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blas_setup_insertion.comp.glsl
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117 lines (93 loc) · 3.75 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 sets up the per BLAS cluster references list start pointer.
It does so by simply adding up the per-blas references counts that were filled during
`traversal_run.comp.glsl`.
These count values are also reset, so that the `blas_clusters_insert.comp.glsl` kernel
can increment them again when filling the lists.
A single thread represents one BLAS
*/
#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;
};
////////////////////////////////////////////
layout(local_size_x=BLAS_SETUP_INSERTION_WORKGROUP) in;
////////////////////////////////////////////
void main()
{
uint instanceID = getGlobalInvocationIndex(gl_GlobalInvocationID);
if (instanceID < build.numRenderInstances)
{
uint referencesCount = build.instanceBuildInfos.d[instanceID].clusterReferencesCount;
if (referencesCount > 0)
{
uint referencesOffset = atomicAdd(buildRW.blasClasCounter, referencesCount);
uint buildOffset = atomicAdd(buildRW.blasBuildCounter, 1);
// reset count for insertion pass
build.blasBuildInfos.d[buildOffset].clusterReferencesCount = 0;
build.blasBuildInfos.d[buildOffset].clusterReferencesStride = 8;
build.blasBuildInfos.d[buildOffset].clusterReferences = uint64_t(build.blasClusterAddresses) + uint64_t(referencesOffset * 8);
build.instanceBuildInfos.d[instanceID].blasBuildIndex = buildOffset;
}
}
}