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authorGangzheng Tong <tonggangzheng@gmail.com>2025-07-08 23:44:56 -0700
committerGitHub <noreply@github.com>2025-07-09 06:44:56 +0000
commit43d0c2100ef1a5df4b54525e50eb29fe7c39ec16 (patch)
tree25ec4fb9c726115f90bdaa9878f2f4ca372ad0a6 /examples/ray-tracing/main.cpp
parent00746bf09047cdf01c19dac513a532bcf3ed3ea3 (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/main.cpp')
-rw-r--r--examples/ray-tracing/main.cpp421
1 files changed, 200 insertions, 221 deletions
diff --git a/examples/ray-tracing/main.cpp b/examples/ray-tracing/main.cpp
index fffe5e75f..0b14aef7e 100644
--- a/examples/ray-tracing/main.cpp
+++ b/examples/ray-tracing/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");
@@ -148,10 +149,7 @@ struct RayTracing : public WindowedAppBase
}
// Load and compile shader code from souce.
- gfx::Result loadShaderProgram(
- gfx::IDevice* device,
- bool isComputePipeline,
- gfx::IShaderProgram** outProgram)
+ Result loadShaderProgram(IDevice* device, bool isComputePipeline, IShaderProgram** outProgram)
{
ComPtr<slang::ISession> slangSession;
slangSession = device->getSlangSession();
@@ -197,28 +195,24 @@ 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<IRenderPipeline> gPresentPipeline;
+ ComPtr<IComputePipeline> 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;
uint64_t lastTime = 0;
@@ -302,230 +296,199 @@ 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 = 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 = 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 = (gfx::Size)compactedSize;
- gBLASBuffer = gDevice->createBufferResource(asBufferDesc);
- IAccelerationStructure::CreateDesc createDesc;
- createDesc.buffer = gBLASBuffer;
- createDesc.kind = IAccelerationStructure::Kind::BottomLevel;
- createDesc.offset = 0;
- createDesc.size = (gfx::Size)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 = 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 = accelerationStructurePrebuildInfo.scratchDataSize;
- ComPtr<IBufferResource> scratchBuffer =
- gDevice->createBufferResource(scratchBufferDesc);
-
- IAccelerationStructure::CreateDesc createDesc;
- createDesc.buffer = gTLASBuffer;
- createDesc.kind = IAccelerationStructure::Kind::TopLevel;
- createDesc.offset = 0;
- createDesc.size = 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),
@@ -536,20 +499,26 @@ 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;
ComPtr<IShaderProgram> computeProgram;
SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, true, computeProgram.writeRef()));
- ComputePipelineStateDesc computeDesc;
+ ComputePipelineDesc computeDesc;
computeDesc.program = computeProgram;
- gRenderPipelineState = gDevice->createComputePipelineState(computeDesc);
- if (!gRenderPipelineState)
+ gRenderPipeline = gDevice->createComputePipeline(computeDesc);
+ if (!gRenderPipeline)
return SLANG_FAIL;
createResultTexture();
@@ -558,19 +527,16 @@ 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
@@ -624,52 +590,65 @@ 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->encodeComputeCommands();
- auto rootObject = renderEncoder->bindPipeline(gRenderPipelineState);
- auto cursor = ShaderCursor(rootObject->getEntryPoint(0));
- cursor["resultTexture"].setResource(gResultTextureUAV);
+ auto commandEncoder = gQueue->createCommandEncoder();
+ auto computePassEncoder = commandEncoder->beginComputePass();
+ auto rootObject = computePassEncoder->bindPipeline(gRenderPipeline);
+ auto cursor = ShaderCursor(rootObject);
+ cursor["resultTexture"].setBinding(gResultTexture);
cursor["uniforms"].setData(&gUniforms, sizeof(Uniforms));
- cursor["sceneBVH"].setResource(gTLAS);
- cursor["primitiveBuffer"].setResource(gPrimitiveBufferSRV);
- renderEncoder->dispatchCompute((windowWidth + 15) / 16, (windowHeight + 15) / 16, 1);
- renderEncoder->endEncoding();
- renderCommandBuffer->close();
- gQueue->executeCommandBuffer(renderCommandBuffer);
+ cursor["sceneBVH"].setBinding(gTLAS);
+ cursor["primitiveBuffer"].setBinding(gPrimitiveBuffer);
+ computePassEncoder->dispatchCompute(
+ (windowWidth + 15) / 16,
+ (windowHeight + 15) / 16,
+ 1);
+ computePassEncoder->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();
}
}
};