Render temporal scene with motion, resolve and sharp UI
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This commit is contained in:
@@ -17,6 +17,24 @@ foreach(FASET_ENTRY vertexMain fragmentMain shadowMain)
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DEPENDS "${PROJECT_SOURCE_DIR}/shaders/baseline.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
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list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
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endforeach()
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foreach(FASET_ENTRY temporalVertexMain temporalFragmentMain)
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set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.spv")
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add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json"
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COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
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--compiler "${SLANGC_EXECUTABLE}" --source "${PROJECT_SOURCE_DIR}/shaders/baseline.slang"
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--entry "${FASET_ENTRY}" --output "${FASET_SHADER_DIRECTORY}"
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BYPRODUCTS "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.slang-reflection.json"
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DEPENDS "${PROJECT_SOURCE_DIR}/shaders/baseline.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
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list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
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endforeach()
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set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.spv")
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add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.reflection.json"
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COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
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--compiler "${SLANGC_EXECUTABLE}" --source "${PROJECT_SOURCE_DIR}/shaders/gpu_scene.slang"
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--entry gpuTemporalVertexMain --define FASET_GPU_GRAPHICS=1 --output "${FASET_SHADER_DIRECTORY}"
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BYPRODUCTS "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.slang-reflection.json"
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DEPENDS "${PROJECT_SOURCE_DIR}/shaders/gpu_scene.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
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list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.reflection.json")
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foreach(FASET_ENTRY gpuVertexMain gpuShadowMain gpuCullMain gpuHzbMain gpuPostCullMain)
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if(FASET_ENTRY STREQUAL "gpuVertexMain" OR FASET_ENTRY STREQUAL "gpuShadowMain")
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set(FASET_GPU_DEFINE FASET_GPU_GRAPHICS=1)
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@@ -6,6 +6,7 @@
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#include <optional>
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#include <string>
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#include <vector>
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#include <faset/render/temporal.hpp>
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namespace faset::render {
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using Vec2 = std::array<float, 2>;
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@@ -146,6 +147,8 @@ struct RendererConfig {
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bool headless{false};
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bool validation{true};
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VisibilityMode visibility_mode{VisibilityMode::Direct};
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TemporalMode temporal_mode{TemporalMode::Off};
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float render_scale{1.f};
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// GPU counter readback is diagnostic-only; normal visibility uses no CPU feedback.
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bool visibility_diagnostics{false};
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// Optional isolated shader bundle, useful for editor preview and shader reload tests.
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@@ -204,6 +207,16 @@ struct FrameStats {
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double gpu_main_cull_ms{}, gpu_main_raster_ms{}, gpu_hzb_ms{};
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double gpu_post_cull_ms{}, gpu_post_raster_ms{};
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double gpu_sun_shadow_ms{}, gpu_local_shadow_ms{};
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TemporalMode requested_temporal_mode{TemporalMode::Off};
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TemporalMode effective_temporal_mode{TemporalMode::Off};
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TemporalFallbackReason temporal_fallback_reason{TemporalFallbackReason::None};
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TemporalResetReason temporal_reset_reason{TemporalResetReason::FirstFrame};
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bool temporal_history_valid{};
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std::uint32_t temporal_valid_motion_instances{};
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std::uint32_t temporal_internal_width{}, temporal_internal_height{};
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std::array<float, 2> temporal_jitter{};
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double gpu_temporal_resolve_ms{}, gpu_temporal_composite_ms{}, gpu_ui_ms{};
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std::vector<std::string> graph_passes;
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std::string effective_lighting_path{"forward"};
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std::string device;
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};
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@@ -224,6 +237,8 @@ class Renderer {
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void resize(std::uint32_t width, std::uint32_t height);
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void set_visibility_mode(VisibilityMode);
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VisibilityMode visibility_mode() const;
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void set_temporal_mode(TemporalMode mode, float render_scale = 1.f);
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TemporalMode temporal_mode() const;
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void set_visibility_diagnostics(bool enabled);
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// Reads the most recently completed HZB mip for editor diagnostics only.
