moves compiled shaders, first version with scene info on gpu

This commit is contained in:
zomseffen 2025-01-07 23:21:09 +01:00
parent 57e862832a
commit 694d93c0f3
20 changed files with 623 additions and 113 deletions

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@ -1,10 +1,10 @@
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cube.vert -o shaders/vert_cube.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cube.frag -o shaders/frag_cube.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cube.geom -o shaders/geo_cube.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cube.vert -o shaders/compiled/vert_cube.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cube.frag -o shaders/compiled/frag_cube.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cube.geom -o shaders/compiled/geo_cube.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cuboid.vert -o shaders/vert_cuboid.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cuboid.frag -o shaders/frag_cuboid.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cuboid.geom -o shaders/geo_cuboid.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cuboid.vert -o shaders/compiled/vert_cuboid.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cuboid.frag -o shaders/compiled/frag_cuboid.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/cuboid.geom -o shaders/compiled/geo_cuboid.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/rt_quad.vert -o shaders/vert_rt_quad.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/rt_quad.frag -o shaders/frag_rt_quad.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/rt_quad.vert -o shaders/compiled/vert_rt_quad.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/rt_quad.frag -o shaders/compiled/frag_rt_quad.spv

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@ -1,11 +1,11 @@
#!/bin/sh
glslc shaders/cube.vert -o shaders/vert_cube.spv
glslc shaders/cube.frag -o shaders/frag_cube.spv
glslc shaders/cube.geom -o shaders/geo_cube.spv
glslc shaders/cube.vert -o shaders/compiled/vert_cube.spv
glslc shaders/cube.frag -o shaders/compiled/frag_cube.spv
glslc shaders/cube.geom -o shaders/compiled/geo_cube.spv
glslc shaders/cuboid.vert -o shaders/vert_cuboid.spv
glslc shaders/cuboid.frag -o shaders/frag_cuboid.spv
glslc shaders/cuboid.geom -o shaders/geo_cuboid.spv
glslc shaders/cuboid.vert -o shaders/compiled/vert_cuboid.spv
glslc shaders/cuboid.frag -o shaders/compiled/frag_cuboid.spv
glslc shaders/cuboid.geom -o shaders/compiled/geo_cuboid.spv
glslc shaders/rt_quad.vert -o shaders/vert_rt_quad.spv
glslc shaders/rt_quad.frag -o shaders/frag_rt_quad.spv
glslc shaders/rt_quad.vert -o shaders/compiled/vert_rt_quad.spv
glslc shaders/rt_quad.frag -o shaders/compiled/frag_rt_quad.spv

