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renderer_raytrace_clusters_lod.cpp
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1380 lines (1122 loc) · 65.4 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
*/
#include <volk.h>
#include <nvvk/sbt_generator.hpp>
#include <nvutils/parallel_work.hpp>
#include <nvutils/alignment.hpp>
#include <nvutils/logger.hpp>
#include <fmt/format.h>
#include "renderer.hpp"
//////////////////////////////////////////////////////////////////////////
namespace lodclusters {
class RendererRayTraceClustersLod : public Renderer
{
public:
virtual bool init(Resources& res, RenderScene& rscene, const RendererConfig& config) override;
virtual void render(VkCommandBuffer primary, Resources& res, RenderScene& rscene, const FrameConfig& frame, nvvk::ProfilerGpuTimer& profiler) override;
virtual void deinit(Resources& res) override;
virtual void updatedFrameBuffer(Resources& res, RenderScene& rscene);
private:
bool initShaders(Resources& res, RenderScene& scene, const RendererConfig& config);
void initRayTracingPipeline(Resources& res);
bool initRayTracingBlas(Resources& res, RenderScene& scene, const RendererConfig& config, VkDeviceSize& scratchSize);
void initRayTracingTlas(Resources& res, const RendererConfig& config, VkDeviceSize& scratchSize);
void updateRayTracingTlas(VkCommandBuffer cmd, Resources& res, bool update = false);
struct Shaders
{
shaderc::SpvCompilationResult rayGen;
shaderc::SpvCompilationResult rayClosestHit;
shaderc::SpvCompilationResult rayMiss;
shaderc::SpvCompilationResult rayMissAO;
shaderc::SpvCompilationResult computeTraversalPresort;
shaderc::SpvCompilationResult computeTraversalInit;
shaderc::SpvCompilationResult computeTraversalRun;
shaderc::SpvCompilationResult computeTraversalGroups;
shaderc::SpvCompilationResult computeTraversalMerge;
shaderc::SpvCompilationResult computeBuildSetup;
shaderc::SpvCompilationResult computeBlasInsertClusters;
shaderc::SpvCompilationResult computeBlasSetupInsertion;
shaderc::SpvCompilationResult computeBlasCachingSetupCopy;
shaderc::SpvCompilationResult computeBlasCachingSetupBuild;
shaderc::SpvCompilationResult computeInstanceAssignBlas;
shaderc::SpvCompilationResult computeInstanceClassifyLod;
shaderc::SpvCompilationResult computeGeometryBlasSharing;
};
struct Pipelines
{
VkPipeline rayTracing = nullptr;
VkPipeline computeTraversalPresort = nullptr;
VkPipeline computeTraversalInit = nullptr;
VkPipeline computeTraversalRun = nullptr;
VkPipeline computeTraversalGroups = nullptr;
VkPipeline computeTraversalMerge = nullptr;
VkPipeline computeBuildSetup = nullptr;
VkPipeline computeBlasInsertClusters = nullptr;
VkPipeline computeBlasSetupInsertion = nullptr;
VkPipeline computeBlasCachingSetupCopy = nullptr;
VkPipeline computeBlasCachingSetupBuild = nullptr;
VkPipeline computeInstanceAssignBlas = nullptr;
VkPipeline computeInstanceClassifyLod = nullptr;
VkPipeline computeGeometryBlasSharing = nullptr;
};
VkPhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_PROPERTIES_KHR};
VkPhysicalDeviceAccelerationStructurePropertiesKHR m_accProperties{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_PROPERTIES_KHR};
VkPhysicalDeviceClusterAccelerationStructurePropertiesNV m_rtClasProperties{
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CLUSTER_ACCELERATION_STRUCTURE_PROPERTIES_NV};
nvvk::SBTGenerator::Regions m_sbtRegions; // Shading binding table wrapper
nvvk::Buffer m_sbtBuffer;
Shaders m_shaders;
Pipelines m_pipelines;
VkShaderStageFlags m_stageFlags{};
VkPipelineLayout m_pipelineLayout{};
nvvk::DescriptorPack m_dsetPack;
nvvk::Buffer m_sceneBuildBuffer;
nvvk::Buffer m_sceneDataBuffer;
nvvk::LargeBuffer m_sceneBlasDataBuffer;
nvvk::Buffer m_sceneTraversalBuffer;
nvvk::Buffer m_sceneGeometryHistogramBuffer;
shaderio::SceneBuilding m_sceneBuildShaderio;
VkClusterAccelerationStructureClustersBottomLevelInputNV m_blasInput{};
VkDeviceSize m_blasDataSize = 0;
VkClusterAccelerationStructureMoveObjectsInputNV m_blasMoveInput{};
nvvk::Buffer m_tlasInstancesBuffer;
VkAccelerationStructureGeometryKHR m_tlasGeometry{};
VkAccelerationStructureBuildGeometryInfoKHR m_tlasBuildInfo{};
nvvk::AccelerationStructure m_tlas;
nvvk::Buffer m_scratchBuffer;
};
bool RendererRayTraceClustersLod::initShaders(Resources& res, RenderScene& rscene, const RendererConfig& config)
{
if(!initBasicShaders(res, rscene, config))
{
return false;
}
shaderc::CompileOptions options = res.makeCompilerOptions();
#if USE_DLSS
bool supportsDLSS = true;
#else
bool supportsDLSS = false;
#endif
options.AddMacroDefinition("SUBGROUP_SIZE", fmt::format("{}", res.m_physicalDeviceInfo.properties11.subgroupSize));
options.AddMacroDefinition("USE_16BIT_DISPATCH", fmt::format("{}", res.m_use16bitDispatch ? 1 : 0));
