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blas_clusters_insert.comp.glsl
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136 lines (110 loc) · 4.26 KB
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/*
* Copyright (c) 2024-2026, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2024-2026, NVIDIA CORPORATION.
* SPDX-License-Identifier: Apache-2.0
*/
/*
Shader Description
==================
Only used for TARGETS_RAY_TRACING
This compute shader inserts the CLAS clusters that should be rendered
into the cluster references list for each instance's BLAS.
A single thread represents one CLAS
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_buffer_reference : enable
#extension GL_EXT_buffer_reference2 : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_atomic_int64 : enable
#extension GL_EXT_control_flow_attributes : require
#extension GL_KHR_shader_subgroup_vote : require
#extension GL_KHR_shader_subgroup_ballot : require
#extension GL_KHR_shader_subgroup_shuffle : require
#extension GL_KHR_shader_subgroup_basic : require
#extension GL_KHR_shader_subgroup_clustered : require
#extension GL_KHR_shader_subgroup_arithmetic : require
#include "shaderio.h"
layout(scalar, binding = BINDINGS_FRAME_UBO, set = 0) uniform frameConstantsBuffer
{
FrameConstants view;
};
layout(scalar, binding = BINDINGS_READBACK_SSBO, set = 0) buffer readbackBuffer
{
Readback readback;
};
layout(scalar, binding = BINDINGS_RENDERINSTANCES_SSBO, set = 0) buffer renderInstancesBuffer
{
RenderInstance instances[];
};
layout(scalar, binding = BINDINGS_GEOMETRIES_SSBO, set = 0) buffer geometryBuffer
{
Geometry geometries[];
};
layout(binding = BINDINGS_HIZ_TEX) uniform sampler2D texHizFar;
layout(scalar, binding = BINDINGS_SCENEBUILDING_UBO, set = 0) uniform buildBuffer
{
SceneBuilding build;
};
layout(scalar, binding = BINDINGS_SCENEBUILDING_SSBO, set = 0) buffer buildBufferRW
{
SceneBuilding buildRW;
};
#if USE_STREAMING
layout(scalar, binding = BINDINGS_STREAMING_UBO, set = 0) uniform streamingBuffer
{
SceneStreaming streaming;
};
layout(scalar, binding = BINDINGS_STREAMING_SSBO, set = 0) buffer streamingBufferRW
{
SceneStreaming streamingRW;
};
#endif
////////////////////////////////////////////
layout(local_size_x=BLAS_INSERT_CLUSTERS_WORKGROUP) in;
////////////////////////////////////////////
void main()
{
uint renderClusterIndex = getGlobalInvocationIndex(gl_GlobalInvocationID);
if (renderClusterIndex < build.renderClusterCounter)
{
ClusterInfo cluster = build.renderClusterInfos.d[renderClusterIndex];
uint instanceID = cluster.instanceID;
uint clusterID = cluster.clusterID;
#if USE_STREAMING
uint64_t clusterAddress = streaming.resident.clasAddresses.d[clusterID];
#else
Geometry geometry = geometries[instances[instanceID].geometryID];
uint64_t clusterAddress = geometry.preloadedClusterClasAddresses.d[clusterID];
#endif
uint buildIndex = build.instanceBuildInfos.d[instanceID].blasBuildIndex;
uint idx = atomicAdd(build.blasBuildInfos.d[buildIndex].clusterReferencesCount,1);
uint64s_inout clusterReferences = uint64s_inout(build.blasBuildInfos.d[buildIndex].clusterReferences);
clusterReferences.d[idx] = clusterAddress;
#if USE_RENDER_STATS
#if USE_STREAMING
uint numTriangles = Cluster_in(streaming.resident.clusters.d[clusterID]).d.triangleCountMinusOne + 1;
#else
uint numTriangles = Cluster_in(geometry.preloadedClusters.d[clusterID]).d.triangleCountMinusOne + 1;
#endif
atomicAdd(readback.numRenderedTriangles, numTriangles);
#endif
}
}