SSAO sort of working
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94a57219da
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2bd3b45ba0
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@ -21,7 +21,8 @@ layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
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layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
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layout(set = 4, binding = 2, rgba8) uniform image2D albedo;
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layout(set = 4, binding = 3, r32ui) uniform uimage2D lightLayerData;
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layout(set = 4, binding = 4, rgba8) uniform image2D targetImage;
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layout(set = 4, binding = 4, rgba32f) uniform image2D ssaoImage;
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layout(set = 4, binding = 5, rgba8) uniform image2D targetImage;
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layout(set = 1, binding = 0) uniform LightCounts
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{
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@ -78,6 +79,7 @@ void main()
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}
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// store result into result image
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
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//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(imageLoad(ssaoImage, globalThread).rgb, 1.0f));
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}
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@ -1,7 +1,13 @@
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#version 450
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uint const NUM_SAMPLES = 64;
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uint const NUM_ROTATIONS = 16;
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const uint NUM_SAMPLES = 64;
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const uint NUM_ROTATIONS = 16;
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const int ROTATION_KERNEL_W = 4;
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const int ROTATION_KERNEL_H = 4;
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// can perhaps pass in as push constant.
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const float RADIUS = 0.5f;
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const float BIAS = 0.025f;
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
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@ -12,13 +18,75 @@ layout(set = 4, binding = 2, rgba32f) uniform image2D outputImage;
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// SSAO data
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layout(std430, set = 5, binding = 0) buffer SSAOData
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{
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vec3 samples[NUM_SAMPLES];
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vec3 rotations[NUM_ROTATIONS];
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vec4 samples[NUM_SAMPLES];
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vec4 rotations[NUM_ROTATIONS];
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} ssaoData;
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layout(set = 2, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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shared vec4 sharedRotations[NUM_ROTATIONS];
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void main()
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{
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ivec2 size = imageSize (outputImage);
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// load rotations into shared memory
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uint localThreadIndex = gl_LocalInvocationIndex;
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if (localThreadIndex < NUM_ROTATIONS)
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sharedRotations[localThreadIndex] = ssaoData.rotations[localThreadIndex];
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barrier();
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ivec2 globalThread = ivec2 (gl_GlobalInvocationID.xy);
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// load all the necessary variables
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vec3 viewSpacePos = imageLoad (positions, globalThread).rgb;
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vec3 viewSpaceNormal = normalize (imageLoad (normals, globalThread).rgb);
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// Get random vector
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uint randomVecXIndex = globalThread.x % ROTATION_KERNEL_W;
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uint randomVecYIndex = globalThread.y % ROTATION_KERNEL_H;
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vec3 randomVec = (sharedRotations[randomVecYIndex * ROTATION_KERNEL_W + randomVecXIndex].rgb) * 2.0f - 1.0f;
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// Gram schmidt
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vec3 tangent = normalize (randomVec - (viewSpaceNormal * dot(viewSpaceNormal, randomVec)));
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vec3 bitangent = cross (tangent, viewSpaceNormal);
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mat3 TBN = mat3 (tangent, bitangent, viewSpaceNormal);
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float occlusion = 0.0f;
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for (int i = 0; i < NUM_SAMPLES; ++i)
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{
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// We want to get a position at an offset from the view space position. Offset scaled by radius.
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vec3 samplePos = TBN * ssaoData.samples[i].rgb;
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samplePos = viewSpacePos + samplePos * RADIUS;
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// Now we take that offset position and bring it to clip space
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vec4 offsetPos = vec4 (samplePos, 1.0f);
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offsetPos = cameraData.projMat * offsetPos;
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// then we do perspective division
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offsetPos.xyz /= offsetPos.w;
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// and bring it from [-1, 1] to screen coordinates
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offsetPos.xyz = ((offsetPos.xyz * 0.5f) + 0.5f);
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offsetPos.xy *= vec2(size.xy);
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float sampleDepth = imageLoad (positions, ivec2 (offsetPos.xy)).z;
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float rangeCheck = smoothstep (0.0f, 1.0f, RADIUS / abs (viewSpacePos.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + BIAS ? 1.0f : 0.0f) * rangeCheck;
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}
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occlusion = (occlusion / float(NUM_SAMPLES));
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// store result into result image
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imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
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imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), vec4(occlusion.rrr, 0.0f));
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}
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@ -34,6 +34,7 @@ layout(set = 2, binding = 0) uniform CameraData
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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void main()
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@ -51,8 +52,10 @@ void main()
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// uvs for texturing in fragment shader
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Out.uv = aUV;
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mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
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// normals are also in view space
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Out.normal.rgb = mat3(transpose(inverse(modelViewMat))) * aNormal.rgb;
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Out.normal.rgb = transposeInv * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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// clip space for rendering
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@ -64,6 +64,11 @@ namespace SHADE
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return bufferUsageFlags;
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}
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uint32_t SHVkBuffer::GetSizeStored(void) const noexcept
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{
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return sizeStored;
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}
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/***************************************************************************/
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/*!