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// Normal visibility decisions remain entirely on the GPU.
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+55
-2
@@ -122,8 +122,7 @@ float3 directBRDF(float3 base, float rough, float metal, float3 n, float3 view,
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float3 spec=d*g*fresnel/max(4.0*nv*nl,0.001);
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return ((1.0-fresnel)*(1.0-metal)*base/pi+spec)*nl;
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}
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[shader("fragment")]
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float4 fragmentMain(VertexOutput v) : SV_Target {
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float4 shadeScene(VertexOutput v) {
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float4 sampled = colorMap.Sample(colorSampler, v.uv);
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if (dot(v.normal,v.normal) < 1e-12) {
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// UI/sprite tint is in display space; sRGB textures were decoded by Vulkan.
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@@ -202,3 +201,57 @@ float4 fragmentMain(VertexOutput v) : SV_Target {
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linear=linear/(1.0+linear);
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return float4(pow(max(linear,0),float3(1.0/2.2)),base.a);
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}
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[shader("fragment")]
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float4 fragmentMain(VertexOutput v) : SV_Target { return shadeScene(v); }
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struct TemporalVertexInput {
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float4 clip : POSITION;
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float3 world : TEXCOORD0;
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float3 normal : NORMAL;
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float4 color : COLOR0;
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float2 material : TEXCOORD1;
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float2 uv : TEXCOORD2;
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float4 previousClip : TEXCOORD3;
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float motionValid : TEXCOORD4;
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};
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struct TemporalVertexOutput {
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float4 position : SV_Position;
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float3 world : TEXCOORD0;
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float3 normal : NORMAL;
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float4 color : COLOR0;
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float2 material : TEXCOORD1;
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float2 uv : TEXCOORD2;
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float4 previousClip : TEXCOORD3;
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float4 currentClip : TEXCOORD4;
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float motionValid : TEXCOORD5;
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};
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[shader("vertex")]
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TemporalVertexOutput temporalVertexMain(TemporalVertexInput v) {
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TemporalVertexOutput o;
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o.position=v.clip; o.world=v.world; o.normal=v.normal; o.color=v.color;
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o.material=v.material; o.uv=v.uv; o.previousClip=v.previousClip;
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o.currentClip=v.clip; o.motionValid=v.motionValid;
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return o;
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}
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struct TemporalFragmentOutput {
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float4 color : SV_Target0;
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float4 velocity : SV_Target1;
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};
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[shader("fragment")]
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TemporalFragmentOutput temporalFragmentMain(TemporalVertexOutput v) {
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VertexOutput shading;
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shading.position=v.position; shading.world=v.world; shading.normal=v.normal;
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shading.color=v.color; shading.material=v.material; shading.uv=v.uv;
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TemporalFragmentOutput result;
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result.color=shadeScene(shading);
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result.velocity=float4(0);
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if (v.motionValid > .5 && result.color.a >= .999 &&
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all(isfinite(v.currentClip)) && all(isfinite(v.previousClip)) &&
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v.currentClip.w > 0 && v.previousClip.w > 0) {
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result.velocity.xy=(v.currentClip.xy / v.currentClip.w -
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v.previousClip.xy / v.previousClip.w) * .5;
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result.velocity.z=v.previousClip.z / v.previousClip.w;
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result.velocity.w=1;
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}
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return result;
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}
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@@ -28,6 +28,7 @@ struct InstanceRecord {
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float4 previousExtent; // 192..207
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uint4 metadata; // 208..223: x bits 0=HZB, 1=temporal prior valid; y=stableSlot,
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// z=generation low 32, w=generation high 32 (zero = untracked)
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column_major float4x4 previousModel; // 224..287
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};
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struct ViewRecord {
