Rename VkLightmap and VkRaytrace

This commit is contained in:
Magnus Norddahl 2023-12-06 13:54:49 +01:00
commit 98c209edbd
12 changed files with 110 additions and 114 deletions

View file

@ -0,0 +1,719 @@
/*
** Vulkan backend
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include "vk_levelmesh.h"
#include "zvulkan/vulkanbuilders.h"
#include "vulkan/vk_renderdevice.h"
#include "vulkan/commands/vk_commandbuffer.h"
#include "hw_levelmesh.h"
#include "hw_material.h"
#include "texturemanager.h"
VkLevelMesh::VkLevelMesh(VulkanRenderDevice* fb) : fb(fb)
{
useRayQuery = fb->GetDevice()->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME) && fb->GetDevice()->PhysicalDevice.Features.RayQuery.rayQuery;
SetLevelMesh(nullptr);
}
void VkLevelMesh::SetLevelMesh(LevelMesh* mesh)
{
if (!mesh)
mesh = &NullMesh;
Reset();
Mesh = mesh;
CreateVulkanObjects();
}
void VkLevelMesh::Reset()
{
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
deletelist->Add(std::move(VertexBuffer));
deletelist->Add(std::move(UniformIndexBuffer));
deletelist->Add(std::move(IndexBuffer));
deletelist->Add(std::move(NodeBuffer));
deletelist->Add(std::move(SurfaceBuffer));
deletelist->Add(std::move(SurfaceUniformsBuffer));
deletelist->Add(std::move(SurfaceIndexBuffer));
deletelist->Add(std::move(PortalBuffer));
deletelist->Add(std::move(StaticBLAS.ScratchBuffer));
deletelist->Add(std::move(StaticBLAS.AccelStructBuffer));
deletelist->Add(std::move(StaticBLAS.AccelStruct));
deletelist->Add(std::move(DynamicBLAS.ScratchBuffer));
deletelist->Add(std::move(DynamicBLAS.AccelStructBuffer));
deletelist->Add(std::move(DynamicBLAS.AccelStruct));
deletelist->Add(std::move(TopLevelAS.TransferBuffer));
deletelist->Add(std::move(TopLevelAS.ScratchBuffer));
deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
deletelist->Add(std::move(TopLevelAS.AccelStructBuffer));
deletelist->Add(std::move(TopLevelAS.AccelStruct));
}
void VkLevelMesh::CreateVulkanObjects()
{
CreateBuffers();
UploadMeshes(false);
if (useRayQuery)
{
CreateStaticBLAS();
CreateDynamicBLAS();
CreateTopLevelAS();
}
}
void VkLevelMesh::BeginFrame()
{
UploadMeshes(true);
if (useRayQuery)
{
UpdateDynamicBLAS();
UpdateTopLevelAS();
}
}
void VkLevelMesh::UploadMeshes(bool dynamicOnly)
{
TArray<SubmeshBufferLocation> locations(2);
// Find submesh buffer sizes
for (LevelSubmesh* submesh : { Mesh->StaticMesh.get(), Mesh->DynamicMesh.get() })
{
SubmeshBufferLocation location;
location.Submesh = submesh;
location.VertexSize = submesh->Mesh.Vertices.Size();
location.IndexSize = submesh->Mesh.Elements.Size();
location.NodeSize = (int)submesh->Collision->get_nodes().size();
location.SurfaceIndexSize = submesh->Mesh.SurfaceIndexes.Size();
location.SurfaceSize = submesh->GetSurfaceCount();
location.UniformsSize = submesh->Mesh.Uniforms.Size();
locations.Push(location);
}
// Find submesh locations in buffers
for (unsigned int i = 1, count = locations.Size(); i < count; i++)
{
const SubmeshBufferLocation& prev = locations[i - 1];
SubmeshBufferLocation& cur = locations[i];
cur.VertexOffset = prev.VertexOffset + prev.VertexSize;
cur.IndexOffset = prev.IndexOffset + prev.IndexSize;
cur.NodeOffset = prev.NodeOffset + prev.NodeSize;
cur.SurfaceIndexOffset = prev.SurfaceIndexOffset + prev.SurfaceIndexSize;
cur.SurfaceOffset = prev.SurfaceOffset + prev.SurfaceSize;
cur.UniformsOffset = prev.UniformsOffset + prev.UniformsSize;
if (
cur.VertexOffset + cur.VertexSize > GetMaxVertexBufferSize() ||
