mirror of
https://github.com/w23/xash3d-fwgs
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71 lines
2.2 KiB
C
71 lines
2.2 KiB
C
#include "ray_resources.h"
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#include "ray_pass.h"
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#define LIST_SCENE_BINDINGS(X) \
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X(1, tlas, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1) \
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X(2, ubo, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1) \
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X(3, kusochki, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1) \
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X(4, indices, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1) \
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X(5, vertices, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1) \
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X(6, all_textures, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, MAX_TEXTURES) \
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X(7, lights, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1) \
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X(8, light_clusters, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1) \
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#define LIST_COMMON_BINDINGS(X) \
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LIST_SCENE_BINDINGS(X) \
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RAY_LIGHT_DIRECT_INPUTS(X)
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// FIXME more conservative shader stages
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#define INIT_BINDING(index, name, type, count) \
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{ \
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.binding = index, \
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.descriptorType = type, \
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.descriptorCount = count, \
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.stageFlags = VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR, \
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},
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#define INIT_IMAGE(index, name, ...) INIT_BINDING(index, name, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1)
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static const VkDescriptorSetLayoutBinding bindings[] = {
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LIST_SCENE_BINDINGS(INIT_BINDING)
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RAY_LIGHT_DIRECT_INPUTS(INIT_IMAGE)
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// FIXME it's an artifact that point and poly outputs have same bindings indices
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RAY_LIGHT_DIRECT_POLY_OUTPUTS(INIT_IMAGE)
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};
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#undef INIT_IMAGE
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#undef INIT_BINDING
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static const int semantics_poly[] = {
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#define IN(index, name, ...) (RayResource_##name + 1),
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#define OUT(index, name, ...) -(RayResource_##name + 1),
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LIST_COMMON_BINDINGS(IN)
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RAY_LIGHT_DIRECT_POLY_OUTPUTS(OUT)
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#undef IN
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#undef OUT
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};
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static const int semantics_point[] = {
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#define IN(index, name, ...) (RayResource_##name + 1),
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#define OUT(index, name, ...) -(RayResource_##name + 1),
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LIST_COMMON_BINDINGS(IN)
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RAY_LIGHT_DIRECT_POINT_OUTPUTS(OUT)
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#undef IN
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#undef OUT
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};
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const ray_pass_layout_t light_direct_poly_layout_fixme = {
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.bindings = bindings,
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.bindings_semantics = semantics_poly,
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.bindings_count = COUNTOF(bindings),
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.push_constants = {0},
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};
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const ray_pass_layout_t light_direct_point_layout_fixme = {
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.bindings = bindings,
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.bindings_semantics = semantics_point,
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.bindings_count = COUNTOF(bindings),
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.push_constants = {0},
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};
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