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column_major float4x4 currentViewProjection; // 0..63
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@@ -81,6 +82,42 @@ GpuSceneOutput gpuVertexMain(GpuSceneVertex vertex, uint drawInstance : SV_Vulka
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return output;
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}
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struct GpuSceneTemporalOutput {
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float4 position : SV_Position;
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float3 world : TEXCOORD0;
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float3 normal : NORMAL;
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float4 color : COLOR0;
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float2 material : TEXCOORD1;
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float2 uv : TEXCOORD2;
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float4 previousClip : TEXCOORD3;
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float4 currentClip : TEXCOORD4;
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float motionValid : TEXCOORD5;
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};
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[shader("vertex")]
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GpuSceneTemporalOutput gpuTemporalVertexMain(GpuSceneVertex vertex,
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uint drawInstance : SV_VulkanInstanceID) {
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InstanceRecord instance = gfxInstances[gfxVisibleIds[gpuFrame.drawInfo.x + drawInstance]];
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ViewRecord view = gfxViews[0];
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float4 local = float4(vertex.position, 1);
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float4 world = mul(instance.model, local);
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GpuSceneTemporalOutput output;
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output.position = mul(view.currentViewProjection, world);
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output.currentClip = output.position;
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output.previousClip = mul(view.previousViewProjection,
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mul(instance.previousModel, local));
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output.motionValid = (instance.metadata.x & 2u) != 0u ? 1.0 : 0.0;
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output.world = world.xyz;
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float3 normal = float3(dot(instance.normalRow0.xyz, vertex.normal),
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dot(instance.normalRow1.xyz, vertex.normal),
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dot(instance.normalRow2.xyz, vertex.normal));
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float normalLength = length(normal);
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output.normal = normalLength > 1e-8 ? normal / normalLength : float3(0, 0, 0);
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output.color = vertex.color * instance.color;
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output.material = instance.material.xy;
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output.uv = vertex.uv;
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return output;
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}
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[shader("vertex")]
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float4 gpuShadowMain(GpuSceneVertex vertex, uint drawInstance : SV_VulkanInstanceID) : SV_Position {
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InstanceRecord instance = gfxInstances[gfxVisibleIds[gpuFrame.drawInfo.x + drawInstance]];
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@@ -130,10 +130,8 @@ void temporalResolveMain(uint3 dispatchId : SV_DispatchThreadID) {
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[[vk::binding(0,0)]] Texture2D<float4> resolvedHistoryColor;
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[shader("vertex")]
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float4 temporalCompositeVertexMain(uint vertexId : SV_VertexID) : SV_Position {
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const float2 position = vertexId == 0 ? float2(-1, -1)
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: vertexId == 1 ? float2(3, -1) : float2(-1, 3);
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return float4(position, 0, 1);
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float4 temporalCompositeVertexMain(float4 clip : POSITION) : SV_Position {
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return clip;
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}
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[shader("fragment")]
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+719
-57
File diff suppressed because it is too large
Load Diff
@@ -31,7 +31,9 @@ void locations(const Json& fields, std::initializer_list<const char*> types, con
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}
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}
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void validate_layout(const Json& layout, std::string_view entry) {
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const bool fragment = entry == "fragmentMain";
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const bool fragment = entry == "fragmentMain" || entry == "temporalFragmentMain";
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const bool temporal = entry == "temporalVertexMain" ||
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entry == "temporalFragmentMain";
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require(layout.at("stage") == (fragment ? "fragment" : "vertex"), "shader stage changed");
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const auto& descriptors = layout.at("descriptors");
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require(descriptors.is_array() && descriptors.size() == 8, "descriptor count changed");
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@@ -77,24 +79,42 @@ void validate_layout(const Json& layout, std::string_view entry) {
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"SPIR-V matrix storage convention changed");
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}
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if (fragment) {