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@ -104,6 +104,7 @@ namespace SHADE
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/*-----------------------------------------------------------------------*/
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vk::Buffer GetVkBuffer (void) const noexcept;
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vk::BufferUsageFlags GetUsageBits(void) const noexcept;
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uint32_t GetSizeStored (void) const noexcept;
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template <typename T>
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T GetDataFromMappedPointer(uint32_t index) const noexcept
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@ -79,7 +79,7 @@ namespace SHADE
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SHVkDescriptorSetLayout::Binding cameraDataBinding
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{
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.Type = vk::DescriptorType::eUniformBufferDynamic,
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.Stage = vk::ShaderStageFlagBits::eVertex,
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.Stage = vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eCompute,
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.BindPoint = SHGraphicsConstants::DescriptorSetBindings::CAMERA_DATA,
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.DescriptorCount = 1,
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};
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@ -129,6 +129,7 @@ namespace SHADE
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*/
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/***************************************************************************/
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static constexpr uint32_t BATCHED_PER_INST_DATA = 0;
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};
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struct VertexBufferBindings
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@ -37,6 +37,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Assets/Asset Types/SHTextureAsset.h"
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#include "Graphics/MiddleEnd/Interface/SHMousePickSystem.h"
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#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
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#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
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#include "Assets/SHAssetManager.h"
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namespace SHADE
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@ -113,6 +114,7 @@ namespace SHADE
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SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl");
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SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl");
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SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl");
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SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl");
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shaderModuleLibrary.ImportAllShaderSource(device);
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shaderModuleLibrary.ReflectAllShaderModules();
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@ -154,57 +156,95 @@ namespace SHADE
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renderContextCmdPools[i] = renderContext.GetFrameData(i).cmdPoolHdls[0];
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}
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/*-----------------------------------------------------------------------*/
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/* SCENE RENDER GRAPH RESOURCES */
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/*-----------------------------------------------------------------------*/
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// Initialize world render graph
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worldRenderGraph->Init(device, swapchain);
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worldRenderGraph->AddResource("Position", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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worldRenderGraph->AddResource("Normals", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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worldRenderGraph->AddResource("Albedo", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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worldRenderGraph->AddResource("Depth Buffer", { SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
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worldRenderGraph->AddResource("Entity ID", { SH_ATT_DESC_TYPE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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worldRenderGraph->AddResource("Light Layer Indices", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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worldRenderGraph->AddResource("Scene", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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worldRenderGraph->AddResource("SSAO", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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/*-----------------------------------------------------------------------*/
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/* MAIN NODE */
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/*-----------------------------------------------------------------------*/
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auto gBufferNode = worldRenderGraph->AddNode("G-Buffer",
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{
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"Position",
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"Entity ID",
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"Light Layer Indices",
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"Normals",
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//"Tangents",
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"Albedo",
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"Depth Buffer",
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"Scene"
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"Scene",
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"SSAO"
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},
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{}); // no predecessors
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/*-----------------------------------------------------------------------*/
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/* G-BUFFER SUBPASS INIT */
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/*-----------------------------------------------------------------------*/
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auto gBufferSubpass = gBufferNode->AddSubpass("G-Buffer Write");
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gBufferSubpass->AddColorOutput("Position");