cur.IndexOffset + cur.IndexSize > GetMaxIndexBufferSize() ||
cur.NodeOffset + cur.NodeSize > GetMaxNodeBufferSize() ||
cur.SurfaceOffset + cur.SurfaceSize > GetMaxSurfaceBufferSize() ||
cur.UniformsOffset + cur.UniformsSize > GetMaxUniformsBufferSize() ||
cur.SurfaceIndexOffset + cur.SurfaceIndexSize > GetMaxSurfaceIndexBufferSize())
{
I_FatalError("Dynamic accel struct buffers are too small!");
}
}
unsigned int start = dynamicOnly;
unsigned int end = locations.Size();
// Figure out how much memory we need to transfer it to the GPU
size_t transferBufferSize = sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
for (unsigned int i = start; i < end; i++)
{
const SubmeshBufferLocation& cur = locations[i];
transferBufferSize += cur.Submesh->Mesh.Vertices.Size() * sizeof(FFlatVertex);
transferBufferSize += cur.Submesh->Mesh.UniformIndexes.Size() * sizeof(int);
transferBufferSize += cur.Submesh->Mesh.Elements.Size() * sizeof(uint32_t);
transferBufferSize += cur.Submesh->Collision->get_nodes().size() * sizeof(CollisionNode);
transferBufferSize += cur.Submesh->Mesh.SurfaceIndexes.Size() * sizeof(int);
transferBufferSize += cur.Submesh->GetSurfaceCount() * sizeof(SurfaceInfo);
transferBufferSize += cur.Submesh->Mesh.Uniforms.Size() * sizeof(SurfaceUniforms);
}
if (!dynamicOnly)
transferBufferSize += Mesh->StaticMesh->Portals.Size() * sizeof(PortalInfo);
// Begin the transfer
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
auto transferBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
.Size(transferBufferSize)
.DebugName("UploadMeshes")
.Create(fb->GetDevice());
uint8_t* data = (uint8_t*)transferBuffer->Map(0, transferBufferSize);
size_t datapos = 0;
// Copy node buffer header and create a root node that merges the static and dynamic AABB trees
if (locations[1].Submesh->Collision->get_root() != -1)
{
int root0 = locations[0].Submesh->Collision->get_root();
int root1 = locations[1].Submesh->Collision->get_root();
const auto& node0 = locations[0].Submesh->Collision->get_nodes()[root0];
const auto& node1 = locations[1].Submesh->Collision->get_nodes()[root1];
FVector3 aabbMin(std::min(node0.aabb.min.X, node1.aabb.min.X), std::min(node0.aabb.min.Y, node1.aabb.min.Y), std::min(node0.aabb.min.Z, node1.aabb.min.Z));
FVector3 aabbMax(std::max(node0.aabb.max.X, node1.aabb.max.X), std::max(node0.aabb.max.Y, node1.aabb.max.Y), std::max(node0.aabb.max.Z, node1.aabb.max.Z));
CollisionBBox bbox(aabbMin, aabbMax);
CollisionNodeBufferHeader nodesHeader;
nodesHeader.root = locations[1].NodeOffset + locations[1].NodeSize;
CollisionNode info;
info.center = bbox.Center;
info.extents = bbox.Extents;
info.left = locations[0].NodeOffset + root0;
info.right = locations[1].NodeOffset + root1;
info.element_index = -1;
*((CollisionNodeBufferHeader*)(data + datapos)) = nodesHeader;
*((CollisionNode*)(data + datapos + sizeof(CollisionNodeBufferHeader))) = info;
cmdbuffer->copyBuffer(transferBuffer.get(), NodeBuffer.get(), datapos, 0, sizeof(CollisionNodeBufferHeader));
cmdbuffer->copyBuffer(transferBuffer.get(), NodeBuffer.get(), datapos + sizeof(CollisionNodeBufferHeader), sizeof(CollisionNodeBufferHeader) + nodesHeader.root * sizeof(CollisionNode), sizeof(CollisionNode));
}
else // second submesh is empty, just point the header at the first one
{
CollisionNodeBufferHeader nodesHeader;
nodesHeader.root = locations[0].Submesh->Collision->get_root();
*((CollisionNodeBufferHeader*)(data + datapos)) = nodesHeader;
