diff options
| author | Gangzheng Tong <tonggangzheng@gmail.com> | 2025-07-08 23:44:56 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-07-09 06:44:56 +0000 |
| commit | 43d0c2100ef1a5df4b54525e50eb29fe7c39ec16 (patch) | |
| tree | 25ec4fb9c726115f90bdaa9878f2f4ca372ad0a6 /examples/ray-tracing-pipeline | |
| parent | 00746bf09047cdf01c19dac513a532bcf3ed3ea3 (diff) | |
Convert gfx unit tests and examples to use slang-rhi (#7577)
* Port first gfx unit test to slang-rhi
* port triangle example to use slang-rhi
* port platform-test to slang-rhi
* Update platform-test to throttle mouse move events
* port gpu-printing example to use slang-rhi
* port model-viewer example to use slang-rhi
* port ray-tracing example to use slang-rhi
* port ray-tracing pipeline example to use slang-rhi
* port reflection parameter blocks example to use slang-rhi
* port shader-object example to use slang-rhi
* port shader-toy example to use slang-rhi
* Port most of tests to slang-rhi
* port link-time-constant-array-size to use slang-rhi
* Fix tests and find matching tests in slang-rhi
* port autodiff-texture
* remove gfx target; port nv-aftermath-example
* update include path for shader-cursor.h
* Disabled 2 more ported tests
* fix build error
* remove gfx test
* put slang-rhi (static-lib) before slang (shared)
* format code (#7621)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* add debug callback
* format code (#7649)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* Address review comments; revert back to use SLANG_CHECK_MSG
---------
Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Diffstat (limited to 'examples/ray-tracing-pipeline')
| -rw-r--r-- | examples/ray-tracing-pipeline/main.cpp | 425 |
1 files changed, 200 insertions, 225 deletions
diff --git a/examples/ray-tracing-pipeline/main.cpp b/examples/ray-tracing-pipeline/main.cpp index a3d468db1..19b74011a 100644 --- a/examples/ray-tracing-pipeline/main.cpp +++ b/examples/ray-tracing-pipeline/main.cpp @@ -1,18 +1,19 @@ // main.cpp // This file implements an example of hardware ray-tracing using -// Slang shaders and the `gfx` graphics API. +// Slang shaders and the `slang-rhi` graphics API. #include "core/slang-basic.h" #include "examples/example-base/example-base.h" -#include "gfx-util/shader-cursor.h" #include "platform/vector-math.h" #include "platform/window.h" #include "slang-com-ptr.h" -#include "slang-gfx.h" +#include "slang-rhi.h" +#include "slang-rhi/acceleration-structure-utils.h" +#include "slang-rhi/shader-cursor.h" #include "slang.h" -using namespace gfx; +using namespace rhi; using namespace Slang; static const ExampleResources resourceBase("ray-tracing-pipeline"); @@ -148,10 +149,10 @@ struct RayTracing : public WindowedAppBase } // Load and compile shader code from souce. - gfx::Result loadShaderProgram( - gfx::IDevice* device, + Result loadShaderProgram( + IDevice* device, bool isRayTracingPipeline, - gfx::IShaderProgram** outProgram) + IShaderProgram** outProgram) { ComPtr<slang::ISession> slangSession; slangSession = device->getSlangSession(); @@ -205,29 +206,25 @@ struct RayTracing : public WindowedAppBase printEntrypointHashes(componentTypes.getCount() - 1, 1, linkedProgram); } - gfx::IShaderProgram::Desc programDesc = {}; + ShaderProgramDesc programDesc = {}; programDesc.slangGlobalScope = linkedProgram; - SLANG_RETURN_ON_FAIL(device->createProgram(programDesc, outProgram)); + SLANG_RETURN_ON_FAIL(device->createShaderProgram(programDesc, outProgram)); return