Commit Graph

198 Commits

Author SHA1 Message Date
Ivan Avdeev ba761b370d
Merge pull request #27 from w23/aftermath-fix
fix building with aftermath
2021-08-14 19:00:19 -07:00
Ivan 'provod' Avdeev fe0223c8d3 fix building with aftermath 2021-08-14 18:30:52 -07:00
Ivan Avdeev 5208219b44 join alloc+lock operations on buffer init
this simplifies the api and implementation
2021-08-11 11:43:33 -07:00
Ivan Avdeev 90e5500e83 add per-vertex studio model lighting
it doesn't correctly sample lightmaps for env lighting yet. we'll figure this out some time later ....
2021-08-07 19:56:38 -07:00
Ivan Avdeev e6f8d8e47a enable anisotropy if available
also force require vulkan 1.2 for now, need to have 1.0 device for testing lower versions (TODO)
2021-08-07 18:06:48 -07:00
Ivan Avdeev 0028899eac rtx: add better hashes
from: Mark Jarzynski and Marc Olano, Hash Functions for GPU Rendering, Journal of Computer Graphics Techniques (JCGT), vol. 9, no. 3, 21-38, 2020
http://www.jcgt.org/published/0009/03/02/
2021-08-04 19:32:56 -07:00
Ivan Avdeev 378c1e52e0 enable anisotropy only for rtx
this doesn't make any visible impact for rtx rendering. but does affect non-rtx rendering when running with rtx enabled (kekw)
2021-08-04 18:56:11 -07:00
Ivan Avdeev 94ac51a527 rtx: sample mip levels based on ray cone width
this is mostly copied from ray tracing gems 2 chapter 7 (Texture Coordinate Gradients Estimation for Ray Cones, by Wessam Bahnassi).
There's a weird bit about radians vs degrees. We'll figure it out later when the book becomes available.
2021-08-04 18:36:53 -07:00
Ivan Avdeev 71bf85d4f8 fix mips generation 2021-08-04 17:44:21 -07:00
Ivan Avdeev dbd5a7a2e4 add texture mipmaps
they're still corrupted a bit
2021-08-02 10:55:26 -07:00
Ivan Avdeev 074fdf84b4 update todo 2021-07-31 12:43:35 -07:00
Ivan Avdeev fc2c7185df rtx: add basic transparency and reflections
this is very proof-of-concept quality. it should be definitely done some other way

e.g. we should control reflectivity and transparency differently (and not together)
and they should be based on texture ids, not on render_mode

it's also unfortunate that transparency required a lot of bounces. we should probably control transparency bounces separately from light bounces.
alternatively, transparency effects (beams, sprites) should be done with custom intersection shaders and not based on transparent geometry
2021-07-31 12:35:59 -07:00
Ivan Avdeev 1d94f5da00 rtx: fix c90 compilation errors 2021-07-17 12:40:26 -07:00
Ivan Avdeev c2729c9d63 rtx: fix reflections; update todo 2021-07-17 12:37:12 -07:00
Ivan Avdeev eeb83bd99f rtx: dont trace ray when there's no geometry
We used to dispatch rays anyway even if there was no models to render and tlas wasn't built (which is the case for the first few frames).
This ended up crashing AMD gpu when using some (but not all) variants of rgen shaders.

With this change we'll check for whether there are any models to render, and if there are none, then we'll just clear frame to black.

This change also refactors ray tracing a bit.
2021-07-17 11:45:28 -07:00
Ivan Avdeev 316e77df78 rtx: add alpha mask transparency 2021-07-14 11:54:21 -07:00
Ivan Avdeev d7fc697de4 rtx: HACK: workaround for amd
for some reason amd will lose device whenever the first rendered frame has multiple push-constant-depndent bounces and break on line 138 in rgen.
when both break is commented out and bounces are compile-time constant, it will work just fine.
moreover, if we start xash with the workaround shader, get it to draw a few frames, and only then bring back both break and pc-bounces, recompile and reload shader, it will run just fine. not losing device and all.

