More ray tracing changes

This commit is contained in:
Dynamitos
2024-07-10 21:07:10 +02:00
parent acf8dde8fc
commit a9089bd997
46 changed files with 801 additions and 277 deletions
+16 -16
View File
@@ -472,17 +472,19 @@ void BasePass::createRenderPass() {
debugPipelineLayout = graphics->createPipelineLayout("DebugPassLayout");
debugPipelineLayout->addDescriptorLayout(viewParamsLayout);
ShaderCreateInfo createInfo = {
ShaderCompilationInfo createInfo = {
.name = "DebugVertex",
.mainModule = "Debug",
.entryPoint = "vertexMain",
.modules = {"Debug"},
.entryPoints =
{
{"vertexMain", "Debug"},
{"fragmentMain", "Debug"},
},
.rootSignature = debugPipelineLayout,
};
debugVertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "DebugFragment";
createInfo.entryPoint = "fragmentMain";
debugFragmentShader = graphics->createFragmentShader(createInfo);
graphics->beginShaderCompilation(createInfo);
debugVertexShader = graphics->createVertexShader({0});
debugFragmentShader = graphics->createFragmentShader({1});
debugPipelineLayout->create();
VertexInputStateCreateInfo inputCreate = {
@@ -578,17 +580,15 @@ void BasePass::createRenderPass() {
pipelineLayout->addDescriptorLayout(skyboxDataLayout);
pipelineLayout->addDescriptorLayout(textureLayout);
ShaderCreateInfo createInfo = {
ShaderCompilationInfo createInfo = {
.name = "SkyboxVertex",
.mainModule = "Skybox",
.entryPoint = "vertexMain",
.modules = {"Skybox"},
.entryPoints = {{"vertexMain", "Skybox"}, {"fragmentMain", "Skybox"}},
.rootSignature = pipelineLayout,
};
vertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "SkyboxFragment";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
graphics->beginShaderCompilation(createInfo);
vertexShader = graphics->createVertexShader({0});
fragmentShader = graphics->createFragmentShader({1});
pipelineLayout->create();
@@ -65,9 +65,7 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
DepthCullingPass::~DepthCullingPass() {}
void DepthCullingPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
}
void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void DepthCullingPass::render() {
query->beginQuery();
@@ -231,14 +229,15 @@ void DepthCullingPass::publishOutputs() {
};
depthMipBuffer = graphics->createShaderBuffer(depthMipInfo);
ShaderCreateInfo mipComputeInfo = {
ShaderCompilationInfo mipComputeInfo = {
.name = "DepthMipCompute",
.mainModule = "DepthMipGen",
.entryPoint = "initialReduce",
.modules = {"DepthMipGen"},
.entryPoints = {{"initialReduce", "DepthMipGen"}, {"reduceLevel", "DepthMipGen"}},
.rootSignature = depthComputeLayout,
};
depthInitialReduceShader = graphics->createComputeShader(mipComputeInfo);
graphics->beginShaderCompilation(mipComputeInfo);
depthInitialReduceShader = graphics->createComputeShader({0});
depthComputeLayout->create();
Gfx::ComputePipelineCreateInfo pipelineCreateInfo = {
@@ -246,10 +245,7 @@ void DepthCullingPass::publishOutputs() {
.pipelineLayout = depthComputeLayout,
};
depthInitialReduce = graphics->createComputePipeline(pipelineCreateInfo);
mipComputeInfo.entryPoint = "reduceLevel";
depthMipGenShader = graphics->createComputeShader(mipComputeInfo);
depthMipGenShader = graphics->createComputeShader({1});
pipelineCreateInfo.computeShader = depthMipGenShader;
@@ -144,13 +144,14 @@ void LightCullingPass::publishOutputs() {
cullingLayout->addDescriptorLayout(cullingDescriptorLayout);
cullingLayout->addDescriptorLayout(lightEnv->getDescriptorLayout());
ShaderCreateInfo createInfo = {
ShaderCompilationInfo createInfo = {
.name = "Culling",
.mainModule = "LightCulling",
.entryPoint = "cullLights",
.modules = {"LightCulling"},
.entryPoints = {{"cullLights", "LightCulling"}},
.rootSignature = cullingLayout,
};
cullingShader = graphics->createComputeShader(createInfo);
graphics->beginShaderCompilation(createInfo);
cullingShader = graphics->createComputeShader({0});
cullingLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
@@ -166,14 +167,15 @@ void LightCullingPass::publishOutputs() {
cullingEnableLayout->addDescriptorLayout(cullingDescriptorLayout);
cullingEnableLayout->addDescriptorLayout(lightEnv->getDescriptorLayout());
ShaderCreateInfo createInfo = {
ShaderCompilationInfo createInfo = {
.name = "Culling",
.mainModule = "LightCulling",
.entryPoint = "cullLights",
.modules = {"LightCulling"},