options.AddMacroDefinition("CLUSTER_VERTEX_COUNT", fmt::format("{}", rscene.scene->m_maxClusterVertices));
options.AddMacroDefinition("CLUSTER_TRIANGLE_COUNT", fmt::format("{}", rscene.scene->m_maxClusterTriangles));
options.AddMacroDefinition("TARGETS_RASTERIZATION", "0");
options.AddMacroDefinition("USE_STREAMING", rscene.useStreaming ? "1" : "0");
options.AddMacroDefinition("USE_SORTING", config.useSorting ? "1" : "0");
options.AddMacroDefinition("USE_CULLING", config.useCulling ? "1" : "0");
options.AddMacroDefinition("USE_TWO_PASS_CULLING", "0");
options.AddMacroDefinition("USE_BLAS_SHARING", config.useBlasSharing ? "1" : "0");
options.AddMacroDefinition("USE_BLAS_MERGING", config.useBlasSharing && config.useBlasMerging ? "1" : "0");
options.AddMacroDefinition("USE_BLAS_CACHING", config.useBlasSharing && config.useBlasCaching ? "1" : "0");
options.AddMacroDefinition("USE_RENDER_STATS", config.useRenderStats ? "1" : "0");
options.AddMacroDefinition("USE_SEPARATE_GROUPS", config.useSeparateGroups ? "1" : "0");
options.AddMacroDefinition("USE_DLSS", supportsDLSS && config.useDlss ? "1" : "0");
options.AddMacroDefinition("ALLOW_VERTEX_NORMALS", rscene.scene->m_hasVertexNormals ? "1" : "0");
options.AddMacroDefinition("ALLOW_VERTEX_TANGENTS", rscene.scene->m_hasVertexTangents ? "1" : "0");
options.AddMacroDefinition("ALLOW_VERTEX_TEXCOORDS", rscene.scene->m_hasVertexTexCoord0 ? "1" : "0");
//options.AddMacroDefinition("ALLOW_VERTEX_TEXCOORD_1", rscene.scene->m_hasVertexTexCoord1 ? "1" : "0");
options.AddMacroDefinition("ALLOW_SHADING", config.useShading ? "1" : "0");
options.AddMacroDefinition("USE_DEPTH_ONLY", !config.useShading && config.useDepthOnly ? "1" : "0");
options.AddMacroDefinition("DEBUG_VISUALIZATION", config.useDebugVisualization ? "1" : "0");
options.AddMacroDefinition("USE_EXT_MESH_SHADER", fmt::format("{}", config.useEXTmeshShader ? 1 : 0));
options.AddMacroDefinition("MESHSHADER_WORKGROUP_SIZE", fmt::format("{}", m_meshShaderWorkgroupSize));
options.AddMacroDefinition("MESHSHADER_BBOX_COUNT", fmt::format("{}", m_meshShaderBoxes));
options.AddMacroDefinition("USE_SW_RASTER", "0");
options.AddMacroDefinition("USE_TWO_SIDED", rscene.scene->m_hasTwoSided && !config.forceTwoSided ? "1" : "0");
options.AddMacroDefinition("USE_FORCED_TWO_SIDED", config.forceTwoSided ? "1" : "0");
options.AddMacroDefinition("USE_FORCED_INVISIBLE_CULLING", config.useForcedInvisibleCulling ? "1" : "0");
shaderc::CompileOptions optionsAO = options;
options.AddMacroDefinition("RAYTRACING_PAYLOAD_INDEX", "0");
optionsAO.AddMacroDefinition("RAYTRACING_PAYLOAD_INDEX", "1");
res.compileShader(m_shaders.rayGen, VK_SHADER_STAGE_RAYGEN_BIT_KHR, "render_raytrace.rgen.glsl", &options);
res.compileShader(m_shaders.rayClosestHit, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, "render_raytrace_clusters.rchit.glsl", &options);
res.compileShader(m_shaders.rayMiss, VK_SHADER_STAGE_MISS_BIT_KHR, "render_raytrace.rmiss.glsl", &options);
res.compileShader(m_shaders.rayMissAO, VK_SHADER_STAGE_MISS_BIT_KHR, "render_raytrace.rmiss.glsl", &optionsAO);
if(m_config.useSorting)
{
res.compileShader(m_shaders.computeTraversalPresort, VK_SHADER_STAGE_COMPUTE_BIT, "traversal_presort.comp.glsl", &options);
}
if(m_config.useBlasSharing)
{
res.compileShader(m_shaders.computeTraversalInit, VK_SHADER_STAGE_COMPUTE_BIT, "traversal_init_blas_sharing.comp.glsl", &options);
if(m_config.useBlasMerging)
{
res.compileShader(m_shaders.computeTraversalMerge, VK_SHADER_STAGE_COMPUTE_BIT, "traversal_blas_merging.comp.glsl", &options);
}
}
else
{
res.compileShader(m_shaders.computeTraversalInit, VK_SHADER_STAGE_COMPUTE_BIT, "traversal_init.comp.glsl", &options);
}
if(m_config.useSeparateGroups)
{
res.compileShader(m_shaders.computeTraversalGroups, VK_SHADER_STAGE_COMPUTE_BIT,
"traversal_run_separate_groups.comp.glsl", &options);
}
res.compileShader(m_shaders.computeTraversalRun, VK_SHADER_STAGE_COMPUTE_BIT, "traversal_run.comp.glsl", &options);
res.compileShader(m_shaders.computeBuildSetup, VK_SHADER_STAGE_COMPUTE_BIT, "build_setup.comp.glsl", &options);
res.compileShader(m_shaders.computeBlasInsertClusters, VK_SHADER_STAGE_COMPUTE_BIT, "blas_clusters_insert.comp.glsl", &options);
res.compileShader(m_shaders.computeBlasSetupInsertion, VK_SHADER_STAGE_COMPUTE_BIT, "blas_setup_insertion.comp.glsl", &options);
res.compileShader(m_shaders.computeInstanceAssignBlas, VK_SHADER_STAGE_COMPUTE_BIT, "instance_assign_blas.comp.glsl", &options);
if(m_config.useBlasSharing)
{
res.compileShader(m_shaders.computeInstanceClassifyLod, VK_SHADER_STAGE_COMPUTE_BIT, "instance_classify_lod.comp.glsl", &options);
res.compileShader(m_shaders.computeGeometryBlasSharing, VK_SHADER_STAGE_COMPUTE_BIT, "geometry_blas_sharing.comp.glsl", &options);
if(m_config.useBlasCaching)
{