wtf
2021-07-14 11:49:37 -07:00
Ivan Avdeev 59361f91cb rtx: remove old compute shader 2021-07-14 10:15:56 -07:00
Ivan Avdeev 4fa079b05a rtx: restore multiple bounces and dlights 2021-07-14 10:10:20 -07:00
Ivan Avdeev 38c636cad4 rtx: make freeman drunk again 2021-07-14 09:48:32 -07:00
Ivan Avdeev 04d92508ae rtx: bring back random sampling lights 2021-07-14 09:43:36 -07:00
Ivan Avdeev caa284f835 rtx: add shadows 2021-07-12 10:59:52 -07:00
Ivan Avdeev 7d6ee9623b rtx: add lighting w/o shadows 2021-07-12 10:42:20 -07:00
Ivan Avdeev d1fe897966 Merge remote-tracking branch 'origin/vulkan' into amd_ray_tracing_fixes 2021-07-12 09:45:26 -07:00
Ivan Avdeev def7fac402 rtx: fixup build after merge 2021-07-12 09:23:50 -07:00
Ivan Avdeev 02da9652bf make vulkan deps conditional at configure time 2021-07-11 15:47:51 -07:00
Ivan Avdeev 76d381388b improve vulkan api definitions 2021-07-11 14:07:25 -07:00
Ivan Avdeev 64469b1a3d fix ci build 2021-07-10 12:42:47 -07:00
Ivan Avdeev a46b0dffdc rtx: enable textures
- use non-uniform indexing because AMD requires it (which is technically correct by spec, it's just nvidia that supports it transparently)
- disable immutable samplers, as that breaks filtering on amd for some reason (TODO)
2021-07-10 12:37:14 -07:00
Ivan Avdeev dd6fe33a16 add ghetto device selection, allow skipping first device
device selection should be performed by vulkan physical device index, but we have no way to read numeric cmdline arguments from xash
see #21
2021-07-10 11:34:59 -07:00
Ivan Avdeev d66ee6b3ce rtx: fix hit/miss shader order
also move geometries offsets to ranges struct instead of adding offsets to buffers addresses
2021-07-10 11:06:55 -07:00
Ivan Avdeev 9623d6ef31 rtx: add stub closest hit and miss shaders to rt pipeline 2021-07-07 12:02:12 -07:00
Ivan Avdeev 2ca2e2058e fix compile warnings for CI, part 2 2021-07-06 12:54:45 -07:00
Ivan Avdeev c51d593679 rtx: get ray tracing pipeline to draw at least something
on amd gpus it won't draw anything at all unless you have the entire ray tracing pipeline set up fully and correctly:
- have at least rgen, rmiss and rchit shaders
- set up shader groups to reference them
- set up sbt to reference shader groups
it is not enough to just have a single rgen shader operating like a compute shader. amd will have a shader preamble that checks for something and exit early w/o actually running any shader code you wrote

meh
2021-07-06 11:28:24 -07:00
Ivan Avdeev 56007bdb1d rtx: don't forget to destroy shaders 2021-07-06 09:42:16 -07:00
Ivan Avdeev cdefb7a50a fix compiler warnings for CI 2021-07-06 09:41:48 -07:00
Ivan Avdeev 23697d75eb Merge branch 'vulkan' into amd_ray_tracing_fixes 2021-07-05 14:50:19 -07:00
Ivan Avdeev 364b46ea87 [WIP] rtx: first build with ray tracing pipeline and black screen 2021-07-05 13:24:57 -07:00
Ivan Avdeev 34359e2f75 rtx: start splitting ray tracing into functional modules
move model management into vk_ray_model
2021-07-05 10:59:14 -07:00
Ivan Avdeev c662695056 rtx: add runtime toggle between ray tracing and traditional renderer
new command is `vk_rtx_toggle`
2021-07-04 13:17:03 -07:00
Ivan Avdeev 750d3b7608 rtx: fix brush models being invisible
An incorrect range of used vertices was pased into `VkAccelerationStructureGeometryTrianglesDataKHR`.
 `maxVertex` was being set to a count of vertices per geometry, not a maximum used vertex number.

The fix is to track `vertex_offset` of the first used vertex, which makes `maxVertex` correct.
2021-07-04 12:48:32 -07:00
Ivan Avdeev 2034acbe76 rtx: fix build_ranges incorrect pointer indirection 2021-07-04 12:05:21 -07:00
Ivan Avdeev 3ed4d84653 rtx: add runtime toggle between ray tracing and traditional renderer
new command is `vk_rtx_toggle`
2021-07-04 11:18:28 -07:00
Ivan Avdeev 20d38fead5 fix ISO C90 mixing declaration and code 2021-06-23 17:04:26 -04:00
Ivan Avdeev 20c42a7815 fix ISO C90 mixing declarations and code 2021-06-23 17:04:26 -04:00
Ivan 'provod' Avdeev f2e90cc420 rtx: fix cached blas mismatched size assert, fixes #10
apparently we also need to track max primitives per blas
2021-06-23 17:04:26 -04:00
Ivan 'provod' Avdeev e272539136 enable crude beams and sprites support back 2021-06-23 17:04:26 -04:00
Ivan 'provod' Avdeev 5211c33cce rtx: add shader specialization 2021-06-23 17:04:26 -04:00
Ivan 'provod' Avdeev 01cd55641b fix oob mem access when parsing rad files 2021-06-23 17:04:26 -04:00
Ivan 'provod' Avdeev 355ebd8d23 rtx: add reflections for water; add sky as emissive surfaces 2021-06-19 12:52:13 -07:00