Ejemplo n.º 1
0
        public void CreateAccelerationStructures()
        {
            acs = new AccelerationStructures();

            long mTlasSize = 0;

            ID3D12Resource[] mpVertexBuffer = new ID3D12Resource[2];
            mpVertexBuffer[0] = acs.CreateTriangleVB(mpDevice);
            mpVertexBuffer[1] = acs.CreatePlaneVB(mpDevice);

            // The first bottom-level buffer is for the plane and the triangle
            int[] vertexCount = new int[] { 3, 6 }; // Triangle has 3 vertices, plane has 6
            AccelerationStructureBuffers[] bottomLevelBuffers = new AccelerationStructureBuffers[2];
            bottomLevelBuffers[0] = acs.CreateBottomLevelAS(mpDevice, mpCmdList, mpVertexBuffer, vertexCount, 2);
            mpBottomLevelAS       = new ID3D12Resource[2];
            mpBottomLevelAS[0]    = bottomLevelBuffers[0].pResult;

            // The second bottom-level buffer is for the triangle only
            bottomLevelBuffers[1] = acs.CreateBottomLevelAS(mpDevice, mpCmdList, mpVertexBuffer, vertexCount, 1);
            mpBottomLevelAS[1]    = bottomLevelBuffers[1].pResult;

            // Create the TLAS
            AccelerationStructureBuffers topLevelBuffers = acs.CreateTopLevelAS(mpDevice, mpCmdList, mpBottomLevelAS, ref mTlasSize);

            // The tutorial doesn't have any resource lifetime management, so we flush and sync here. This is not required by the DXR spec - you can submit the list whenever you like as long as you take care of the resources lifetime.
            mFenceValue = context.SubmitCommandList(mpCmdList, mpCmdQueue, mpFence, mFenceValue);
            mpFence.SetEventOnCompletion(mFenceValue, mFenceEvent);
            mFenceEvent.WaitOne();
            int bufferIndex = mpSwapChain.GetCurrentBackBufferIndex();

            mpCmdList.Reset(mFrameObjects[0].pCmdAllocator, null);

            // Store the AS buffers. The rest of the buffers will be released once we exit the function
            mpTopLevelAS = topLevelBuffers.pResult;
        }
Ejemplo n.º 2
0
        public unsafe AccelerationStructureBuffers CreateTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource pBottomLevelAS, ref long tlasSize)
        {
            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount = 1;
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
            tlasSize         = info.ResultDataMaxSizeInBytes;

            // The instance desc should be inside a buffer, create and map the buffer
            buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>(), ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
            FixedRaytracingInstanceDescription pInstanceDesc;

            // Initialize the instance desc. We only have a single instance
            pInstanceDesc.InstanceID = 0;                          // This value will be exposed to the shader via InstanceID()
            pInstanceDesc.InstanceContributionToHitGroupIndex = 0; // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
            pInstanceDesc.Flags                 = (byte)RaytracingInstanceFlags.None;
            pInstanceDesc.Transform             = Matrix4x4.Identity.ToMatrix3x4();
            pInstanceDesc.AccelerationStructure = pBottomLevelAS.GPUVirtualAddress;
            pInstanceDesc.InstanceMask          = 0xff;

            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, pInstanceDesc, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>());
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
        private AccelerationStructureBuffers CreateBottomLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource vb, uint vbCount, ID3D12Resource ib, uint ibCount)
        {
            int geometryCount = 1;

            RaytracingGeometryDescription[] geomDesc = new RaytracingGeometryDescription[geometryCount];

            // Primitives
            geomDesc[0].Type      = RaytracingGeometryType.Triangles;
            geomDesc[0].Triangles = new RaytracingGeometryTrianglesDescription();
            geomDesc[0].Triangles.VertexBuffer = new GpuVirtualAddressAndStride();
            geomDesc[0].Triangles.VertexBuffer.StartAddress  = vb.GPUVirtualAddress;
            geomDesc[0].Triangles.VertexBuffer.StrideInBytes = Unsafe.SizeOf <VertexPositionNormalTangentTexture>();
            geomDesc[0].Triangles.VertexFormat = Format.R32G32B32_Float;
            geomDesc[0].Triangles.VertexCount  = (int)vbCount;
            geomDesc[0].Triangles.IndexBuffer  = ib.GPUVirtualAddress;
            geomDesc[0].Triangles.IndexCount   = (int)ibCount;
            geomDesc[0].Triangles.IndexFormat  = Format.R16_UInt;
            geomDesc[0].Flags = RaytracingGeometryFlags.Opaque;