res.compileShader(m_shaders.computeBlasCachingSetupCopy, VK_SHADER_STAGE_COMPUTE_BIT,
"blas_caching_setup_copy.comp.glsl", &options);
res.compileShader(m_shaders.computeBlasCachingSetupBuild, VK_SHADER_STAGE_COMPUTE_BIT,
"blas_caching_setup_build.comp.glsl", &options);
}
}
return res.verifyShaders(m_shaders);
}
bool RendererRayTraceClustersLod::init(Resources& res, RenderScene& rscene, const RendererConfig& config)
{
m_resourceReservedUsage = {};
m_config = config;
m_maxRenderClusters = 1u << config.numRenderClusterBits;
m_maxTraversalTasks = 1u << config.numTraversalTaskBits;
if(!rscene.useStreaming)
{
m_config.useBlasMerging = false;
m_config.useBlasCaching = false;
}
if(!initShaders(res, rscene, m_config))
{
LOGE("RendererRayTraceClustersLod shaders failed\n");
return false;
}
if(!rscene.updateClasRequired(true))
{
LOGE("RendererRayTraceClustersLod rscene.updateClasRequired failed\n");
return false;
}
if(rscene.useStreaming)
{
rscene.sceneStreaming.resetCachedBlas();
}
#if USE_DLSS
res.setFramebufferDlss(config.useDlss, config.dlssQuality);
#endif
initBasics(res, rscene, config);
m_resourceReservedUsage.geometryMemBytes = rscene.getGeometrySize(true);
m_resourceReservedUsage.rtClasMemBytes = rscene.getClasSize(true);
m_resourceReservedUsage.operationsMemBytes = logMemoryUsage(rscene.getOperationsSize(), "operations", "rscene total");
{
// get ray tracing properties
VkPhysicalDeviceProperties2 prop2{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2, &m_accProperties};
m_accProperties.pNext = &m_rtProperties;
m_rtProperties.pNext = &m_rtClasProperties;
vkGetPhysicalDeviceProperties2(res.m_physicalDevice, &prop2);
VkDeviceSize scratchSize = 0;
if(rscene.useStreaming)
{
scratchSize = rscene.sceneStreaming.getRequiredClasScratchSize();
LOGI("raytracer: CLAS scratchsize %d KiB\n", uint32_t((scratchSize + 1023) / 1024));
}
if(!initRayTracingBlas(res, rscene, config, scratchSize))
{
LOGE("Resources exceeding max buffer allocation size\n");
deinit(res);
return false;
}
// TLAS creation
initRayTracingTlas(res, config, scratchSize);
// streaming also stores newly built clas in scratch
res.createBuffer(m_scratchBuffer, scratchSize,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR,
VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0, m_accProperties.minAccelerationStructureScratchOffsetAlignment);
NVVK_DBG_NAME(m_scratchBuffer.buffer);
m_resourceReservedUsage.operationsMemBytes += logMemoryUsage(m_scratchBuffer.bufferSize, "operations", "rt scratch");
// Update tlas build information
m_tlasBuildInfo.srcAccelerationStructure = VK_NULL_HANDLE;
m_tlasBuildInfo.dstAccelerationStructure = m_tlas.accel;
m_tlasBuildInfo.scratchData.deviceAddress = m_scratchBuffer.address;
}
// scene building data
{
res.createBuffer(m_sceneBuildBuffer, sizeof(shaderio::SceneBuilding),
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
NVVK_DBG_NAME(m_sceneBuildBuffer.buffer);
m_resourceReservedUsage.operationsMemBytes += logMemoryUsage(m_sceneBuildBuffer.bufferSize, "operations", "build shaderio");
memset(&m_sceneBuildShaderio, 0, sizeof(m_sceneBuildShaderio));
m_sceneBuildShaderio.numRenderInstances = uint32_t(m_renderInstances.size());
m_sceneBuildShaderio.maxRenderClusters = m_maxRenderClusters;
m_sceneBuildShaderio.maxTraversalInfos = uint32_t(1u << config.numTraversalTaskBits);
m_sceneBuildShaderio.tlasInstances = m_tlasInstancesBuffer.address;
m_sceneBuildShaderio.numGeometries = uint32_t(rscene.scene->getActiveGeometryCount());
m_sceneBuildShaderio.indirectDispatchGroups.gridY = 1;
m_sceneBuildShaderio.indirectDispatchGroups.gridZ = 1;
m_sceneBuildShaderio.indirectDispatchBlasInsertion.gridY = 1;
m_sceneBuildShaderio.indirectDispatchBlasInsertion.gridZ = 1;
BufferRanges mem = {};
m_sceneBuildShaderio.renderClusterInfos =
mem.append(sizeof(shaderio::ClusterInfo) * m_sceneBuildShaderio.maxRenderClusters, 8);
m_sceneBuildShaderio.instanceVisibility =
mem.append(sizeof(uint8_t) * nvutils::align_up(m_renderInstances.size(), TRAVERSAL_INIT_WORKGROUP), 4);
m_sceneBuildShaderio.blasBuildInfos = mem.append(sizeof(shaderio::BlasBuildInfo) * m_maxBlasBuilds, 16);
m_sceneBuildShaderio.instanceBuildInfos = mem.append(sizeof(shaderio::InstanceBuildInfo) * m_renderInstances.size(), 16);
if(config.useBlasSharing)
{
m_sceneBuildShaderio.geometryBuildInfos =
mem.append(sizeof(shaderio::GeometryBuildInfo) * m_sceneBuildShaderio.numGeometries, 16);
if(config.useBlasCaching)
{
m_sceneBuildShaderio.cachedBlasClusterAddressesDst =
mem.append(sizeof(uint64_t) * rscene.sceneStreaming.getMaxCachedBlasBuilds(), 8);
m_sceneBuildShaderio.cachedBlasClusterAddressesSrc =
mem.append(sizeof(uint64_t) * rscene.sceneStreaming.getMaxCachedBlasBuilds(), 8);
}
}
if(config.useSorting)
{
// can alias some data required for sorting, with other data used at traversal/blas time.