cmdbuffer->copyBuffer(transferBuffer.get(), NodeBuffer.get(), datapos, 0, sizeof(CollisionNodeBufferHeader));
}
datapos += sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
// Copy vertices
for (unsigned int i = start; i < end; i++)
{
const SubmeshBufferLocation& cur = locations[i];
auto submesh = cur.Submesh;
size_t copysize = submesh->Mesh.Vertices.Size() * sizeof(FFlatVertex);
memcpy(data + datapos, submesh->Mesh.Vertices.Data(), copysize);
if (copysize > 0)
cmdbuffer->copyBuffer(transferBuffer.get(), VertexBuffer.get(), datapos, cur.VertexOffset * sizeof(FFlatVertex), copysize);
datapos += copysize;
}
// Copy uniform indexes
for (unsigned int i = start; i < end; i++)
{
const SubmeshBufferLocation& cur = locations[i];
auto submesh = cur.Submesh;
size_t copysize = submesh->Mesh.UniformIndexes.Size() * sizeof(int);
memcpy(data + datapos, submesh->Mesh.UniformIndexes.Data(), copysize);
if (copysize > 0)
cmdbuffer->copyBuffer(transferBuffer.get(), UniformIndexBuffer.get(), datapos, cur.VertexOffset * sizeof(int), copysize);
datapos += copysize;
}
// Copy indexes
for (unsigned int i = start; i < end; i++)
{
const SubmeshBufferLocation& cur = locations[i];
auto submesh = cur.Submesh;
uint32_t* indexes = (uint32_t*)(data + datapos);
for (int j = 0, count = submesh->Mesh.Elements.Size(); j < count; ++j)
*(indexes++) = cur.VertexOffset + submesh->Mesh.Elements[j];
size_t copysize = submesh->Mesh.Elements.Size() * sizeof(uint32_t);
if (copysize > 0)
cmdbuffer->copyBuffer(transferBuffer.get(), IndexBuffer.get(), datapos, cur.IndexOffset * sizeof(uint32_t), copysize);
datapos += copysize;
}
// Copy collision nodes
for (unsigned int i = start; i < end; i++)
{
const SubmeshBufferLocation& cur = locations[i];
auto submesh = cur.Submesh;
CollisionNode* nodes = (CollisionNode*)(data + datapos);
for (auto& node : submesh->Collision->get_nodes())
{
CollisionNode info;
info.center = node.aabb.Center;
info.extents = node.aabb.Extents;
info.left = node.left != -1 ? node.left + cur.NodeOffset : -1;
info.right = node.right != -1 ? node.right + cur.NodeOffset : -1;
info.element_index = node.element_index != -1 ? node.element_index + cur.IndexOffset : -1;
*(nodes++) = info;
}
size_t copysize = submesh->Collision->get_nodes().size() * sizeof(CollisionNode);
if (copysize > 0)
cmdbuffer->copyBuffer(transferBuffer.get(), NodeBuffer.get(), datapos, +sizeof(CollisionNodeBufferHeader) + cur.NodeOffset * sizeof(CollisionNode), copysize);
datapos += copysize;
}
// Copy surface indexes
for (unsigned int i = start; i < end; i++)
{
const SubmeshBufferLocation& cur = locations[i];
auto submesh = cur.Submesh;
int* indexes = (int*)(data + datapos);
for (int j = 0, count = submesh->Mesh.SurfaceIndexes.Size(); j < count; ++j)
*(indexes++) = cur.SurfaceIndexOffset + submesh->Mesh.SurfaceIndexes[j];
size_t copysize = submesh->Mesh.SurfaceIndexes.Size() * sizeof(int);
if (copysize > 0)
cmdbuffer->copyBuffer(transferBuffer.get(), SurfaceIndexBuffer.get(), datapos, cur.SurfaceIndexOffset * sizeof(int), copysize);
datapos += copysize;
}
// Copy surfaces
for (unsigned int i = start; i < end; i++)
{
const SubmeshBufferLocation& cur = locations[i];
auto submesh = cur.Submesh;
SurfaceInfo* surfaces = (SurfaceInfo*)(data + datapos);
for (int j = 0, count = submesh->GetSurfaceCount(); j < count; ++j)
{
LevelMeshSurface* surface = submesh->GetSurface(j);
SurfaceInfo info;