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locations(layout.at("inputs"),
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{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
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"fragment inputs");
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locations(layout.at("outputs"), {"float32x4"}, "fragment outputs");
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if (temporal) {
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locations(layout.at("inputs"),
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{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2",
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"float32x4", "float32x4", "float32"}, "temporal fragment inputs");
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locations(layout.at("outputs"), {"float32x4", "float32x4"},
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"temporal fragment outputs");
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} else {
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locations(layout.at("inputs"),
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{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
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"fragment inputs");
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locations(layout.at("outputs"), {"float32x4"}, "fragment outputs");
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}
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} else {
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locations(layout.at("inputs"),
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{"float32x4", "float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
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"vertex inputs");
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if (temporal) {
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locations(layout.at("inputs"),
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{"float32x4", "float32x3", "float32x3", "float32x4", "float32x2",
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"float32x2", "float32x4", "float32"}, "temporal vertex inputs");
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locations(layout.at("outputs"),
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{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2",
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"float32x4", "float32x4", "float32"}, "temporal vertex outputs");
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} else {
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locations(layout.at("inputs"),
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{"float32x4", "float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
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"vertex inputs");
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if (entry == "vertexMain")
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locations(layout.at("outputs"),
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{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
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"vertex outputs");
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else
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locations(layout.at("outputs"), {}, "shadow outputs");
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}
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}
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}
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void validate_gpu_layout(const Json& layout, std::string_view entry) {
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const bool graphics = entry == "gpuVertexMain" || entry == "gpuShadowMain";
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const bool graphics = entry == "gpuVertexMain" || entry == "gpuShadowMain" ||
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entry == "gpuTemporalVertexMain";
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const bool hzb = entry == "gpuHzbMain";
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const bool compute = !graphics;
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require(layout.at("stage") == (compute ? "compute" : "vertex"), "GPU shader stage changed");
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@@ -102,8 +122,8 @@ void validate_gpu_layout(const Json& layout, std::string_view entry) {
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const std::size_t expected_count = graphics ? 3 : hzb ? 2 : 10;
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require(descriptors.is_array() && descriptors.size() == expected_count,
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"GPU descriptor count changed");
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const std::array<int, 10> compute_strides{224, 16, 16, 4, 16, 4, 4, 0, 0, 208};
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const std::array<int, 3> graphics_strides{224, 4, 208};
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const std::array<int, 10> compute_strides{288, 16, 16, 4, 16, 4, 4, 0, 0, 208};
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const std::array<int, 3> graphics_strides{288, 4, 208};
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for (std::size_t i = 0; i < expected_count; ++i) {
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const auto& binding = descriptors[i];
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require(binding.at("set") == (graphics ? 2 : 0) && binding.at("binding") == i &&
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@@ -147,7 +167,13 @@ void validate_gpu_layout(const Json& layout, std::string_view entry) {
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locations(layout.at("inputs"),
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{"float32x3", "float32x3", "float32x4", "float32x2"},
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"GPU vertex inputs");
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if (entry == "gpuVertexMain")
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if (entry == "gpuVertexMain" || entry == "gpuTemporalVertexMain")
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if (entry == "gpuTemporalVertexMain")
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locations(layout.at("outputs"),
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{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2",
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"float32x4", "float32x4", "float32"},
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"GPU temporal vertex outputs");