.entryPoints = {{"cullLights", "LightCulling"}},
.rootSignature = cullingEnableLayout,
};
createInfo.defines["LIGHT_CULLING"] = "1";
cullingEnabledShader = graphics->createComputeShader(createInfo);
graphics->beginShaderCompilation(createInfo);
cullingEnabledShader = graphics->createComputeShader({0});
cullingEnableLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
@@ -265,14 +267,14 @@ void LightCullingPass::setupFrustums() {
frustumLayout = graphics->createPipelineLayout("FrustumLayout");
frustumLayout->addDescriptorLayout(viewParamsLayout);
frustumLayout->addDescriptorLayout(dispatchParamsLayout);
ShaderCreateInfo createInfo = {
ShaderCompilationInfo createInfo = {
.name = "Frustum",
.mainModule = "ComputeFrustums",
.entryPoint = "computeFrustums",
.modules = {"ComputeFrustums"},
.entryPoints = {{"computeFrustums", "ComputeFrustums"}},
.rootSignature = frustumLayout,
};
std::cout << "Compiling frustumShader" << std::endl;
frustumShader = graphics->createComputeShader(createInfo);
graphics->beginShaderCompilation(createInfo);
frustumShader = graphics->createComputeShader({0});
// Have to compile shader before finalizing layout as parameters get mapped later
frustumLayout->create();
dispatchParamsLayout->create();
@@ -0,0 +1,125 @@
#include "RayTracingPass.h"
#include "Graphics/RayTracing.h"
#include "Graphics/Shader.h"
#include "Graphics/StaticMeshVertexData.h"
#include "RenderPass.h"
using namespace Seele;
RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
paramsLayout = graphics->createDescriptorLayout("pRayTracingParams");
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
paramsLayout->create();
pipelineLayout = graphics->createPipelineLayout("RayTracing");
pipelineLayout->addDescriptorLayout(viewParamsLayout);
pipelineLayout->addDescriptorLayout(Material::getDescriptorLayout());
pipelineLayout->addDescriptorLayout(paramsLayout);
pipelineLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
graphics->getShaderCompiler()->registerRenderPass("RayTracing", Gfx::PassConfig{
.baseLayout = pipelineLayout,
.mainFile = "ClosestHit",
.useMaterial = true,
.rayTracing = true,
});
}
void RayTracingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void RayTracingPass::render() {
Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing");
Array<Gfx::RayTracingHitGroup> hitgroups;
Array<Gfx::PBottomLevelAS> accelerationStructures;
Array<InstanceData> instanceData;
for (VertexData* vertexData : VertexData::getList()) {
auto& materialData = vertexData->getMaterialData();
for (auto& matData : materialData) {
if (matData.instances.size() == 0)
continue;
PMaterial mat = matData.material;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("RayTracing");
permutation.setMaterial(mat->getName());
permutation.setVertexData(vertexData->getTypeName());
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(Gfx::PermutationId(permutation));
assert(collection != nullptr);
for (auto& inst : matData.instances) {
for (uint32 i = 0; i < inst.instanceData.size(); ++i) {
Gfx::RayTracingHitGroup hitgroup = {
.closestHitShader = collection->closestHitShader,
.anyHitShader = nullptr,
.intersectionShader = nullptr,
};
hitgroup.parameters.resize(sizeof(VertexData::DrawCallOffsets));
std::memcpy(hitgroup.parameters.data(), &inst.offsets, sizeof(VertexData::DrawCallOffsets));
hitgroups.add(hitgroup);
instanceData.add(inst.instanceData[i]);
accelerationStructures.add(inst.rayTracingData[i]);
}
}
}
}
Gfx::OTopLevelAS tlas = graphics->createTopLevelAccelerationStructure(Gfx::TopLevelASCreateInfo{
.instances = instanceData,
.bottomLevelStructures = accelerationStructures,
});
Gfx::PDescriptorSet desc = paramsLayout->allocateDescriptorSet();
desc->updateAccelerationStructure(0, tlas);
desc->updateTexture(1, Gfx::PTexture2D(texture));
desc->updateBuffer(2, StaticMeshVertexData::getInstance()->getIndexBuffer());
desc->writeChanges();
Gfx::PRayTracingPipeline pipeline = graphics->createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo{
.pipelineLayout = pipelineLayout,
.rayGenShader = raygen,
.hitgroups = hitgroups,
.missShaders = {miss},
});
command->bindPipeline(pipeline);
command->bindDescriptor({viewParamsSet, StaticMeshVertexData::getInstance()->getInstanceDataSet(),
StaticMeshVertexData::getInstance()->getVertexDataSet(), Material::getDescriptorSet(),