SLANG_OK; } - ComPtr<gfx::IPipelineState> gPresentPipelineState; - ComPtr<gfx::IPipelineState> gRenderPipelineState; - ComPtr<gfx::IBufferResource> gFullScreenVertexBuffer; - ComPtr<gfx::IBufferResource> gVertexBuffer; - ComPtr<gfx::IBufferResource> gIndexBuffer; - ComPtr<gfx::IBufferResource> gPrimitiveBuffer; - ComPtr<gfx::IBufferResource> gTransformBuffer; - ComPtr<gfx::IResourceView> gPrimitiveBufferSRV; - ComPtr<gfx::IBufferResource> gInstanceBuffer; - ComPtr<gfx::IBufferResource> gBLASBuffer; - ComPtr<gfx::IAccelerationStructure> gBLAS; - ComPtr<gfx::IBufferResource> gTLASBuffer; - ComPtr<gfx::IAccelerationStructure> gTLAS; - ComPtr<gfx::ITextureResource> gResultTexture; - ComPtr<gfx::IResourceView> gResultTextureUAV; - ComPtr<gfx::IShaderTable> gShaderTable; + ComPtr<IRenderPipeline> gPresentPipeline; + ComPtr<IRayTracingPipeline> gRenderPipeline; + ComPtr<IBuffer> gFullScreenVertexBuffer; + ComPtr<IBuffer> gVertexBuffer; + ComPtr<IBuffer> gIndexBuffer; + ComPtr<IBuffer> gPrimitiveBuffer; + ComPtr<IBuffer> gTransformBuffer; + ComPtr<IBuffer> gInstanceBuffer; + ComPtr<IAccelerationStructure> gBLAS; + ComPtr<IAccelerationStructure> gTLAS; + ComPtr<ITexture> gResultTexture; + ComPtr<IShaderTable> gShaderTable; uint64_t lastTime = 0; @@ -310,233 +307,199 @@ struct RayTracing : public WindowedAppBase gWindow->events.keyUp = [this](const platform::KeyEventArgs& e) { onKeyUp(e); }; } - IBufferResource::Desc vertexBufferDesc; - vertexBufferDesc.type = IResource::Type::Buffer; - vertexBufferDesc.sizeInBytes = kVertexCount * sizeof(Vertex); - vertexBufferDesc.defaultState = ResourceState::ShaderResource; - gVertexBuffer = gDevice->createBufferResource(vertexBufferDesc, &kVertexData[0]); + BufferDesc vertexBufferDesc; + vertexBufferDesc.size = kVertexCount * sizeof(Vertex); + vertexBufferDesc.usage = BufferUsage::AccelerationStructureBuildInput; + vertexBufferDesc.defaultState = ResourceState::AccelerationStructureBuildInput; + gVertexBuffer = gDevice->createBuffer(vertexBufferDesc, &kVertexData[0]); if (!gVertexBuffer) return SLANG_FAIL; - IBufferResource::Desc indexBufferDesc; - indexBufferDesc.type = IResource::Type::Buffer; - indexBufferDesc.sizeInBytes = kIndexCount * sizeof(int32_t); - indexBufferDesc.defaultState = ResourceState::ShaderResource; - gIndexBuffer = gDevice->createBufferResource(indexBufferDesc, &kIndexData[0]); + BufferDesc indexBufferDesc; + indexBufferDesc.size = kIndexCount * sizeof(int32_t); + indexBufferDesc.usage = BufferUsage::AccelerationStructureBuildInput; + indexBufferDesc.defaultState = ResourceState::AccelerationStructureBuildInput; + gIndexBuffer = gDevice->createBuffer(indexBufferDesc, &kIndexData[0]); if (!gIndexBuffer) return SLANG_FAIL; - IBufferResource::Desc primitiveBufferDesc; - primitiveBufferDesc.type = IResource::Type::Buffer; - primitiveBufferDesc.sizeInBytes = kPrimitiveCount * sizeof(Primitive); + BufferDesc primitiveBufferDesc; + primitiveBufferDesc.size = kPrimitiveCount * sizeof(Primitive); primitiveBufferDesc.elementSize = sizeof(Primitive); + primitiveBufferDesc.usage = BufferUsage::ShaderResource; primitiveBufferDesc.defaultState = ResourceState::ShaderResource; - gPrimitiveBuffer = gDevice->createBufferResource(primitiveBufferDesc, &kPrimitiveData[0]); + gPrimitiveBuffer = gDevice->createBuffer(primitiveBufferDesc, &kPrimitiveData[0]); if (!gPrimitiveBuffer) return SLANG_FAIL; - IResourceView::Desc primitiveSRVDesc = {}; - primitiveSRVDesc.format = Format::Unknown; - primitiveSRVDesc.type = IResourceView::Type::ShaderResource; - gPrimitiveBufferSRV = - gDevice->createBufferView(gPrimitiveBuffer, nullptr, primitiveSRVDesc); - - IBufferResource::Desc transformBufferDesc; - transformBufferDesc.type = IResource::Type::Buffer; - transformBufferDesc.sizeInBytes = sizeof(float) * 12; - transformBufferDesc.defaultState = ResourceState::ShaderResource; + BufferDesc transformBufferDesc; + transformBufferDesc.size = sizeof(float) * 12; + transformBufferDesc.usage = BufferUsage::AccelerationStructureBuildInput; + transformBufferDesc.defaultState = ResourceState::AccelerationStructureBuildInput; float transformData[12] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f}; - gTransformBuffer = gDevice->createBufferResource(transformBufferDesc, &transformData); + gTransformBuffer = gDevice->createBuffer(transformBufferDesc, &transformData); if (!gTransformBuffer) return SLANG_FAIL; // Build bottom level acceleration structure. { - IAccelerationStructure::BuildInputs accelerationStructureBuildInputs; - IAccelerationStructure::PrebuildInfo accelerationStructurePrebuildInfo; - accelerationStructureBuildInputs.descCount = 1; - accelerationStructureBuildInputs.kind = IAccelerationStructure::Kind::BottomLevel; - accelerationStructureBuildInputs.flags = - IAccelerationStructure::BuildFlags::AllowCompaction; - IAccelerationStructure::GeometryDesc geomDesc; - geomDesc.flags = IAccelerationStructure::GeometryFlags::Opaque; - geomDesc.type = IAccelerationStructure::GeometryType::Triangles; - geomDesc.content.triangles.indexCount = kIndexCount; - geomDesc.content.triangles.indexData = gIndexBuffer->getDeviceAddress(); - geomDesc.content.triangles.indexFormat = Format::R32_UINT; - geomDesc.content.triangles.vertexCount = kVertexCount; - geomDesc.content.triangles.vertexData = gVertexBuffer->getDeviceAddress(); - geomDesc.content.triangles.vertexFormat = Format::R32G32B32_FLOAT; - geomDesc.content.triangles.vertexStride = sizeof(Vertex); - geomDesc.content.triangles.transform3x4 = gTransformBuffer->getDeviceAddress(); - accelerationStructureBuildInputs.geometryDescs = &geomDesc; + AccelerationStructureBuildInput buildInput = {}; + buildInput.type = AccelerationStructureBuildInputType::Triangles; + buildInput.triangles.vertexBuffers[0] = gVertexBuffer; + buildInput.triangles.vertexBufferCount = 1; + buildInput.triangles.vertexFormat = Format::RGB32Float; + buildInput.triangles.vertexCount = kVertexCount; + buildInput.triangles.vertexStride = sizeof(Vertex); + buildInput.triangles.indexBuffer = gIndexBuffer; + buildInput.triangles.indexFormat = IndexFormat::Uint32; + buildInput.triangles.indexCount = kIndexCount; + buildInput.triangles.preTransformBuffer = gTransformBuffer; + buildInput.triangles.flags = AccelerationStructureGeometryFlags::Opaque; + + AccelerationStructureBuildDesc buildDesc = {}; + buildDesc.inputs = &buildInput; + buildDesc.inputCount = 1; + buildDesc.flags = AccelerationStructureBuildFlags::AllowCompaction; // Query buffer size for acceleration structure build. - SLANG_RETURN_ON_FAIL(gDevice->getAccelerationStructurePrebuildInfo( - accelerationStructureBuildInputs, - &accelerationStructurePrebuildInfo)); + AccelerationStructureSizes sizes; + SLANG_RETURN_ON_FAIL(gDevice->getAccelerationStructureSizes(buildDesc, &sizes)); + // Allocate