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gBufferSubpass->AddColorOutput("Entity ID");
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gBufferSubpass->AddColorOutput("Light Layer Indices");
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gBufferSubpass->AddColorOutput("Normals");
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//gBufferSubpass->AddColorOutput("Tangents");
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gBufferSubpass->AddColorOutput("Albedo");
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gBufferSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL);
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//// kirsch
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//auto kirschShader = shaderModuleLibrary.GetShaderModule("KirschCs.glsl");
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//gBufferNode->AddNodeCompute(kirschShader, { "Position", "Scene" });
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/*-----------------------------------------------------------------------*/
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/* SSAO PASS AND DATA INIT */
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/*-----------------------------------------------------------------------*/
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ssaoStorage = resourceManager.Create<SHSSAO>();
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//// copy
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//auto pureCopyShader = shaderModuleLibrary.GetShaderModule("PureCopyCs.glsl");
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//gBufferNode->AddNodeCompute(pureCopyShader, { "Position", "Scene" });
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ssaoTransferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
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ssaoTransferCmdBuffer->BeginRecording();
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// deferred composite
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ssaoStorage->Init(device, ssaoTransferCmdBuffer);
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ssaoTransferCmdBuffer->EndRecording();
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graphicsQueue->SubmitCommandBuffer({ ssaoTransferCmdBuffer });
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graphicsQueue->WaitIdle();
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auto ssaoShader = shaderModuleLibrary.GetBuiltInShaderModule("SSAO_CS");
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Handle<SHRenderGraphNodeCompute> ssaoPass = gBufferNode->AddNodeCompute(ssaoShader, {"Position", "Normals", "SSAO"});
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auto ssaoDataBuffer = ssaoStorage->GetBuffer();
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ssaoPass->ModifyWriteDescBufferComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_BINDING, {&ssaoDataBuffer, 1}, 0, ssaoStorage->GetBuffer()->GetSizeStored());
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/*-----------------------------------------------------------------------*/
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/* DEFERRED COMPOSITE SUBPASS INIT */
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/*-----------------------------------------------------------------------*/
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auto deferredCompositeShader = shaderModuleLibrary.GetBuiltInShaderModule("DeferredComposite_CS");
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gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
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gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO", "Scene" });
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/*-----------------------------------------------------------------------*/
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/* DUMMY SUBPASS TO TRANSITION SCENE FOR PRESENT USAGE */
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/*-----------------------------------------------------------------------*/
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// Dummy to transition scene to be used for shader read
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auto dummyNode = worldRenderGraph->AddNode("Dummy Pass", { "Scene" }, {"G-Buffer"}); // no predecessors
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auto dummySubpass = dummyNode->AddSubpass("Dummy Subpass");
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dummySubpass->AddInput("Scene");
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/*-----------------------------------------------------------------------*/
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/* GENERATE RENDER GRAPH */
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/*-----------------------------------------------------------------------*/
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// Generate world render graph
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worldRenderGraph->Generate();
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/*-----------------------------------------------------------------------*/
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/* BIND RENDER GRAPH TO RENDERER */
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/*-----------------------------------------------------------------------*/
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// Add world renderer to default viewport
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worldRenderer = worldViewport->AddRenderer(resourceManager, swapchain->GetNumImages(), renderContextCmdPools, descPool, SHGraphicsGlobalData::GetDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS], worldRenderGraph);
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worldRenderer->SetCamera(worldCamera);
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lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
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lightingSubSystem->Init(device, descPool);
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ssaoStorage = resourceManager.Create<SHSSAO>();
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ssaoTransferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
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ssaoTransferCmdBuffer->BeginRecording();
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ssaoStorage->Init(device, ssaoTransferCmdBuffer);
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ssaoTransferCmdBuffer->EndRecording();
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graphicsQueue->SubmitCommandBuffer({ssaoTransferCmdBuffer});
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graphicsQueue->WaitIdle();
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}
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#ifdef SHEDITOR
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}
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}
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void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix viewMatrix, SHMatrix projMatrix) noexcept
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void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