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else
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locations(layout.at("outputs"),
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{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
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"GPU vertex outputs");
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@@ -205,7 +231,7 @@ void validate_temporal_layout(const Json& layout, std::string_view entry) {
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locations(layout.at("inputs"), {}, "temporal resolve inputs");
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locations(layout.at("outputs"), {}, "temporal resolve outputs");
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} else if (vertex) {
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locations(layout.at("inputs"), {}, "temporal composite vertex inputs");
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locations(layout.at("inputs"), {"float32x4"}, "temporal composite vertex inputs");
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locations(layout.at("outputs"), {}, "temporal composite vertex outputs");
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} else {
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locations(layout.at("inputs"), {}, "temporal composite fragment inputs");
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@@ -213,12 +239,14 @@ void validate_temporal_layout(const Json& layout, std::string_view entry) {
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"temporal composite fragment outputs");
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}
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const auto& input_builtins = layout.at("input_builtins");
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require(input_builtins.is_array() && input_builtins.size() == 1 &&
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input_builtins[0].at("semantic") ==
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(resolve ? "SV_DISPATCHTHREADID" : vertex ? "SV_VERTEXID" : "SV_POSITION") &&
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input_builtins[0].at("type") == (vertex ? "uint32" : resolve ? "uint32x3"
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: "float32x4"),
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"temporal entry input builtin changed");
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require(input_builtins.is_array() && input_builtins.size() == (vertex ? 0u : 1u),
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"temporal entry input builtin count changed");
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if (!vertex)
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require(input_builtins[0].at("semantic") ==
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(resolve ? "SV_DISPATCHTHREADID" : "SV_POSITION") &&
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input_builtins[0].at("type") ==
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(resolve ? "uint32x3" : "float32x4"),
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"temporal entry input builtin changed");
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const auto& output_builtins = layout.at("output_builtins");
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require(output_builtins.is_array() && output_builtins.size() == (vertex ? 1u : 0u),
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"temporal entry output builtin count changed");
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@@ -279,8 +307,10 @@ detail::ShaderCode load(const std::filesystem::path& directory, const char* entr
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? (std::string_view(entry) == "temporalResolveMain" ? 5u
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: std::string_view(entry) == "temporalCompositeVertexMain" ? 0u : 4u)
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: gpu ? ((std::string_view(entry) == "gpuVertexMain" ||
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std::string_view(entry) == "gpuShadowMain") ? 0u : 5u)
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: (std::string_view(entry) == "fragmentMain" ? 4u : 0u);
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std::string_view(entry) == "gpuShadowMain" ||
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std::string_view(entry) == "gpuTemporalVertexMain") ? 0u : 5u)
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: ((std::string_view(entry) == "fragmentMain" ||
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std::string_view(entry) == "temporalFragmentMain") ? 4u : 0u);
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validate_spirv(result.words, stage);
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return result;
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}
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@@ -302,8 +332,16 @@ detail::load_temporal_shader_bundle(const std::filesystem::path& directory) {
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load(directory, "temporalCompositeVertexMain", false, true),
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load(directory, "temporalCompositeFragmentMain", false, true)};
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}
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std::array<detail::ShaderCode, 3>
|
||||
detail::load_temporal_scene_shader_bundle(const std::filesystem::path& directory) {
|
||||
return {load(directory, "temporalVertexMain"),
|
||||
load(directory, "temporalFragmentMain"),
|
||||
load(directory, "gpuTemporalVertexMain", true)};
|
||||
}
|
||||
void validate_shader_bundle(const std::filesystem::path& directory) {
|
||||
(void)detail::load_shader_bundle(directory);
|
||||
(void)detail::load_temporal_shader_bundle(directory);
|
||||
(void)detail::load_temporal_scene_shader_bundle(directory);
|
||||
}
|
||||
void validate_gpu_shader_bundle(const std::filesystem::path& directory) {
|
||||
(void)detail::load_gpu_shader_bundle(directory);
|
||||
|
||||
@@ -15,4 +15,7 @@ std::array<ShaderCode, 3> load_shader_bundle(const std::filesystem::path& direct
|
||||
std::array<ShaderCode, 5> load_gpu_shader_bundle(const std::filesystem::path& directory);
|
||||
// Order: temporal resolve compute, full-screen composite vertex and fragment.
|
||||
std::array<ShaderCode, 3> load_temporal_shader_bundle(const std::filesystem::path& directory);
|
||||
// Direct temporal vertex/fragment and GPU temporal vertex; set 0 material,
|
||||
// set 1 lighting and set 2 GPU scene stay at their established bindings.