buffers for acceleration structure. - IBufferResource::Desc asDraftBufferDesc; - asDraftBufferDesc.type = IResource::Type::Buffer; - asDraftBufferDesc.defaultState = ResourceState::AccelerationStructure; - asDraftBufferDesc.sizeInBytes = - (size_t)accelerationStructurePrebuildInfo.resultDataMaxSize; - ComPtr<IBufferResource> draftBuffer = gDevice->createBufferResource(asDraftBufferDesc); - if (!draftBuffer) - return SLANG_FAIL; - IBufferResource::Desc scratchBufferDesc; - scratchBufferDesc.type = IResource::Type::Buffer; + BufferDesc scratchBufferDesc; + scratchBufferDesc.usage = BufferUsage::UnorderedAccess; scratchBufferDesc.defaultState = ResourceState::UnorderedAccess; - scratchBufferDesc.sizeInBytes = - (size_t)accelerationStructurePrebuildInfo.scratchDataSize; - ComPtr<IBufferResource> scratchBuffer = - gDevice->createBufferResource(scratchBufferDesc); + scratchBufferDesc.size = sizes.scratchSize; + ComPtr<IBuffer> scratchBuffer = gDevice->createBuffer(scratchBufferDesc); if (!scratchBuffer) return SLANG_FAIL; // Build acceleration structure. ComPtr<IQueryPool> compactedSizeQuery; - IQueryPool::Desc queryPoolDesc; + QueryPoolDesc queryPoolDesc; queryPoolDesc.count = 1; queryPoolDesc.type = QueryType::AccelerationStructureCompactedSize; SLANG_RETURN_ON_FAIL( gDevice->createQueryPool(queryPoolDesc, compactedSizeQuery.writeRef())); ComPtr<IAccelerationStructure> draftAS; - IAccelerationStructure::CreateDesc draftCreateDesc; - draftCreateDesc.buffer = draftBuffer; - draftCreateDesc.kind = IAccelerationStructure::Kind::BottomLevel; - draftCreateDesc.offset = 0; - draftCreateDesc.size = accelerationStructurePrebuildInfo.resultDataMaxSize; + AccelerationStructureDesc draftCreateDesc; + draftCreateDesc.size = sizes.accelerationStructureSize; SLANG_RETURN_ON_FAIL( gDevice->createAccelerationStructure(draftCreateDesc, draftAS.writeRef())); compactedSizeQuery->reset(); - auto commandBuffer = gTransientHeaps[0]->createCommandBuffer(); - auto encoder = commandBuffer->encodeRayTracingCommands(); - IAccelerationStructure::BuildDesc buildDesc = {}; - buildDesc.dest = draftAS; - buildDesc.inputs = accelerationStructureBuildInputs; - buildDesc.scratchData = scratchBuffer->getDeviceAddress(); + auto commandEncoder = gQueue->createCommandEncoder(); AccelerationStructureQueryDesc compactedSizeQueryDesc = {}; compactedSizeQueryDesc.queryPool = compactedSizeQuery; compactedSizeQueryDesc.queryType = QueryType::AccelerationStructureCompactedSize; - encoder->buildAccelerationStructure(buildDesc, 1, &compactedSizeQueryDesc); - encoder->endEncoding(); - commandBuffer->close(); - gQueue->executeCommandBuffer(commandBuffer); + commandEncoder->buildAccelerationStructure( + buildDesc, + draftAS, + nullptr, + scratchBuffer, + 1, + &compactedSizeQueryDesc); + gQueue->submit(commandEncoder->finish()); gQueue->waitOnHost(); uint64_t compactedSize = 0; compactedSizeQuery->getResult(0, 1, &compactedSize); - IBufferResource::Desc asBufferDesc; - asBufferDesc.type = IResource::Type::Buffer; - asBufferDesc.defaultState = ResourceState::AccelerationStructure; - asBufferDesc.sizeInBytes = (size_t)compactedSize; - gBLASBuffer = gDevice->createBufferResource(asBufferDesc); - IAccelerationStructure::CreateDesc createDesc; - createDesc.buffer = gBLASBuffer; - createDesc.kind = IAccelerationStructure::Kind::BottomLevel; - createDesc.offset = 0; - createDesc.size = (size_t)compactedSize; + AccelerationStructureDesc createDesc; + createDesc.size = compactedSize; gDevice->createAccelerationStructure(createDesc, gBLAS.writeRef()); - commandBuffer = gTransientHeaps[0]->createCommandBuffer(); - encoder = commandBuffer->encodeRayTracingCommands(); - encoder->copyAccelerationStructure( + commandEncoder = gQueue->createCommandEncoder(); + commandEncoder->copyAccelerationStructure( gBLAS, draftAS, AccelerationStructureCopyMode::Compact); - encoder->endEncoding(); - commandBuffer->close(); - gQueue->executeCommandBuffer(commandBuffer); + gQueue->submit(commandEncoder->finish()); gQueue->waitOnHost(); } // Build top level acceleration structure. { - List<IAccelerationStructure::InstanceDesc> instanceDescs; - instanceDescs.setCount(1); - instanceDescs[0].accelerationStructure = gBLAS->getDeviceAddress(); - instanceDescs[0].flags = - IAccelerationStructure::GeometryInstanceFlags::TriangleFacingCullDisable; - instanceDescs[0].instanceContributionToHitGroupIndex = 0; - instanceDescs[0].instanceID = 0; - instanceDescs[0].instanceMask = 0xFF; + AccelerationStructureInstanceDescType nativeInstanceDescType = + getAccelerationStructureInstanceDescType(gDevice); + Size nativeInstanceDescSize = + getAccelerationStructureInstanceDescSize(nativeInstanceDescType); + + std::vector<AccelerationStructureInstanceDescGeneric> instanceDescs; + instanceDescs.resize(1); float transformMatrix[] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f}; memcpy(&instanceDescs[0].transform[0][0], transformMatrix, sizeof(float) * 12); - IBufferResource::Desc instanceBufferDesc; - instanceBufferDesc.type = IResource::Type::Buffer; - instanceBufferDesc.sizeInBytes = - instanceDescs.getCount() * sizeof(IAccelerationStructure::InstanceDesc); + instanceDescs[0].instanceID = 0; + instanceDescs[0].instanceMask = 0xFF; + instanceDescs[0].instanceContributionToHitGroupIndex = 0; + instanceDescs[0].flags = AccelerationStructureInstanceFlags::TriangleFacingCullDisable; + instanceDescs[0].accelerationStructure = gBLAS->getHandle(); + + std::vector<uint8_t> nativeInstanceDescs(instanceDescs.size() * nativeInstanceDescSize); + convertAccelerationStructureInstanceDescs( + instanceDescs.size(), + nativeInstanceDescType, + nativeInstanceDescs.data(), + nativeInstanceDescSize, + instanceDescs.data(), + sizeof(AccelerationStructureInstanceDescGeneric)); + + BufferDesc instanceBufferDesc; + instanceBufferDesc.size = + instanceDescs.size() * sizeof(AccelerationStructureInstanceDescGeneric); + instanceBufferDesc.usage = BufferUsage::ShaderResource; instanceBufferDesc.defaultState = ResourceState::ShaderResource; - gInstanceBuffer = - gDevice->createBufferResource(instanceBufferDesc, instanceDescs.getBuffer()); + gInstanceBuffer = gDevice->createBuffer(instanceBufferDesc, nativeInstanceDescs.data()); if (!gInstanceBuffer) return SLANG_FAIL; - IAccelerationStructure::BuildInputs accelerationStructureBuildInputs = {}; - IAccelerationStructure::PrebuildInfo accelerationStructurePrebuildInfo = {}; - accelerationStructureBuildInputs.descCount = 1; - accelerationStructureBuildInputs.kind = IAccelerationStructure::Kind::TopLevel; - accelerationStructureBuildInputs.instanceDescs = gInstanceBuffer->getDeviceAddress(); + AccelerationStructureBuildInput buildInput = {}; + buildInput.type = AccelerationStructureBuildInputType::Instances; + buildInput.instances.instanceBuffer = gInstanceBuffer; + buildInput.instances.instanceCount = 1; + buildInput.instances.instanceStride = nativeInstanceDescSize; + + AccelerationStructureBuildDesc buildDesc = {}; + buildDesc.inputs = &buildInput; + buildDesc.inputCount = 1; // Query buffer size for acceleration structure build. - SLANG_RETURN_ON_FAIL(gDevice->getAccelerationStructurePrebuildInfo( - accelerationStructureBuildInputs, - &accelerationStructurePrebuildInfo)); - - IBufferResource::Desc asBufferDesc; - asBufferDesc.type = IResource::Type::Buffer; - asBufferDesc.defaultState = ResourceState::AccelerationStructure; - asBufferDesc.sizeInBytes = (size_t)accelerationStructurePrebuildInfo.resultDataMaxSize; - gTLASBuffer = gDevice->createBufferResource(asBufferDesc); - - IBufferResource::Desc scratchBufferDesc; - scratchBufferDesc.type = IResource::Type::Buffer; + AccelerationStructureSizes sizes; + SLANG_RETURN_ON_FAIL(gDevice->getAccelerationStructureSizes(buildDesc, &sizes)); + + BufferDesc scratchBufferDesc; + scratchBufferDesc.usage = BufferUsage::UnorderedAccess; scratchBufferDesc.defaultState = ResourceState::UnorderedAccess; - scratchBufferDesc.sizeInBytes = - (size_t)accelerationStructurePrebuildInfo.scratchDataSize; - ComPtr<IBufferResource> scratchBuffer = - gDevice->createBufferResource(scratchBufferDesc); - - IAccelerationStructure::CreateDesc createDesc; - createDesc.buffer = gTLASBuffer; - createDesc.kind = IAccelerationStructure::Kind::TopLevel; - createDesc.offset = 0; - createDesc.size = (size_t)accelerationStructurePrebuildInfo.resultDataMaxSize; + scratchBufferDesc.size = sizes.scratchSize; + ComPtr<IBuffer> scratchBuffer = gDevice->createBuffer(scratchBufferDesc); + + AccelerationStructureDesc createDesc; + createDesc.size = sizes.accelerationStructureSize; SLANG_RETURN_ON_FAIL( gDevice->createAccelerationStructure(createDesc, gTLAS.writeRef())); - auto commandBuffer = gTransientHeaps[0]->createCommandBuffer(); - auto encoder = commandBuffer->encodeRayTracingCommands(); - IAccelerationStructure::BuildDesc buildDesc = {}; - buildDesc.dest = gTLAS; - buildDesc.inputs = accelerationStructureBuildInputs; - buildDesc.scratchData = scratchBuffer->getDeviceAddress(); - encoder->buildAccelerationStructure(buildDesc, 0, nullptr); - encoder->endEncoding(); - commandBuffer->close(); - gQueue->executeCommandBuffer(commandBuffer); + auto commandEncoder = gQueue->createCommandEncoder(); + commandEncoder + ->buildAccelerationStructure(buildDesc, gTLAS, nullptr, scratchBuffer, 0, nullptr); + gQueue->submit(commandEncoder->finish()); gQueue->waitOnHost(); } - IBufferResource::Desc fullScreenVertexBufferDesc; - fullScreenVertexBufferDesc.type = IResource::Type::Buffer; - fullScreenVertexBufferDesc.sizeInBytes = + BufferDesc fullScreenVertexBufferDesc; + fullScreenVertexBufferDesc.size = FullScreenTriangle::kVertexCount * sizeof(FullScreenTriangle::Vertex); + fullScreenVertexBufferDesc.usage = BufferUsage::VertexBuffer; fullScreenVertexBufferDesc.defaultState = ResourceState::VertexBuffer; - gFullScreenVertexBuffer = gDevice->createBufferResource( - fullScreenVertexBufferDesc, - &FullScreenTriangle::kVertices[0]); + gFullScreenVertexBuffer = + gDevice->createBuffer(fullScreenVertexBufferDesc, &FullScreenTriangle::kVertices[0]); if (!gFullScreenVertexBuffer) return SLANG_FAIL; InputElementDesc inputElements[] = { - {"POSITION", 0, Format::R32G32_FLOAT, offsetof(FullScreenTriangle::Vertex, position)}, + {"POSITION", 