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{
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SetViewProjectionMatrix(viewMatrix, projMatrix);
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std::array<uint32_t, 1> dynamicOffsets{ frameIndex * cameraDataAlignedSize };
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cmdBuffer->BindDescriptorSet(cameraDescriptorSet, SH_PIPELINE_TYPE::GRAPHICS, SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS, std::span{ dynamicOffsets.data(), 1 });
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cmdBuffer->BindDescriptorSet(cameraDescriptorSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS, std::span{ dynamicOffsets.data(), 1 });
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}
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void SHRenderer::UpdateCameraDataToBuffer(void) noexcept
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{
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}
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void SHRenderer::SetViewProjectionMatrix(SHMatrix viewMatrix, SHMatrix projMatrix) noexcept
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void SHRenderer::SetViewProjectionMatrix(SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
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{
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//cpuCameraData.viewProjectionMatrix = camera->GetViewMatrix() * camera->GetProjectionMatrix();
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cpuCameraData.viewProjectionMatrix = SHMatrix::Transpose(projMatrix * viewMatrix);
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cpuCameraData.viewMatrix = SHMatrix::Transpose(viewMatrix);
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cpuCameraData.projectionMatrix = SHMatrix::Transpose(projMatrix);
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}
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Handle<SHRenderGraph> SHRenderer::GetRenderGraph(void) const noexcept
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SHVec4 cameraPosition;
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SHMatrix viewProjectionMatrix;
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SHMatrix viewMatrix;
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SHMatrix projectionMatrix;
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};
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/*---------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------*/
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void Draw(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept;
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void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
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void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix viewMatrix, SHMatrix projMatrix) noexcept;
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void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
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void UpdateCameraDataToBuffer (void) noexcept;
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void SetViewProjectionMatrix (SHMatrix viewMatrix, SHMatrix projMatrix) noexcept;
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void SetViewProjectionMatrix (SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
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/*-----------------------------------------------------------------------------*/
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/* Setters and Getters */
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auto& rotationVectors = ssaoData->rotatationVectors;
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for (uint32_t i = 0; i < NUM_ROTATION_VECTORS; ++i)
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{
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samples[i] = SHVec4
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rotationVectors[i] = SHVec4
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{
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distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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ssaoDataBuffer->TransferToDeviceResource(cmdBuffer);
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}
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Handle<SHVkBuffer> SHSSAO::GetBuffer(void) const noexcept
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{
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return ssaoDataBuffer;
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}
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}
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@ -12,6 +12,9 @@ namespace SHADE
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class SHSSAO
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{
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public:
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static constexpr uint32_t DESC_SET_BINDING = 0;
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private:
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static constexpr uint32_t NUM_SAMPLES = 64;
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static constexpr uint32_t NUM_ROTATION_VECTORS = 16;
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@ -33,5 +36,6 @@ namespace SHADE
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|||
|
||||
public:
|
||||
void Init (Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkCommandBuffer> cmdBuffer) noexcept;
|
||||
Handle<SHVkBuffer> GetBuffer (void) const noexcept;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -82,6 +82,11 @@ namespace SHADE
|
|||
// bind descriptor sets
|
||||
cmdBuffer->BindDescriptorSet(graphResourceDescSets[frameIndex], SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, {});
|
||||
|
||||
if (computeResource)
|
||||
{
|
||||
cmdBuffer->BindDescriptorSet(computeResource->descSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, computeResource->dynamicOffsets[frameIndex]);
|
||||
}
|
||||
|
||||
// dispatch compute
|
||||
cmdBuffer->ComputeDispatch(groupSizeX, groupSizeY, 1);
|
||||
|
||||
|
@ -167,6 +172,7 @@ namespace SHADE
|
|||
void SHRenderGraphNodeCompute::ModifyWriteDescBufferComputeResource(uint32_t set, uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept
|
||||
{
|
||||
computeResource->descSet->ModifyWriteDescBuffer(set, binding, buffers, offset, range);
|
||||
computeResource->descSet->UpdateDescriptorSetBuffer(set, binding);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -142,6 +142,16 @@ namespace SHADE
|
|||
case SpvOp::SpvOpTypeRuntimeArray:
|
||||
recurseForInfo(&member, interfaceHdl, member.offset, biggestAlignment, parentVarName + std::string(member.name) + ".");
|
||||
break;
|
||||
case SpvOp::SpvOpTypeArray:
|
||||
interfaceHdl->AddVariable(parentVarName + std::string (member.name),
|
||||
SHShaderBlockInterface::Variable
|
||||
(
|
||||
parentOffset + member.offset,
|
||||
SHShaderBlockInterface::Variable::Type::OTHER
|
||||
)
|
||||
);
|
||||
biggestAlignment = std::max(biggestAlignment, member.size);
|
||||
break;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue