112 lines
3.3 KiB
Plaintext
112 lines
3.3 KiB
Plaintext
#!amber
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DEVICE_EXTENSION VK_KHR_acceleration_structure
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DEVICE_EXTENSION VK_KHR_ray_tracing_pipeline
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DEVICE_EXTENSION VK_KHR_buffer_device_address
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DEVICE_FEATURE RayTracingPipelineFeaturesKHR.rayTracingPipeline
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DEVICE_FEATURE AccelerationStructureFeaturesKHR.accelerationStructure
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DEVICE_FEATURE BufferDeviceAddressFeatures.bufferDeviceAddress
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SHADER ray_generation raygeneration1 GLSL
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#version 460 core
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#extension GL_EXT_ray_tracing : require
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layout(push_constant) uniform block1 {
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uint width;
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};
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layout(location = 0) rayPayloadEXT float payload;
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layout(set = 0, binding = 0) uniform accelerationStructureEXT gScene;
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layout(set = 0, binding = 1, r32f) uniform image1D result;
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// Launch a set of rays 0.0...1.0 in screen space
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void main()
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{
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uvec2 dims = gl_LaunchSizeEXT.xy;
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uvec2 index = gl_LaunchIDEXT.xy;
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payload = -1.0;
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// Screen position for the ray
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vec2 fragCoord = ((index.xy + vec2(0.5f)) / dims) * 2.0f - 1.0f;
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// Should show part of the triangle. Trianlge should be centered at 0, 0, 1.0s
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float TMin = 1.0e-4f;
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float TMax = 1.0e+38f;
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vec3 Origin = vec3(fragCoord.x, fragCoord.y, 0.0);
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vec3 Direction = vec3(0, 0, 1);
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traceRayEXT(gScene, gl_RayFlagsNoneEXT, 0xff, 0, 0, 0, Origin, TMin, Direction, TMax, 0);
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imageStore(result, int(index.y * width + index.x), vec4(payload, 0, 0, 0));
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}
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END
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SHADER miss miss1 GLSL
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#version 460 core
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#extension GL_EXT_ray_tracing : require
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layout(location = 0) rayPayloadInEXT float payload;
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void main() {
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payload = 0.0; // Miss is 0.0
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}
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END
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SHADER closest_hit closesthit1 GLSL
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#version 460 core
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#extension GL_EXT_ray_tracing : require
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hitAttributeEXT vec2 barycentrics;
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layout(location = 0) rayPayloadInEXT float payload;
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void main()
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{
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// Hit is 1.0
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// First two digits of the x barycentrics
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payload = round(barycentrics.x * 100);
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}
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END
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ACCELERATION_STRUCTURE BOTTOM_LEVEL triangle_blas
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GEOMETRY TRIANGLES
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0.0 -0.75 1.0
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-0.75 0.75 1.0
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0.75 0.75 1.0
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END
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END
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ACCELERATION_STRUCTURE TOP_LEVEL triangle_tlas
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BOTTOM_LEVEL_INSTANCE triangle_blas END
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END
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# Buffer to hold output
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IMAGE outbuf FORMAT R32_SFLOAT DIM_1D WIDTH 64 FILL 0
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BUFFER push_const_buf DATA_TYPE uint32 DATA 8 END
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PIPELINE raytracing my_rtpipeline
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MAX_RAY_PAYLOAD_SIZE 16
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MAX_RAY_HIT_ATTRIBUTE_SIZE 8
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MAX_RAY_RECURSION_DEPTH 1
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BIND ACCELERATION_STRUCTURE triangle_tlas DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER outbuf AS storage_image DESCRIPTOR_SET 0 BINDING 1
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BIND BUFFER push_const_buf AS push_constant
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SHADER_GROUP group_rgen raygeneration1
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SHADER_GROUP group_miss1 miss1
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SHADER_GROUP group_hits closesthit1
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# Build shader tables
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SHADER_BINDING_TABLE sbt_raygen
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group_rgen
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END
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SHADER_BINDING_TABLE sbt_miss
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group_miss1
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END
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SHADER_BINDING_TABLE sbt_hit
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group_hits
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END
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END
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RUN my_rtpipeline RAYGEN sbt_raygen MISS sbt_miss HIT sbt_hit 8 8 1
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EXPECT outbuf IDX 0 TOLERANCE 1 EQ 0 0 0 0 0 0 0 0
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EXPECT outbuf IDX 32 TOLERANCE 1 EQ 0 0 0 0 0 0 0 0
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EXPECT outbuf IDX 64 TOLERANCE 1 EQ 0 0 0 21 4 0 0 0
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EXPECT outbuf IDX 96 TOLERANCE 1 EQ 0 0 0 29 12 0 0 0
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EXPECT outbuf IDX 128 TOLERANCE 1 EQ 0 0 54 38 21 4 0 0
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EXPECT outbuf IDX 160 TOLERANCE 1 EQ 0 0 62 46 29 12 0 0
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EXPECT outbuf IDX 192 TOLERANCE 1 EQ 0 88 71 54 38 21 4 0
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EXPECT outbuf IDX 224 TOLERANCE 1 EQ 0 0 0 0 0 0 0 0
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