|
||||
std::array<ShaderCode, 3> load_temporal_scene_shader_bundle(const std::filesystem::path& directory);
|
||||
} // namespace faset::render::detail
|
||||
|
||||
@@ -63,7 +63,7 @@ class ReflectionTests(unittest.TestCase):
|
||||
(d["set"], d["binding"]): d["element_stride"]
|
||||
for d in gpu_vertex["layout"]["descriptors"]
|
||||
}
|
||||
self.assertEqual([graphics[2, i] for i in range(3)], [224, 4, 208])
|
||||
self.assertEqual([graphics[2, i] for i in range(3)], [288, 4, 208])
|
||||
|
||||
def test_gpu_vertex_paths_do_not_require_shader_draw_parameters(self):
|
||||
# SV_InstanceID makes Slang subtract BaseInstance and emit DrawParameters.
|
||||
@@ -92,9 +92,31 @@ class ReflectionTests(unittest.TestCase):
|
||||
self.assertIn(1, capabilities) # Shader
|
||||
self.assertNotIn(4427, capabilities) # DrawParameters
|
||||
|
||||
def test_temporal_composite_does_not_require_optional_draw_parameters(self):
|
||||
compiler = os.environ["FASET_TEST_SLANGC"]
|
||||
with tempfile.TemporaryDirectory(prefix="faset-temporal-composite-") as directory:
|
||||
process = subprocess.run(
|
||||
[sys.executable, str(SCRIPT), "--compiler", compiler, "--source",
|
||||
str(SCRIPT.parents[1] / "shaders" / "temporal.slang"), "--entry",
|
||||
"temporalCompositeVertexMain", "--define", "FASET_TEMPORAL_COMPOSITE=1",
|
||||
"--output", directory], capture_output=True, text=True,
|
||||
)
|
||||
self.assertEqual(process.returncode, 0, process.stderr)
|
||||
bytecode = (Path(directory) / "temporalCompositeVertexMain.spv").read_bytes()
|
||||
words = struct.unpack(f"<{len(bytecode) // 4}I", bytecode)
|
||||
capabilities = set()
|
||||
offset = 5
|
||||
while offset < len(words):
|
||||
count, opcode = words[offset] >> 16, words[offset] & 0xffff
|
||||
self.assertGreater(count, 0)
|
||||
if opcode == 17:
|
||||
capabilities.add(words[offset + 1])
|
||||
offset += count
|
||||
self.assertNotIn(4427, capabilities) # DrawParameters
|
||||
|
||||
def test_gpu_storage_resources_keep_kind_and_stride(self):
|
||||
parameters = [
|
||||
parameter("instances", 0, "structuredBuffer", "read", 224),
|
||||
parameter("instances", 0, "structuredBuffer", "read", 288),
|
||||
parameter("visibleIds", 1, "structuredBuffer", "readWrite", 4),
|
||||
parameter("depthOutput", 2, "texture2D", "readWrite"),
|
||||
parameter("depthInput", 3, "texture2D", "read"),
|
||||
@@ -111,7 +133,7 @@ class ReflectionTests(unittest.TestCase):
|
||||
descriptors = layout["descriptors"]
|
||||
self.assertEqual(
|
||||
[(d["type"], d.get("element_stride")) for d in descriptors],
|
||||
[("storage_buffer", 224), ("storage_buffer", 4),
|
||||
[("storage_buffer", 288), ("storage_buffer", 4),
|
||||
("storage_image_2d", None), ("sampled_image_2d", None)],
|
||||
)
|
||||
|
||||
@@ -128,7 +150,7 @@ class ReflectionTests(unittest.TestCase):
|
||||
metadata = json.loads((Path(directory) / "gpuCullMain.reflection.json").read_text())
|
||||
bindings = {item["binding"]: item for item in metadata["layout"]["descriptors"]}
|
||||
self.assertEqual([bindings[n]["element_stride"] for n in (0, 1, 2, 3, 4, 5, 6, 9)],
|
||||
[224, 16, 16, 4, 16, 4, 4, 208])
|
||||
[288, 16, 16, 4, 16, 4, 4, 208])
|
||||
self.assertEqual([bindings[n]["type"] for n in (7, 8)],
|
||||
["sampled_image_2d", "sampled_image_2d"])
|
||||
|
||||
|
||||
Reference in New Issue
Block a user