info.Normal = FVector3(surface->plane.X, surface->plane.Z, surface->plane.Y);
info.PortalIndex = surface->portalIndex;
info.SamplingDistance = (float)surface->sampleDimension;
info.Sky = surface->bSky;
info.Alpha = surface->alpha;
if (surface->texture)
{
auto mat = FMaterial::ValidateTexture(surface->texture, 0);
info.TextureIndex = fb->GetBindlessTextureIndex(mat, CLAMP_NONE, 0);
}
else
{
info.TextureIndex = 0;
}
*(surfaces++) = info;
}
size_t copysize = submesh->GetSurfaceCount() * sizeof(SurfaceInfo);
if (copysize > 0)
cmdbuffer->copyBuffer(transferBuffer.get(), SurfaceBuffer.get(), datapos, cur.SurfaceOffset * sizeof(SurfaceInfo), copysize);
datapos += copysize;
}
// Copy surface uniforms
for (unsigned int i = start; i < end; i++)
{
const SubmeshBufferLocation& cur = locations[i];
auto submesh = cur.Submesh;
for (int j = 0, count = submesh->Mesh.Uniforms.Size(); j < count; j++)
{
auto& surfaceUniforms = submesh->Mesh.Uniforms[j];
auto& material = submesh->Mesh.Materials[j];
if (material.mMaterial)
{
auto source = material.mMaterial->Source();
surfaceUniforms.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
surfaceUniforms.uTextureIndex = fb->GetBindlessTextureIndex(material.mMaterial, material.mClampMode, material.mTranslation);
}
else
{
surfaceUniforms.uTextureIndex = 0;
}
}
SurfaceUniforms* uniforms = (SurfaceUniforms*)(data + datapos);
size_t copysize = submesh->Mesh.Uniforms.Size() * sizeof(SurfaceUniforms);
memcpy(uniforms, submesh->Mesh.Uniforms.Data(), copysize);
if (copysize > 0)
cmdbuffer->copyBuffer(transferBuffer.get(), SurfaceUniformsBuffer.get(), datapos, cur.UniformsOffset * sizeof(SurfaceUniforms), copysize);
datapos += copysize;
}
// Copy portals
if (!dynamicOnly)
{
PortalInfo* portals = (PortalInfo*)(data + datapos);
for (auto& portal : Mesh->StaticMesh->Portals)
{
PortalInfo info;
info.transformation = portal.transformation;
*(portals++) = info;
}
size_t copysize = Mesh->StaticMesh->Portals.Size() * sizeof(PortalInfo);
if (copysize > 0)
cmdbuffer->copyBuffer(transferBuffer.get(), PortalBuffer.get(), datapos, 0, copysize);
datapos += copysize;
}
assert(datapos == transferBufferSize);
// End the transfer
transferBuffer->Unmap();
fb->GetCommands()->TransferDeleteList->Add(std::move(transferBuffer));
PipelineBarrier()
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, useRayQuery ? VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR : VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, useRayQuery ? VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR : VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
int VkLevelMesh::GetMaxVertexBufferSize()
{
return Mesh->StaticMesh->Mesh.Vertices.Size() + MaxDynamicVertices;
}
int VkLevelMesh::GetMaxIndexBufferSize()
{
return Mesh->StaticMesh->Mesh.Elements.Size() + MaxDynamicIndexes;
}
int VkLevelMesh::GetMaxNodeBufferSize()
{
return (int)Mesh->StaticMesh->Collision->get_nodes().size() + MaxDynamicNodes + 1; // + 1 for the merge root node
}
int VkLevelMesh::GetMaxSurfaceBufferSize()
{
return Mesh->StaticMesh->GetSurfaceCount() + MaxDynamicSurfaces;
}
int VkLevelMesh::GetMaxUniformsBufferSize()
{
return Mesh->StaticMesh->Mesh.Uniforms.Size() + MaxDynamicUniforms;
}
int VkLevelMesh::GetMaxSurfaceIndexBufferSize()
{
return Mesh->StaticMesh->Mesh.SurfaceIndexes.Size() + MaxDynamicSurfaceIndexes;
}
void VkLevelMesh::CreateBuffers()
{
VertexBuffer = BufferBuilder()
.Usage(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT |
(useRayQuery ?