scene->getLightEnvironment()->getDescriptorSet()});
command->traceRays(texture->getWidth(), texture->getHeight(), 1);
Array<Gfx::ORenderCommand> commands;
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
}
void RayTracingPass::endFrame() {}
void RayTracingPass::publishOutputs() {
ShaderCompilationInfo createInfo{
.name = "RayGen",
.modules = {"RayGen", "Miss"},
.entryPoints = {{"main", "RayGen"}, {"main", "Miss"}},
.rootSignature = pipelineLayout,
};
graphics->beginShaderCompilation(createInfo);
raygen = graphics->createRayGenShader({0});
miss = graphics->createMissShader({1});
texture = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
});
}
void RayTracingPass::createRenderPass() {}
@@ -1,4 +1,5 @@
#pragma once
#include "Graphics/Graphics.h"
#include "RenderPass.h"
namespace Seele {
@@ -14,5 +15,11 @@ class RayTracingPass : public RenderPass {
virtual void createRenderPass() override;
private:
Gfx::PRayGenShader raygen;
Gfx::PMissShader miss;
Gfx::ODescriptorLayout paramsLayout;
Gfx::OPipelineLayout pipelineLayout;
Gfx::OTexture2D texture;
};
} // namespace Seele
@@ -3,7 +3,6 @@
using namespace Seele;
RenderPass::RenderPass(Gfx::PGraphics graphics, PScene scene) : graphics(graphics), scene(scene) {
viewParamsLayout = graphics->createDescriptorLayout("pViewParams");
viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
+6 -8
View File
@@ -5,7 +5,6 @@
#include "Graphics/RenderTarget.h"
#include "RenderGraph.h"
using namespace Seele;
TextPass::TextPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {}
@@ -97,16 +96,15 @@ void TextPass::createRenderPass() {
renderTarget = resources->requestRenderTarget("UIPASS_COLOR");
depthAttachment = resources->requestRenderTarget("UIPASS_DEPTH");
ShaderCreateInfo createInfo = {
ShaderCompilationInfo createInfo = {
.name = "TextVertex",
.mainModule = "TextPass",
.entryPoint = "vertexMain",
.modules = {"TextPass"},
.entryPoints = {{"vertexMain", "TextPass"}, {"fragmentMain", "TextFragment"}},
};
vertexShader = graphics->createVertexShader(createInfo);
graphics->beginShaderCompilation(createInfo);
vertexShader = graphics->createVertexShader({0});
fragmentShader = graphics->createFragmentShader({1});
createInfo.name = "TextFragment";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
generalLayout = graphics->createDescriptorLayout("pRender");
generalLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
+10 -9
View File
@@ -5,7 +5,6 @@
#include "Graphics/RenderTarget.h"
#include "RenderGraph.h"
using namespace Seele;
UIPass::UIPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {}
@@ -80,16 +79,18 @@ void UIPass::publishOutputs() {
}
void UIPass::createRenderPass() {
ShaderCreateInfo createInfo = {
ShaderCompilationInfo createInfo = {
.name = "UIVertex",
.mainModule = "UIPass",
.entryPoint = "vertexMain",
.modules = {"UIPass"},
.entryPoints =
{
{"vertexMain", "UIPass"},
{"fragmentMain", "UIFragment"},
},
};
vertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "UIFragment";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
graphics->beginShaderCompilation(createInfo);
vertexShader = graphics->createVertexShader({0});
fragmentShader = graphics->createFragmentShader({1});
descriptorLayout = graphics->createDescriptorLayout("pParams");
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
@@ -59,21 +59,22 @@ void VisibilityPass::publishOutputs() {
visibilityDescriptor->create();
visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
visibilityLayout->addDescriptorLayout(viewParamsLayout);
visibilityLayout->addDescriptorLayout(visibilityDescriptor);
visibilityLayout->addDescriptorLayout(viewParamsLayout);
ShaderCreateInfo createInfo = {
ShaderCompilationInfo createInfo = {
.name = "Visibility",
.mainModule = "VisibilityCompute",
.entryPoint = "computeMain",
.modules = {"VisibilityCompute"},
.entryPoints = {{"computeMain", "VisibilityCompute"}},
.rootSignature = visibilityLayout,
};
visibilityShader = graphics->createComputeShader(createInfo);
graphics->beginShaderCompilation(createInfo);
visibilityShader = graphics->createComputeShader({0});
visibilityLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = visibilityShader;
pipelineInfo.pipelineLayout = std::move(visibilityLayout);
pipelineInfo.pipelineLayout = visibilityLayout;
visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{