0, Format::RG32Float, offsetof(FullScreenTriangle::Vertex, position)}, }; auto inputLayout = gDevice->createInputLayout( sizeof(FullScreenTriangle::Vertex), @@ -547,19 +510,25 @@ struct RayTracing : public WindowedAppBase ComPtr<IShaderProgram> shaderProgram; SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, false, shaderProgram.writeRef())); - GraphicsPipelineStateDesc desc; + ColorTargetDesc colorTarget; + colorTarget.format = Format::RGBA16Float; + RenderPipelineDesc desc; desc.inputLayout = inputLayout; desc.program = shaderProgram; - desc.framebufferLayout = gFramebufferLayout; - gPresentPipelineState = gDevice->createGraphicsPipelineState(desc); - if (!gPresentPipelineState) + desc.targetCount = 1; + desc.targets = &colorTarget; + desc.depthStencil.depthTestEnable = false; + desc.depthStencil.depthWriteEnable = false; + desc.primitiveTopology = PrimitiveTopology::TriangleList; + gPresentPipeline = gDevice->createRenderPipeline(desc); + if (!gPresentPipeline) return SLANG_FAIL; const char* hitgroupNames[] = {"hitgroup0", "hitgroup1"}; ComPtr<IShaderProgram> rayTracingProgram; SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, true, rayTracingProgram.writeRef())); - RayTracingPipelineStateDesc rtpDesc = {}; + RayTracingPipelineDesc rtpDesc = {}; rtpDesc.program = rayTracingProgram; rtpDesc.hitGroupCount = 2; HitGroupDesc hitGroups[2]; @@ -571,11 +540,11 @@ struct RayTracing : public WindowedAppBase rtpDesc.maxRayPayloadSize = 64; rtpDesc.maxRecursion = 2; SLANG_RETURN_ON_FAIL( - gDevice->createRayTracingPipelineState(rtpDesc, gRenderPipelineState.writeRef())); - if (!gRenderPipelineState) + gDevice->createRayTracingPipeline(rtpDesc, gRenderPipeline.writeRef())); + if (!gRenderPipeline) return SLANG_FAIL; - IShaderTable::Desc shaderTableDesc = {}; + ShaderTableDesc shaderTableDesc = {}; const char* raygenName = "rayGenShader"; const char* missName = "missShader"; shaderTableDesc.program = rayTracingProgram; @@ -593,19 +562,16 @@ struct RayTracing : public WindowedAppBase void createResultTexture() { - ITextureResource::Desc resultTextureDesc = {}; - resultTextureDesc.type = IResource::Type::Texture2D; - resultTextureDesc.numMipLevels = 1; + TextureDesc resultTextureDesc = {}; + resultTextureDesc.type = TextureType::Texture2D; + resultTextureDesc.mipCount = 1; resultTextureDesc.size.width = windowWidth; resultTextureDesc.size.height = windowHeight; resultTextureDesc.size.depth = 1; + resultTextureDesc.usage = TextureUsage::UnorderedAccess | TextureUsage::ShaderResource; resultTextureDesc.defaultState = ResourceState::UnorderedAccess; - resultTextureDesc.format = Format::R16G16B16A16_FLOAT; - gResultTexture = gDevice->createTextureResource(resultTextureDesc); - IResourceView::Desc resultUAVDesc = {}; - resultUAVDesc.format = resultTextureDesc.format; - resultUAVDesc.type = IResourceView::Type::UnorderedAccess; - gResultTextureUAV = gDevice->createTextureView(gResultTexture, resultUAVDesc); + resultTextureDesc.format = Format::RGBA16Float; + gResultTexture = gDevice->createTexture(resultTextureDesc); } virtual void windowSizeChanged() override @@ -659,53 +625,62 @@ struct RayTracing : public WindowedAppBase memcpy(gUniforms.lightDir, &lightDir, sizeof(float) * 3); } - virtual void renderFrame(int frameBufferIndex) override + virtual void renderFrame(ITexture* texture) override { updateUniforms(); { - ComPtr<ICommandBuffer> renderCommandBuffer = - gTransientHeaps[frameBufferIndex]->createCommandBuffer(); - auto renderEncoder = renderCommandBuffer->encodeRayTracingCommands(); - IShaderObject* rootObject = nullptr; - renderEncoder->bindPipeline(gRenderPipelineState, &rootObject); + auto commandEncoder = gQueue->createCommandEncoder(); + auto rayTracingPassEncoder = commandEncoder->beginRayTracingPass(); + auto rootObject = rayTracingPassEncoder->bindPipeline(gRenderPipeline, gShaderTable); auto cursor = ShaderCursor(rootObject); - cursor["resultTexture"].setResource(gResultTextureUAV); + cursor["resultTexture"].setBinding(gResultTexture); cursor["uniforms"].setData(&gUniforms, sizeof(Uniforms)); - cursor["sceneBVH"].setResource(gTLAS); - cursor["primitiveBuffer"].setResource(gPrimitiveBufferSRV); - renderEncoder->dispatchRays(0, gShaderTable, windowWidth, windowHeight, 1); - renderEncoder->endEncoding(); - renderCommandBuffer->close(); - gQueue->executeCommandBuffer(renderCommandBuffer); + cursor["sceneBVH"].setBinding(gTLAS); + cursor["primitiveBuffer"].setBinding(gPrimitiveBuffer); + rayTracingPassEncoder->dispatchRays(0, windowWidth, windowHeight, 1); + rayTracingPassEncoder->end(); + gQueue->submit(commandEncoder->finish()); } { - ComPtr<ICommandBuffer> presentCommandBuffer = - gTransientHeaps[frameBufferIndex]->createCommandBuffer(); - auto presentEncoder = presentCommandBuffer->encodeRenderCommands( - gRenderPass, - gFramebuffers[frameBufferIndex]); - gfx::Viewport viewport = {}; - viewport.maxZ = 1.0f; - viewport.extentX = (float)windowWidth; - viewport.extentY = (float)windowHeight; - presentEncoder->setViewportAndScissor(viewport); - auto rootObject = presentEncoder->bindPipeline(gPresentPipelineState); - auto cursor = ShaderCursor(rootObject->getEntryPoint(1)); - cursor["t"].setResource(gResultTextureUAV); - presentEncoder->setVertexBuffer(0, gFullScreenVertexBuffer); - presentEncoder->setPrimitiveTopology(PrimitiveTopology::TriangleList); - presentEncoder->draw(3); - presentEncoder->endEncoding(); - presentCommandBuffer->close(); - gQueue->executeCommandBuffer(presentCommandBuffer); + auto commandEncoder = gQueue->createCommandEncoder(); + + ComPtr<ITextureView> textureView = gDevice->createTextureView(texture, {}); + RenderPassColorAttachment colorAttachment = {}; + colorAttachment.view = textureView; + colorAttachment.loadOp = LoadOp::Clear; + + RenderPassDesc renderPassDesc = {}; + renderPassDesc.colorAttachments = &colorAttachment; + renderPassDesc.colorAttachmentCount = 1; + + auto renderPassEncoder = commandEncoder->beginRenderPass(renderPassDesc); + + RenderState renderState = {}; + renderState.viewports[0] = Viewport::fromSize(windowWidth, windowHeight); + renderState.viewportCount = 1; + renderState.scissorRects[0] = ScissorRect::fromSize(windowWidth, windowHeight); + renderState.scissorRectCount = 1; + renderState.vertexBuffers[0] = gFullScreenVertexBuffer; + renderState.vertexBufferCount = 1; + renderPassEncoder->setRenderState(renderState); + + auto rootObject = renderPassEncoder->bindPipeline(gPresentPipeline); + auto cursor = ShaderCursor(rootObject); + cursor["t"].setBinding(gResultTexture); + + DrawArguments drawArgs = {}; + drawArgs.vertexCount = 3; + renderPassEncoder->draw(drawArgs); + renderPassEncoder->end(); + gQueue->submit(commandEncoder->finish()); } if (!isTestMode()) { // With that, we are done drawing for one frame, and ready for the next. // - gSwapchain->present(); + gSurface->present(); } } }; |