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
.Size(GetMaxVertexBufferSize() * sizeof(FFlatVertex))
.DebugName("VertexBuffer")
.Create(fb->GetDevice());
UniformIndexBuffer = BufferBuilder()
.Usage(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(GetMaxVertexBufferSize() * sizeof(int))
.DebugName("UniformIndexes")
.Create(fb->GetDevice());
IndexBuffer = BufferBuilder()
.Usage(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT |
(useRayQuery ?
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
.Size((size_t)GetMaxIndexBufferSize() * sizeof(uint32_t))
.DebugName("IndexBuffer")
.Create(fb->GetDevice());
NodeBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(sizeof(CollisionNodeBufferHeader) + GetMaxNodeBufferSize() * sizeof(CollisionNode))
.DebugName("NodeBuffer")
.Create(fb->GetDevice());
SurfaceIndexBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(GetMaxSurfaceIndexBufferSize() * sizeof(int))
.DebugName("SurfaceBuffer")
.Create(fb->GetDevice());
SurfaceBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(GetMaxSurfaceBufferSize() * sizeof(SurfaceInfo))
.DebugName("SurfaceBuffer")
.Create(fb->GetDevice());
SurfaceUniformsBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(GetMaxUniformsBufferSize() * sizeof(SurfaceUniforms))
.DebugName("SurfaceUniformsBuffer")
.Create(fb->GetDevice());
PortalBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(Mesh->StaticMesh->Portals.Size() * sizeof(PortalInfo))
.DebugName("PortalBuffer")
.Create(fb->GetDevice());
}
VkLevelMesh::BLAS VkLevelMesh::CreateBLAS(LevelSubmesh* submesh, bool preferFastBuild, int vertexOffset, int indexOffset)
{
BLAS blas;
VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
VkAccelerationStructureGeometryKHR accelStructBLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructBLDesc };
accelStructBLDesc.geometryType = VK_GEOMETRY_TYPE_TRIANGLES_KHR;
accelStructBLDesc.flags = VK_GEOMETRY_OPAQUE_BIT_KHR;
accelStructBLDesc.geometry.triangles = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR };
accelStructBLDesc.geometry.triangles.vertexFormat = VK_FORMAT_R32G32B32A32_SFLOAT;
accelStructBLDesc.geometry.triangles.vertexData.deviceAddress = VertexBuffer->GetDeviceAddress();
accelStructBLDesc.geometry.triangles.vertexStride = sizeof(FFlatVertex);
accelStructBLDesc.geometry.triangles.indexType = VK_INDEX_TYPE_UINT32;
accelStructBLDesc.geometry.triangles.indexData.deviceAddress = IndexBuffer->GetDeviceAddress() + indexOffset * sizeof(uint32_t);
accelStructBLDesc.geometry.triangles.maxVertex = vertexOffset + submesh->Mesh.Vertices.Size() - 1;
buildInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR;
buildInfo.flags = preferFastBuild ? VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR : VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR;
buildInfo.mode = VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR;
buildInfo.geometryCount = 1;
buildInfo.ppGeometries = geometries;
uint32_t maxPrimitiveCount = submesh->Mesh.Elements.Size() / 3;
VkAccelerationStructureBuildSizesInfoKHR sizeInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR };
vkGetAccelerationStructureBuildSizesKHR(fb->GetDevice()->device, VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, &buildInfo, &maxPrimitiveCount, &sizeInfo);
blas.AccelStructBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT)
.Size(sizeInfo.accelerationStructureSize)
.DebugName("BLAS.AccelStructBuffer")
.Create(fb->GetDevice());
blas.AccelStruct = AccelerationStructureBuilder()
.Type(VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR)
.Buffer(blas.AccelStructBuffer.get(), sizeInfo.accelerationStructureSize)
.DebugName("BLAS.AccelStruct")
.Create(fb->GetDevice());
blas.ScratchBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
.Size(sizeInfo.buildScratchSize)
.MinAlignment(fb->GetDevice()->PhysicalDevice.Properties.AccelerationStructure.minAccelerationStructureScratchOffsetAlignment)