mem.beginOverlap();
m_sceneBuildShaderio.instanceSortKeys = mem.append(sizeof(uint32_t) * m_renderInstances.size(), 4);
m_sceneBuildShaderio.instanceSortValues = mem.append(sizeof(uint32_t) * m_renderInstances.size(), 4);
mem.splitOverlap();
}
if(config.useSeparateGroups)
{
m_sceneBuildShaderio.traversalGroupInfos = mem.append(sizeof(uint64_t) * m_sceneBuildShaderio.maxTraversalInfos, 8);
}
m_sceneBuildShaderio.blasBuildSizes = mem.append(sizeof(uint32_t) * m_maxBlasBuilds, 4);
m_sceneBuildShaderio.blasBuildAddresses = mem.append(sizeof(uint64_t) * m_maxBlasBuilds, 8);
m_sceneBuildShaderio.blasClusterAddresses = mem.append(sizeof(uint64_t) * m_sceneBuildShaderio.maxRenderClusters, 8);
if(config.useSorting)
{
mem.endOverlap();
}
res.createBuffer(m_sceneDataBuffer, mem.getSize(),
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
NVVK_DBG_NAME(m_sceneDataBuffer.buffer);
m_resourceReservedUsage.operationsMemBytes += logMemoryUsage(m_sceneDataBuffer.bufferSize, "operations", "build data");
m_sceneBuildShaderio.renderClusterInfos += m_sceneDataBuffer.address;
m_sceneBuildShaderio.instanceVisibility += m_sceneDataBuffer.address;
m_sceneBuildShaderio.blasBuildInfos += m_sceneDataBuffer.address;
m_sceneBuildShaderio.blasBuildSizes += m_sceneDataBuffer.address;
m_sceneBuildShaderio.blasBuildAddresses += m_sceneDataBuffer.address;
m_sceneBuildShaderio.blasClusterAddresses += m_sceneDataBuffer.address;
m_sceneBuildShaderio.instanceSortKeys += m_sceneDataBuffer.address;
m_sceneBuildShaderio.instanceSortValues += m_sceneDataBuffer.address;
m_sceneBuildShaderio.instanceBuildInfos += m_sceneDataBuffer.address;
if(config.useSeparateGroups)
{
m_sceneBuildShaderio.traversalGroupInfos += m_sceneDataBuffer.address;
}
if(config.useBlasSharing)
{
m_sceneBuildShaderio.geometryBuildInfos += m_sceneDataBuffer.address;
if(config.useBlasCaching)
{
m_sceneBuildShaderio.cachedBlasClusterAddressesDst += m_sceneDataBuffer.address;
m_sceneBuildShaderio.cachedBlasClusterAddressesSrc += m_sceneDataBuffer.address;
}
}
res.createBuffer(m_sceneTraversalBuffer, sizeof(uint64_t) * m_sceneBuildShaderio.maxTraversalInfos,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
NVVK_DBG_NAME(m_sceneTraversalBuffer.buffer);
m_resourceReservedUsage.operationsMemBytes += logMemoryUsage(m_sceneTraversalBuffer.bufferSize, "operations", "build traversal");
m_sceneBuildShaderio.traversalNodeInfos = m_sceneTraversalBuffer.address;
res.createLargeBuffer(m_sceneBlasDataBuffer, m_blasDataSize,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR);
NVVK_DBG_NAME(m_sceneBlasDataBuffer.buffer);
if(m_config.useBlasSharing)
{
res.createBuffer(m_sceneGeometryHistogramBuffer, sizeof(shaderio::GeometryBuildHistogram) * m_sceneBuildShaderio.numGeometries,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
NVVK_DBG_NAME(m_sceneGeometryHistogramBuffer.buffer);
m_resourceReservedUsage.operationsMemBytes +=
logMemoryUsage(m_sceneGeometryHistogramBuffer.bufferSize, "operations", "build geo");
m_sceneBuildShaderio.geometryHistograms = m_sceneGeometryHistogramBuffer.address;
}
}
updateBasicDescriptors(res, rscene, &m_sceneBuildBuffer);
if(rscene.useStreaming)
{
rscene.sceneStreaming.updateBindings(m_sceneBuildBuffer);
}
// use a single common descriptor set for all operations
{
m_stageFlags = VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_MISS_BIT_KHR
| VK_SHADER_STAGE_COMPUTE_BIT;
nvvk::DescriptorBindings bindings;
bindings.addBinding(BINDINGS_FRAME_UBO, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, m_stageFlags);
bindings.addBinding(BINDINGS_READBACK_SSBO, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, m_stageFlags);
bindings.addBinding(BINDINGS_GEOMETRIES_SSBO, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, m_stageFlags);
bindings.addBinding(BINDINGS_RENDERINSTANCES_SSBO, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, m_stageFlags);
bindings.addBinding(BINDINGS_SCENEBUILDING_SSBO, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, m_stageFlags);
bindings.addBinding(BINDINGS_SCENEBUILDING_UBO, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, m_stageFlags);
bindings.addBinding(BINDINGS_HIZ_TEX, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, m_stageFlags);
if(rscene.useStreaming)
{
bindings.addBinding(BINDINGS_STREAMING_SSBO, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, m_stageFlags);
bindings.addBinding(BINDINGS_STREAMING_UBO, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, m_stageFlags);
}
bindings.addBinding(BINDINGS_TLAS, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, m_stageFlags);
bindings.addBinding(BINDINGS_RAYTRACING_DEPTH, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, m_stageFlags);
bindings.addBinding(BINDINGS_RENDER_TARGET, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, m_stageFlags);
#if USE_DLSS
if(config.useDlss)
{
// skip first
for(uint32_t i = 1; i < DlssDenoiser::eDlssCount; i++)
{
bindings.addBinding(BINDINGS_RENDER_TARGET + i, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, m_stageFlags);
}
}
#endif
m_dsetPack.init(bindings, res.m_device);
nvvk::createPipelineLayout(res.m_device, &m_pipelineLayout, {m_dsetPack.getLayout()}, {{m_stageFlags, 0, sizeof(uint32_t)}});
nvvk::WriteSetContainer writeSets;
writeSets.append(m_dsetPack.makeWrite(BINDINGS_FRAME_UBO), res.m_commonBuffers.frameConstants);
