.draw.bvh.nodes[id].primitive_id != -1) {
- // triangle tri = bufs.geometry.triangles[regs.draw.bvh.nodes[id].primitive_id];
+ if (regs.bvh.nodes[id].primitive_id != -1) {
+ // triangle tri = bufs.geometry.triangles[regs.bvh.nodes[id].primitive_id];
// vec3 minimum = min(tri.v1.position, min(tri.v2.position, tri.v3.position)).xyz;
// vec3 maximum = max(tri.v1.position, max(tri.v2.position, tri.v3.position)).xyz;
// if (hit_aabb(minimum, maximum, r)) {
// hit_count++;
// }
- id = regs.draw.bvh.nodes[id].next_id;
- } else if (hit_aabb(regs.draw.bvh.nodes[id].min, regs.draw.bvh.nodes[id].max, r)) {
+ id = regs.bvh.nodes[id].next_id;
+ } else if (hit_aabb(regs.bvh.nodes[id].min, regs.bvh.nodes[id].max, r)) {
hit_count++;
id++;
} else {
- id = regs.draw.bvh.nodes[id].next_id;
+ id = regs.bvh.nodes[id].next_id;
}
}
@@ -169,22 +169,22 @@ bool hit_node(ray r, out hit_info info) {
while(id != -1) {
// Leafs
- if (regs.draw.bvh.nodes[id].primitive_id != -1) {
- // if (hit_sphere(bufs.geometry.spheres[regs.draw.bvh.nodes[id].primitive_id], r, temp_info)) {
+ if (regs.bvh.nodes[id].primitive_id != -1) {
+ // if (hit_sphere(bufs.geometry.spheres[regs.bvh.nodes[id].primitive_id], r, temp_info)) {
// info = temp_info;
// r.max_t = temp_info.t;
// hit = true;
// }
- if (hit_triangle(regs.draw.bvh.nodes[id].primitive_id, r, temp_info)) {
+ if (hit_triangle(regs.bvh.nodes[id].primitive_id, r, temp_info)) {
info = temp_info;
r.max_t = temp_info.t;
hit = true;
}
- id = regs.draw.bvh.nodes[id].next_id;
- } else if (hit_aabb(regs.draw.bvh.nodes[id].min, regs.draw.bvh.nodes[id].max, r)) {
+ id = regs.bvh.nodes[id].next_id;
+ } else if (hit_aabb(regs.bvh.nodes[id].min, regs.bvh.nodes[id].max, r)) {
id++;
} else {
- id = regs.draw.bvh.nodes[id].next_id;
+ id = regs.bvh.nodes[id].next_id;
}
}
diff --git a/shaders/test.comp b/shaders/test.comp
index 3a4230f..b2ddf1c 100644
--- a/shaders/test.comp
+++ b/shaders/test.comp
@@ -1,29 +1,27 @@
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_nonuniform_qualifier : require
+#extension GL_EXT_descriptor_heap : require
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-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(descriptor_heap) uniform texture2D textures[];
+layout(descriptor_heap, rgba32f) uniform image2D images[];
+layout(descriptor_heap) uniform sampler samplers[];
-layout(buffer_reference) readonly buffer draw_params {
+
+layout(push_constant) uniform buffers {
uint input_id1;
uint input_id2;
uint output_id;
uint pad;
-};
-
-layout(push_constant) uniform buffers {
- layout(offset = 16) draw_params draw;
} regs;
void main() {
ivec2 coords = ivec2(gl_GlobalInvocationID.xy);
float t = 0.5;
- vec3 color_1 = imageLoad(images[nonuniformEXT(regs.draw.input_id1)], coords).xyz;
- vec3 color_2 = imageLoad(images[nonuniformEXT(regs.draw.input_id2)], coords).xyz;
+ vec3 color_1 = imageLoad(images[nonuniformEXT(regs.input_id1)], coords).xyz;
+ vec3 color_2 = imageLoad(images[nonuniformEXT(regs.input_id2)], coords).xyz;
vec3 out_color = (t * color_1) + ((1.0 - t) * color_2);
- imageStore(images[nonuniformEXT(regs.draw.output_id)], coords, vec4(out_color, 1.0));
+ imageStore(images[nonuniformEXT(regs.output_id)], coords, vec4(out_color, 1.0));
}
diff --git a/shaders/tonemapping.comp b/shaders/tonemapping.comp
index 65251df..ed30c92 100644
--- a/shaders/tonemapping.comp
+++ b/shaders/tonemapping.comp
@@ -1,9 +1,10 @@
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_nonuniform_qualifier : require
+#extension GL_EXT_descriptor_heap : require
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-layout(set = 0, binding = 2, rgba32f) uniform image2D images[];
+layout(descriptor_heap, rgba32f) uniform image2D images[];
struct camera {
vec4 position;
@@ -22,44 +23,21 @@ struct camera {
float aspect_ratio;
};
-layout(buffer_reference) readonly buffer global_params {
- camera cam;
-
- uint max_bounce;
- uint min_bounce;
- uint width;
- uint height;
-
- uint sample_index;
- uint enable_dof;
- uint debug_bvh;
+layout(push_constant) uniform registers {
int downscale_factor;
-};
-
-layout(buffer_reference) readonly buffer pass_params {
- uint padding;
-};
-
-layout(buffer_reference) readonly buffer draw_params {
uint output_image_index;
uint accumulation_image_index;
-};
-
-layout(push_constant) uniform registers {
- global_params globals;
- pass_params pass;
- draw_params draw;
} regs;
void main() {
- ivec2 coords = ivec2(gl_GlobalInvocationID.xy) * regs.globals.downscale_factor;
+ ivec2 coords = ivec2(gl_GlobalInvocationID.xy) * regs.downscale_factor;
- vec3 color = imageLoad(images[nonuniformEXT(regs.draw.accumulation_image_index)], coords).rgb;
+ vec3 color = imageLoad(images[nonuniformEXT(regs.accumulation_image_index)], coords).rgb;
vec3 out_color = sqrt(color);
- for (uint i = 0; i < regs.globals.downscale_factor; i++) {
- for (uint j = 0; j < regs.globals.downscale_factor; j++) {
- imageStore(images[nonuniformEXT(regs.draw.output_image_index)], coords + ivec2(i, j), vec4(out_color, 1.0));
+ for (uint i = 0; i < regs.downscale_factor; i++) {
+ for (uint j = 0; j < regs.downscale_factor; j++) {
+ imageStore(images[nonuniformEXT(regs.output_image_index)], coords + ivec2(i, j), vec4(out_color, 1.0));
}
}
}
diff --git a/shaders/transmittance_lut.comp b/shaders/transmittance_lut.comp
index aadc55a..f932d69 100644
--- a/shaders/transmittance_lut.comp
+++ b/shaders/transmittance_lut.comp
@@ -1,11 +1,12 @@
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_nonuniform_qualifier : require
+#extension GL_EXT_descriptor_heap : require
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-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(descriptor_heap) uniform texture2D textures[];
+layout(descriptor_heap, rgba32f) uniform image2D images[];
+layout(descriptor_heap) uniform sampler samplers[];
layout(buffer_reference) readonly buffer draw_params {
uint output_image_index;