.DebugName("BLAS.ScratchBuffer")
.Create(fb->GetDevice());
buildInfo.dstAccelerationStructure = blas.AccelStruct->accelstruct;
buildInfo.scratchData.deviceAddress = blas.ScratchBuffer->GetDeviceAddress();
VkAccelerationStructureBuildRangeInfoKHR rangeInfo = {};
VkAccelerationStructureBuildRangeInfoKHR* rangeInfos[] = { &rangeInfo };
rangeInfo.primitiveCount = maxPrimitiveCount;
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
// Finish building before using it as input to a toplevel accel structure
PipelineBarrier()
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
return blas;
}
void VkLevelMesh::CreateStaticBLAS()
{
StaticBLAS = CreateBLAS(Mesh->StaticMesh.get(), false, 0, 0);
}
void VkLevelMesh::CreateDynamicBLAS()
{
DynamicBLAS = CreateBLAS(Mesh->DynamicMesh.get(), true, Mesh->StaticMesh->Mesh.Vertices.Size(), Mesh->StaticMesh->Mesh.Elements.Size());
}
void VkLevelMesh::CreateTopLevelAS()
{
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
deletelist->Add(std::move(TopLevelAS.TransferBuffer));
deletelist->Add(std::move(TopLevelAS.ScratchBuffer));
deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
deletelist->Add(std::move(TopLevelAS.AccelStructBuffer));
deletelist->Add(std::move(TopLevelAS.AccelStruct));
VkAccelerationStructureInstanceKHR instances[2] = {};
instances[0].transform.matrix[0][0] = 1.0f;
instances[0].transform.matrix[1][1] = 1.0f;
instances[0].transform.matrix[2][2] = 1.0f;
instances[0].mask = 0xff;
instances[0].flags = 0;
instances[0].accelerationStructureReference = StaticBLAS.AccelStruct->GetDeviceAddress();
instances[1].transform.matrix[0][0] = 1.0f;
instances[1].transform.matrix[1][1] = 1.0f;
instances[1].transform.matrix[2][2] = 1.0f;
instances[1].mask = 0xff;
instances[1].flags = 0;
instances[1].accelerationStructureReference = DynamicBLAS.AccelStruct->GetDeviceAddress();
TopLevelAS.TransferBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
.Size(sizeof(VkAccelerationStructureInstanceKHR) * 2)
.DebugName("TopLevelAS.TransferBuffer")
.Create(fb->GetDevice());
TopLevelAS.InstanceBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(sizeof(VkAccelerationStructureInstanceKHR) * 2)
.DebugName("TopLevelAS.InstanceBuffer")
.Create(fb->GetDevice());
auto data = (uint8_t*)TopLevelAS.TransferBuffer->Map(0, sizeof(VkAccelerationStructureInstanceKHR) * 2);
memcpy(data, instances, sizeof(VkAccelerationStructureInstanceKHR) * 2);
TopLevelAS.TransferBuffer->Unmap();
fb->GetCommands()->GetTransferCommands()->copyBuffer(TopLevelAS.TransferBuffer.get(), TopLevelAS.InstanceBuffer.get());
// Finish transfering before using it as input
PipelineBarrier()
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
VkAccelerationStructureGeometryKHR accelStructTLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructTLDesc };
buildInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR;
buildInfo.mode = VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR;
buildInfo.flags = VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR;
buildInfo.geometryCount = 1;
buildInfo.ppGeometries = geometries;
accelStructTLDesc.geometryType = VK_GEOMETRY_TYPE_INSTANCES_KHR;
accelStructTLDesc.geometry.instances = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_INSTANCES_DATA_KHR };
accelStructTLDesc.geometry.instances.data.deviceAddress = TopLevelAS.InstanceBuffer->GetDeviceAddress();
uint32_t maxInstanceCount = 2;
VkAccelerationStructureBuildSizesInfoKHR sizeInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR };
vkGetAccelerationStructureBuildSizesKHR(fb->GetDevice()->device, VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, &buildInfo, &maxInstanceCount, &sizeInfo);
TopLevelAS.AccelStructBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT)
.Size(sizeInfo.accelerationStructureSize)
.DebugName("TopLevelAS.AccelStructBuffer")