writeSets.append(m_dsetPack.makeWrite(BINDINGS_READBACK_SSBO), &res.m_commonBuffers.readBack);
writeSets.append(m_dsetPack.makeWrite(BINDINGS_GEOMETRIES_SSBO), rscene.getShaderGeometriesBuffer());
writeSets.append(m_dsetPack.makeWrite(BINDINGS_RENDERINSTANCES_SSBO), m_renderInstanceBuffer);
writeSets.append(m_dsetPack.makeWrite(BINDINGS_SCENEBUILDING_SSBO), m_sceneBuildBuffer);
writeSets.append(m_dsetPack.makeWrite(BINDINGS_SCENEBUILDING_UBO), m_sceneBuildBuffer);
writeSets.append(m_dsetPack.makeWrite(BINDINGS_HIZ_TEX), &res.m_hizUpdate[0].farImageInfo);
if(rscene.useStreaming)
{
writeSets.append(m_dsetPack.makeWrite(BINDINGS_STREAMING_SSBO), rscene.sceneStreaming.getShaderStreamingBuffer());
writeSets.append(m_dsetPack.makeWrite(BINDINGS_STREAMING_UBO), rscene.sceneStreaming.getShaderStreamingBuffer());
}
writeSets.append(m_dsetPack.makeWrite(BINDINGS_TLAS), m_tlas);
writeSets.append(m_dsetPack.makeWrite(BINDINGS_RAYTRACING_DEPTH), res.m_frameBuffer.imgRaytracingDepth);
#if USE_DLSS
if(config.useDlss)
{
// apply all
for(uint32_t i = 0; i < DlssDenoiser::eDlssCount; i++)
{
VkDescriptorImageInfo renderTargetInfo =
res.m_frameBuffer.dlssDenoiser.getDescriptorImageInfo(DlssDenoiser::DlssBufferType(i));
writeSets.append(m_dsetPack.makeWrite(BINDINGS_RENDER_TARGET + i), &renderTargetInfo);
}
}
else
#endif
{
VkDescriptorImageInfo renderTargetInfo;
renderTargetInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
renderTargetInfo.imageView = res.m_frameBuffer.imgColor.descriptor.imageView;
writeSets.append(m_dsetPack.makeWrite(BINDINGS_RENDER_TARGET), &renderTargetInfo);
}
vkUpdateDescriptorSets(res.m_device, uint32_t(writeSets.size()), writeSets.data(), 0, nullptr);
}
// initialize ray tracing pipeline
initRayTracingPipeline(res);
// initialize traversal pipeline
{
VkComputePipelineCreateInfo compInfo = {VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO};
VkShaderModuleCreateInfo shaderInfo = {};
compInfo.stage = {VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
compInfo.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
compInfo.stage.pName = "main";
compInfo.stage.pNext = &shaderInfo;
compInfo.layout = m_pipelineLayout;
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeBuildSetup);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeBuildSetup);
if(config.useSorting)
{
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeTraversalPresort);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeTraversalPresort);
}
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeTraversalInit);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeTraversalInit);
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeTraversalRun);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeTraversalRun);
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeBlasInsertClusters);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeBlasInsertClusters);
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeBlasSetupInsertion);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeBlasSetupInsertion);
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeInstanceAssignBlas);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeInstanceAssignBlas);
if(config.useBlasSharing)
{
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeInstanceClassifyLod);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeInstanceClassifyLod);
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeGeometryBlasSharing);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeGeometryBlasSharing);
if(config.useBlasMerging)
{
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeTraversalMerge);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeTraversalMerge);
}
if(config.useBlasCaching)
{
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeBlasCachingSetupCopy);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeBlasCachingSetupCopy);
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeBlasCachingSetupBuild);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeBlasCachingSetupBuild);
}
}
if(config.useSeparateGroups)
{
shaderInfo = nvvkglsl::GlslCompiler::makeShaderModuleCreateInfo(m_shaders.computeTraversalGroups);
vkCreateComputePipelines(res.m_device, nullptr, 1, &compInfo, nullptr, &m_pipelines.computeTraversalGroups);
}
}
return true;
}
static uint32_t getWorkGroupCount(uint32_t numThreads, uint32_t workGroupSize)
{
return (numThreads + workGroupSize - 1) / workGroupSize;
}
void RendererRayTraceClustersLod::render(VkCommandBuffer cmd, Resources& res, RenderScene& rscene, const FrameConfig& frame, nvvk::ProfilerGpuTimer& profiler)
{
VkMemoryBarrier memBarrier = {VK_STRUCTURE_TYPE_MEMORY_BARRIER};
{
glm::vec2 renderScale = res.getFramebufferWindow2RenderScale();
float pixelScale = std::min(renderScale.x, renderScale.y);
m_sceneBuildShaderio.errorOverDistanceThreshold =
clusterLodErrorOverDistance(frame.lodPixelError * pixelScale, frame.traversalFov, frame.traversalViewHeight);
}
m_sceneBuildShaderio.traversalViewMatrix = frame.traversalViewMatrix;
m_sceneBuildShaderio.cullViewProjMatrix = frame.cullViewProjMatrix;
m_sceneBuildShaderio.cullViewProjMatrixLast = frame.cullViewProjMatrixLast;
m_sceneBuildShaderio.frameIndex = m_frameIndex;
m_sceneBuildShaderio.culledErrorScale = std::max(1.0f, frame.culledErrorScale);