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@ -2,9 +2,114 @@
layout(location = 0) flat in uvec2 fragRasterPos;
layout(location = 1) flat in uint fragVolumeStart;
layout(location = 2) in vec3 origPosition;
layout(location = 3) flat in uint facing;
layout(location = 0) out vec4 outColor;
layout(binding = 2) buffer SceneInfoBuffer{
uint infos[];
} scene_info;
uvec4 unpack_color(uint val) {
// left most 8 bits first
uint val1 = (val >> 24);
uint val2 = (val << 8) >> 24;
uint val3 = (val << 16) >> 24;
uint val4 = (val << 24) >> 24;
return uvec4(val1, val2, val3, val4);
}
uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
uint array_descr_start = volume_start + 3;
uint color_array_start = array_descr_start + 24;
uint top_color_size_u = scene_info.infos[array_descr_start];
uint top_color_size_v = scene_info.infos[array_descr_start + 1];
uint bottom_color_size_u = scene_info.infos[array_descr_start + 2];
uint bottom_color_size_v = scene_info.infos[array_descr_start + 3];
uint left_color_size_u = scene_info.infos[array_descr_start + 4];
uint left_color_size_v = scene_info.infos[array_descr_start + 5];
uint right_color_size_u = scene_info.infos[array_descr_start + 6];
uint right_color_size_v = scene_info.infos[array_descr_start + 7];
uint front_color_size_u = scene_info.infos[array_descr_start + 8];
uint front_color_size_v = scene_info.infos[array_descr_start + 9];
uint back_color_size_u = scene_info.infos[array_descr_start + 10];
uint back_color_size_v = scene_info.infos[array_descr_start + 11];
uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];
/*uint bottom_neighbor_size_u = scene_info.infos[array_descr_start + 14];
uint bottom_neighbor_size_v = scene_info.infos[array_descr_start + 15];
uint left_neighbor_size_u = scene_info.infos[array_descr_start + 16];
uint left_neighbor_size_v = scene_info.infos[array_descr_start + 17];
uint right_neighbor_size_u = scene_info.infos[array_descr_start + 18];
uint right_neighbor_size_v = scene_info.infos[array_descr_start + 19];
uint front_neighbor_size_u = scene_info.infos[array_descr_start + 20];
uint front_neighbor_size_v = scene_info.infos[array_descr_start + 21];
uint back_neighbor_size_u = scene_info.infos[array_descr_start + 22];
uint back_neighbor_size_v = scene_info.infos[array_descr_start + 23];*/
uint top_size = top_color_size_u * top_color_size_v;
uint bottom_size = bottom_color_size_u * bottom_color_size_v;
uint left_size = left_color_size_u * left_color_size_v;
uint right_size = right_color_size_u * right_color_size_v;
uint front_size = front_color_size_u * front_color_size_v;
uint back_size = back_color_size_u * back_color_size_v;
// maybe do an array solution for this as well
uint array_start = color_array_start + uint(f > 0) * top_size + uint(f > 1) * bottom_size + uint(f > 2) * left_size + uint(f > 3) * right_size + uint(f > 4) * front_size;
uint us[6] = {top_color_size_u, bottom_color_size_u, left_color_size_u, right_color_size_u, front_color_size_u, back_color_size_u};
uint vs[6] = {top_color_size_v, bottom_color_size_v, left_color_size_v, right_color_size_v, front_color_size_v, back_color_size_v};
uint u_size = us[f];
uint v_size = vs[f];
uint value = scene_info.infos[array_start + raster_pos.x * v_size + raster_pos.y];
if (top_color_size_v == 0) {
return uvec4(255, 0, 0, 255);
}
return unpack_color(value);
}
void main() {
outColor = vec4(1, 0, 0, 1);
uint max_length = scene_info.infos[0];
uint last = scene_info.infos[max_length];
uvec4 color_roughness = sample_from_scene_info(fragVolumeStart, fragRasterPos, facing);
outColor = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
/*if (scene_info.infos[1] == 16) {
outColor = vec4(0, 1, 0, 1);
}*/
/*if (fragVolumeStart == 1 && scene_info.infos[fragVolumeStart] == 16) {
outColor = vec4(0, 1, 0, 1);
}*/
/*if (facing == 0) {
outColor = vec4(1, 0, 0, 1);
} else if (facing == 1) {
outColor = vec4(0, 1, 1, 1);
} else if (facing == 2) {
outColor = vec4(0, 1, 0, 1);
} else if (facing == 3) {
outColor = vec4(1, 0, 1, 1);
} else if (facing == 4) {
outColor = vec4(0, 0, 1, 1);
} else if (facing == 5) {
outColor = vec4(1, 1, 0, 1);
}*/
}

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@ -12,9 +12,12 @@ layout(binding = 0) uniform UniformBufferObject {
layout(location = 0) in vec3 inPosition;
layout(location = 1) in uvec2 inRasterPos;
layout(location = 2) in uint inVolumeStart;
layout(location = 3) in uint inFacing;
layout(location = 0) out uvec2 rasterPos;
layout(location = 1) out uint volumeStart;
layout(location = 0) flat out uvec2 rasterPos;
layout(location = 1) flat out uint volumeStart;
layout(location = 2) out vec3 origPosition;
layout(location = 3) flat out uint facing;
void main() {
if (ubo.use_geom_shader[0]) {
@ -24,4 +27,6 @@ void main() {
}
rasterPos = inRasterPos;
volumeStart = inVolumeStart;
origPosition = inPosition;
facing = inFacing;
}