.Create(fb->GetDevice());
TopLevelAS.AccelStruct = AccelerationStructureBuilder()
.Type(VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR)
.Buffer(TopLevelAS.AccelStructBuffer.get(), sizeInfo.accelerationStructureSize)
.DebugName("TopLevelAS.AccelStruct")
.Create(fb->GetDevice());
TopLevelAS.ScratchBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
.Size(sizeInfo.buildScratchSize)
.MinAlignment(fb->GetDevice()->PhysicalDevice.Properties.AccelerationStructure.minAccelerationStructureScratchOffsetAlignment)
.DebugName("TopLevelAS.ScratchBuffer")
.Create(fb->GetDevice());
buildInfo.dstAccelerationStructure = TopLevelAS.AccelStruct->accelstruct;
buildInfo.scratchData.deviceAddress = TopLevelAS.ScratchBuffer->GetDeviceAddress();
VkAccelerationStructureBuildRangeInfoKHR rangeInfo = {};
VkAccelerationStructureBuildRangeInfoKHR* rangeInfos[] = { &rangeInfo };
rangeInfo.primitiveCount = 2;
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
// Finish building the accel struct before using as input in a fragment shader
PipelineBarrier()
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
void VkLevelMesh::UpdateDynamicBLAS()
{
// To do: should we reuse the buffers?
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
deletelist->Add(std::move(DynamicBLAS.ScratchBuffer));
deletelist->Add(std::move(DynamicBLAS.AccelStructBuffer));
deletelist->Add(std::move(DynamicBLAS.AccelStruct));
DynamicBLAS = CreateBLAS(Mesh->DynamicMesh.get(), true, Mesh->StaticMesh->Mesh.Vertices.Size(), Mesh->StaticMesh->Mesh.Elements.Size());
}
void VkLevelMesh::UpdateTopLevelAS()
{
VkAccelerationStructureInstanceKHR instances[2] = {};
instances[0].transform.matrix[0][0] = 1.0f;
instances[0].transform.matrix[1][1] = 1.0f;
instances[0].transform.matrix[2][2] = 1.0f;
instances[0].mask = 0xff;
instances[0].flags = 0;
instances[0].accelerationStructureReference = StaticBLAS.AccelStruct->GetDeviceAddress();
instances[1].transform.matrix[0][0] = 1.0f;
instances[1].transform.matrix[1][1] = 1.0f;
instances[1].transform.matrix[2][2] = 1.0f;
instances[1].mask = 0xff;
instances[1].flags = 0;
instances[1].accelerationStructureReference = DynamicBLAS.AccelStruct->GetDeviceAddress();
auto data = (uint8_t*)TopLevelAS.TransferBuffer->Map(0, sizeof(VkAccelerationStructureInstanceKHR) * 2);
memcpy(data, instances, sizeof(VkAccelerationStructureInstanceKHR) * 2);
TopLevelAS.TransferBuffer->Unmap();
fb->GetCommands()->GetTransferCommands()->copyBuffer(TopLevelAS.TransferBuffer.get(), TopLevelAS.InstanceBuffer.get());
// Finish transfering before using it as input
PipelineBarrier()
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
VkAccelerationStructureGeometryKHR accelStructTLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructTLDesc };
buildInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR;
buildInfo.mode = VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR;
buildInfo.flags = VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR;
buildInfo.geometryCount = 1;
buildInfo.ppGeometries = geometries;
accelStructTLDesc.geometryType = VK_GEOMETRY_TYPE_INSTANCES_KHR;
accelStructTLDesc.geometry.instances = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_INSTANCES_DATA_KHR };
accelStructTLDesc.geometry.instances.data.deviceAddress = TopLevelAS.InstanceBuffer->GetDeviceAddress();
buildInfo.dstAccelerationStructure = TopLevelAS.AccelStruct->accelstruct;
buildInfo.scratchData.deviceAddress = TopLevelAS.ScratchBuffer->GetDeviceAddress();
VkAccelerationStructureBuildRangeInfoKHR rangeInfo = {};
VkAccelerationStructureBuildRangeInfoKHR* rangeInfos[] = { &rangeInfo };
rangeInfo.primitiveCount = 2;
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
// Finish building the accel struct before using as input in a fragment shader
PipelineBarrier()
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}