m_sceneBuildShaderio.sharingPushCulled = frame.sharingPushCulled;
m_sceneBuildShaderio.sharingTolerantLevels = frame.sharingTolerantLevels;
m_sceneBuildShaderio.sharingEnabledLevels = frame.sharingEnabledLevels;
vkCmdUpdateBuffer(cmd, res.m_commonBuffers.frameConstants.buffer, 0, sizeof(shaderio::FrameConstants),
(const uint32_t*)&frame.frameConstants);
vkCmdFillBuffer(cmd, res.m_commonBuffers.readBack.buffer, 0, sizeof(shaderio::Readback), 0);
vkCmdFillBuffer(cmd, m_sceneTraversalBuffer.buffer, 0, m_sceneTraversalBuffer.bufferSize, ~0);
if(m_config.useBlasSharing)
{
vkCmdFillBuffer(cmd, m_sceneGeometryHistogramBuffer.buffer, 0, m_sceneGeometryHistogramBuffer.bufferSize, 0);
}
if(rscene.useStreaming)
{
SceneStreaming::FrameSettings settings;
settings.ageThreshold = frame.streamingAgeThreshold;
settings.useBlasCaching = m_config.useBlasSharing && m_config.useBlasCaching;
settings.blasCacheFlags = m_config.clusterBlasFlags;
settings.blasCacheMaxClusters = m_maxRenderClusters;
settings.blasCacheMaxBuilds = m_maxBlasBuilds;
settings.blasCacheAgeThreshold = frame.cachingAgeThreshold;
settings.blasCacheMinLevel = frame.cachingEnabledLevels;
rscene.sceneStreaming.cmdBeginFrame(cmd, res.m_queueStates.primary, res.m_queueStates.transfer, settings, profiler);
if(m_config.useBlasSharing && m_config.useBlasCaching)
{
const shaderio::SceneStreaming& shaderData = rscene.sceneStreaming.getShaderStreamingData();
// can't add as much dynamic clusters as we reduce the budget with the once from the cached geometry builds
m_sceneBuildShaderio.maxRenderClusters = m_maxRenderClusters - shaderData.update.patchCachedClustersCount;
}
}
vkCmdUpdateBuffer(cmd, m_sceneBuildBuffer.buffer, 0, sizeof(shaderio::SceneBuilding), (const uint32_t*)&m_sceneBuildShaderio);
memBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT | VK_ACCESS_TRANSFER_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT,
0, 1, &memBarrier, 0, nullptr, 0, nullptr);
res.cmdImageTransition(cmd, res.m_frameBuffer.imgColor, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_GENERAL);
if(rscene.useStreaming)
{
rscene.sceneStreaming.cmdPreTraversal(cmd, m_scratchBuffer.address, profiler);
}
{
auto timerSection = profiler.cmdFrameSection(cmd, "Traversal Preparation");
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelineLayout, 0, 1, m_dsetPack.getSetPtr(), 0, nullptr);
if(m_config.useSorting)
{
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeTraversalPresort);
res.cmdLinearDispatch(cmd, getWorkGroupCount(m_sceneBuildShaderio.numRenderInstances, TRAVERSAL_PRESORT_WORKGROUP));
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
vrdxCmdSortKeyValue(cmd, res.m_vrdxSorter, m_sceneBuildShaderio.numRenderInstances, m_sceneDataBuffer.buffer,
m_sceneBuildShaderio.instanceSortKeys - m_sceneDataBuffer.address, m_sceneDataBuffer.buffer,
m_sceneBuildShaderio.instanceSortValues - m_sceneDataBuffer.address,
m_sortingAuxBuffer.buffer, 0, nullptr, 0);
}
if(m_config.useBlasSharing)
{
{
auto timerSection = profiler.cmdFrameSection(cmd, "Instance Classify");
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelineLayout, 0, 1, m_dsetPack.getSetPtr(), 0, nullptr);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeInstanceClassifyLod);
res.cmdLinearDispatch(cmd, getWorkGroupCount(m_sceneBuildShaderio.numRenderInstances, INSTANCES_CLASSIFY_LOD_WORKGROUP));
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
}
{
auto timerSection = profiler.cmdFrameSection(cmd, "Geometry Blas Sharing");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeGeometryBlasSharing);
res.cmdLinearDispatch(cmd, getWorkGroupCount(m_sceneBuildShaderio.numGeometries, GEOMETRY_BLAS_SHARING_WORKGROUP));
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
}
}
if(m_config.useBlasSharing || m_config.useSorting)
{
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
}
// we prepare traversal by filling in instance root nodes into the traversal queue
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelineLayout, 0, 1, m_dsetPack.getSetPtr(), 0, nullptr);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeTraversalInit);
res.cmdLinearDispatch(cmd, getWorkGroupCount(m_sceneBuildShaderio.numRenderInstances, TRAVERSAL_INIT_WORKGROUP));
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
// fixup kernel for counters in case we tried to add more than available space in traversal queue
uint32_t buildSetupID = BUILD_SETUP_TRAVERSAL_RUN;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeBuildSetup);
vkCmdPushConstants(cmd, m_pipelineLayout, m_stageFlags, 0, sizeof(uint32_t), &buildSetupID);
vkCmdDispatch(cmd, 1, 1, 1);
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
}
{
auto timerSection = profiler.cmdFrameSection(cmd, "Traversal Run");
// this does the main traversal
// it returns a list of render clusters
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeTraversalRun);
res.cmdLinearDispatch(cmd, getWorkGroupCount(frame.traversalPersistentThreads, TRAVERSAL_RUN_WORKGROUP));
bool useBlasMerging = m_config.useBlasSharing && m_config.useBlasMerging;
if(useBlasMerging || m_config.useSeparateGroups)
{
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
}
if(useBlasMerging)
{
// This kernel builds all clusters for merged instances based on residency of cluster groups.
// It also does the age update for resident groups.
assert(rscene.useStreaming);
const shaderio::SceneStreaming& shaderData = rscene.sceneStreaming.getShaderStreamingData();
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeTraversalMerge);
res.cmdLinearDispatch(cmd, getWorkGroupCount(shaderData.resident.activeGroupsCount, TRAVERSAL_BLAS_MERGING_WORKGROUP));
}
if(m_config.useSeparateGroups)
{
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeTraversalGroups);
vkCmdDispatchIndirect(cmd, m_sceneBuildBuffer.buffer, offsetof(shaderio::SceneBuilding, indirectDispatchGroups));
}
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
// fixup kernel for counters in case we tried to add more than available space in render list
uint32_t buildSetupID = BUILD_SETUP_BLAS_INSERTION;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeBuildSetup);
vkCmdPushConstants(cmd, m_pipelineLayout, m_stageFlags, 0, sizeof(uint32_t), &buildSetupID);
vkCmdDispatch(cmd, 1, 1, 1);
}
if(rscene.useStreaming)
{
// This operation gives us new CLAS addresses
// The age filter is skipped as it was handled during traversal already
bool runAgeFilter = !(m_config.useBlasSharing && m_config.useBlasMerging);
rscene.sceneStreaming.cmdPostTraversal(cmd, m_scratchBuffer.address, runAgeFilter, profiler);
// no barrier needed here, given the critical barrier prior using these addresses
// is directly prior running `m_pipelines.computeBlasInsertCluster`
}
{
auto timerSection = profiler.cmdFrameSection(cmd, "Blas Build Preparation");
// this kernel prepares the per-blas clas reference list starting position.
// it also resets the per-blas clas counters.
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelineLayout, 0, 1, m_dsetPack.getSetPtr(), 0, nullptr);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeBlasSetupInsertion);
res.cmdLinearDispatch(cmd, getWorkGroupCount(m_sceneBuildShaderio.numRenderInstances, BLAS_SETUP_INSERTION_WORKGROUP));
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT, 0, 1, &memBarrier,
0, nullptr, 0, nullptr);
// let's fill in the clusters from the unsorted render list, into the per-blas clas reference lists.
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeBlasInsertClusters);
vkCmdDispatchIndirect(cmd, m_sceneBuildBuffer.buffer, offsetof(shaderio::SceneBuilding, indirectDispatchBlasInsertion));
if(m_config.useBlasSharing && m_config.useBlasCaching)
{
const shaderio::SceneStreaming& shaderData = rscene.sceneStreaming.getShaderStreamingData();
if(shaderData.update.patchCachedBlasCount)
{
// seed blas builds
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelineLayout, 0, 1, m_dsetPack.getSetPtr(), 0, nullptr);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeBlasCachingSetupBuild);
// one work group per geometry
res.cmdLinearDispatch(cmd, shaderData.update.patchCachedBlasCount);
}
}
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT
| VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR | VK_ACCESS_TRANSFER_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR
| VK_PIPELINE_STAGE_TRANSFER_BIT,
0, 1, &memBarrier, 0, nullptr, 0, nullptr);
}
if(rscene.useStreaming)
{
// initialize download work here so it can overlap with next
rscene.sceneStreaming.cmdEndFrame(cmd, res.m_queueStates.primary, profiler);
}
// what is this? nah we never had any bugs in building and allocating the cluster data, totally not needed
#if !STREAMING_DEBUG_WITHOUT_RT
{
auto timerSection = profiler.cmdFrameSection(cmd, "Blas Build");
// after we prepared the build information for the blas we can run it.
VkClusterAccelerationStructureCommandsInfoNV cmdInfo = {VK_STRUCTURE_TYPE_CLUSTER_ACCELERATION_STRUCTURE_COMMANDS_INFO_NV};
VkClusterAccelerationStructureInputInfoNV& inputs = cmdInfo.input;
inputs = {VK_STRUCTURE_TYPE_CLUSTER_ACCELERATION_STRUCTURE_INPUT_INFO_NV};
// setup blas inputs
inputs.maxAccelerationStructureCount = m_maxBlasBuilds;
inputs.opMode = VK_CLUSTER_ACCELERATION_STRUCTURE_OP_MODE_IMPLICIT_DESTINATIONS_NV;
inputs.opType = VK_CLUSTER_ACCELERATION_STRUCTURE_OP_TYPE_BUILD_CLUSTERS_BOTTOM_LEVEL_NV;
inputs.opInput.pClustersBottomLevel = &m_blasInput;
inputs.flags = m_config.clusterBlasFlags;
// input
// we may actually build less BLAS than instances, due pre-build low detail blas or recycling
cmdInfo.srcInfosCount = m_sceneBuildBuffer.address + offsetof(shaderio::SceneBuilding, blasBuildCounter);
cmdInfo.srcInfosArray.deviceAddress = m_sceneBuildShaderio.blasBuildInfos;
cmdInfo.srcInfosArray.size =
sizeof(VkClusterAccelerationStructureBuildClustersBottomLevelInfoNV) * m_renderInstances.size();
cmdInfo.srcInfosArray.stride = sizeof(VkClusterAccelerationStructureBuildClustersBottomLevelInfoNV);
// output
// the blas addresses are later provided to the ray instances
cmdInfo.dstAddressesArray.deviceAddress = m_sceneBuildShaderio.blasBuildAddresses;
cmdInfo.dstAddressesArray.size = sizeof(uint64_t) * m_renderInstances.size();
cmdInfo.dstAddressesArray.stride = sizeof(uint64_t);
// for statistics we keep track of blas sizes
cmdInfo.dstSizesArray.deviceAddress = m_sceneBuildShaderio.blasBuildSizes;
cmdInfo.dstSizesArray.size = sizeof(uint32_t) * m_renderInstances.size();
cmdInfo.dstSizesArray.stride = sizeof(uint32_t);
// in implicit mode we provide one big chunk from which outputs are sub-allocated
cmdInfo.dstImplicitData = m_sceneBlasDataBuffer.address;
cmdInfo.scratchData = m_scratchBuffer.address;
vkCmdBuildClusterAccelerationStructureIndirectNV(cmd, &cmdInfo);
memBarrier.srcAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, &memBarrier, 0, nullptr, 0, nullptr);
if(m_config.useBlasSharing && m_config.useBlasCaching)
{
auto timerSection = profiler.cmdFrameSection(cmd, "Blas Copy");
const shaderio::SceneStreaming& shaderData = rscene.sceneStreaming.getShaderStreamingData();
if(shaderData.update.patchCachedBlasCount)
{
// prepare copy and then execute copy
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeBlasCachingSetupCopy);
res.cmdLinearDispatch(cmd, getWorkGroupCount(shaderData.update.patchCachedBlasCount, BLAS_CACHING_SETUP_COPY_WORKGROUP));
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR,
0, 1, &memBarrier, 0, nullptr, 0, nullptr);
cmdInfo = {VK_STRUCTURE_TYPE_CLUSTER_ACCELERATION_STRUCTURE_COMMANDS_INFO_NV};
inputs = {VK_STRUCTURE_TYPE_CLUSTER_ACCELERATION_STRUCTURE_INPUT_INFO_NV};
// setup move inputs
inputs.maxAccelerationStructureCount = shaderData.update.patchCachedBlasCount;
inputs.opMode = VK_CLUSTER_ACCELERATION_STRUCTURE_OP_MODE_EXPLICIT_DESTINATIONS_NV;
inputs.opType = VK_CLUSTER_ACCELERATION_STRUCTURE_OP_TYPE_MOVE_OBJECTS_NV;
inputs.opInput.pMoveObjects = &m_blasMoveInput;
inputs.flags = 0;
// input
cmdInfo.srcInfosCount = m_sceneBuildBuffer.address + offsetof(shaderio::SceneBuilding, cachedBlasCopyCounter);
cmdInfo.srcInfosArray.deviceAddress = m_sceneBuildShaderio.cachedBlasClusterAddressesSrc;
cmdInfo.srcInfosArray.size = sizeof(VkClusterAccelerationStructureMoveObjectsInfoNV) * m_renderInstances.size();
cmdInfo.srcInfosArray.stride = sizeof(VkClusterAccelerationStructureMoveObjectsInfoNV);
// output
cmdInfo.dstAddressesArray.deviceAddress = m_sceneBuildShaderio.cachedBlasClusterAddressesDst;
cmdInfo.dstAddressesArray.size = sizeof(uint64_t) * m_renderInstances.size();
cmdInfo.dstAddressesArray.stride = sizeof(uint64_t);
cmdInfo.scratchData = m_scratchBuffer.address;
vkCmdBuildClusterAccelerationStructureIndirectNV(cmd, &cmdInfo);
memBarrier.srcAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, &memBarrier, 0, nullptr, 0, nullptr);
}
}
}
{
auto timerSection = profiler.cmdFrameSection(cmd, "Tlas Preparation");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_pipelines.computeInstanceAssignBlas);
res.cmdLinearDispatch(cmd, getWorkGroupCount(m_sceneBuildShaderio.numRenderInstances, INSTANCES_ASSIGN_BLAS_WORKGROUP));
memBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR,
0, 1, &memBarrier, 0, nullptr, 0, nullptr);
}
{
auto timerSection = profiler.cmdFrameSection(cmd, "Tlas Build");
updateRayTracingTlas(cmd, res, m_frameIndex != 0);
memBarrier.srcAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR | VK_ACCESS_SHADER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR
| VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT, 0, 1,
&memBarrier, 0, nullptr, 0, nullptr);
}
#endif
// Ray trace
{
auto timerSection = profiler.cmdFrameSection(cmd, "Render");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, m_pipelines.rayTracing);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, m_pipelineLayout, 0, 1, m_dsetPack.getSetPtr(), 0, nullptr);
#if !STREAMING_DEBUG_WITHOUT_RT
vkCmdTraceRaysKHR(cmd, &m_sbtRegions.raygen, &m_sbtRegions.miss, &m_sbtRegions.hit, &m_sbtRegions.callable,
frame.frameConstants.viewport.x, frame.frameConstants.viewport.y, 1);
#endif
res.cmdBeginRendering(cmd, false, VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
res.cmdImageTransition(cmd, res.m_frameBuffer.imgRaytracingDepth, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_GENERAL, true);
writeRayTracingDepthBuffer(cmd);
if(frame.showInstanceBboxes)
{
renderInstanceBboxes(cmd);
}
if(frame.showClusterBboxes)
{
renderClusterBboxes(cmd, m_sceneBuildBuffer);
}
vkCmdEndRendering(cmd);
}
if(!frame.freezeCulling)
{