            // Get the size requirements for the scratch and AS buffers
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout               = ElementsLayout.Array;
            inputs.Flags                = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount     = geometryCount;
            inputs.GeometryDescriptions = geomDesc;
            inputs.Type = RaytracingAccelerationStructureType.BottomLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers. They need to support UAV, and since we are going to immediately use them, we create them with an unordered-access state
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);

            // Create the bottom-level AS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
Ejemplo n.º 4
0
        public void CreateAccelerationStructures()
        {
            acs = new AccelerationStructures();

            AccelerationStructureBuffers bottomLevelBuffers = acs.CreateBottomLevelAS(mpDevice, mpCmdList);
            AccelerationStructureBuffers topLevelBuffers    = acs.CreateTopLevelAS(mpDevice, mpCmdList, bottomLevelBuffers.pResult, ref mTlasSize);

            // The tutorial doesn't have any resource lifetime management, so we flush and sync here. This is not required by the DXR spec - you can submit the list whenever you like as long as you take care of the resources lifetime.
            mFenceValue = context.SubmitCommandList(mpCmdList, mpCmdQueue, mpFence, mFenceValue);
            mpFence.SetEventOnCompletion(mFenceValue, mFenceEvent);
            mFenceEvent.WaitOne();
            int bufferIndex = mpSwapChain.GetCurrentBackBufferIndex();

            mpCmdList.Reset(mFrameObjects[0].pCmdAllocator, null);

            // Store the AS buffers. The rest of the buffers will be released once we exit the function
            mpTopLevelAS    = topLevelBuffers.pResult;
            mpBottomLevelAS = bottomLevelBuffers.pResult;
        }
        public unsafe AccelerationStructureBuffers CreateTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, AccelerationStructureBuffers[] pBottomLevelAS, ref long tlasSize)
        {
            int instances = 2;

            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount = instances;
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
            tlasSize         = info.ResultDataMaxSizeInBytes;

            // The instance desc should be inside a buffer, create and map the buffer
            buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)(Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * instances), ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
            FixedRaytracingInstanceDescription[] pInstanceDesc = new FixedRaytracingInstanceDescription[instances];

            // The transformation matrices for the instances
            Matrix4x4[] transformation = new Matrix4x4[instances];
            transformation[0] = Matrix4x4.CreateTranslation(new Vector3(0, -1.0f, 0));
            transformation[1] = Matrix4x4.CreateScale(2.0f);

            pInstanceDesc[0].InstanceID = 0;                                                               // This value will be exposed to the shader via InstanceID()
            pInstanceDesc[0].InstanceContributionToHitGroupIndex = 0;                                      // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
            pInstanceDesc[0].Flags                 = (byte)RaytracingInstanceFlags.None;
            pInstanceDesc[0].Transform             = Matrix4x4.Transpose(transformation[0]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
            pInstanceDesc[0].AccelerationStructure = pBottomLevelAS[0].pResult.GPUVirtualAddress;
            pInstanceDesc[0].InstanceMask          = 0xff;

            for (int i = 1; i < instances; i++)
            {
                pInstanceDesc[i].InstanceID = i;                                                               // This value will be exposed to the shader via InstanceID()
                pInstanceDesc[i].InstanceContributionToHitGroupIndex = 0;                                      // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
                pInstanceDesc[i].Flags                 = (byte)RaytracingInstanceFlags.None;
                pInstanceDesc[i].Transform             = Matrix4x4.Transpose(transformation[i]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
                pInstanceDesc[i].AccelerationStructure = pBottomLevelAS[1].pResult.GPUVirtualAddress;
                pInstanceDesc[i].InstanceMask          = 0xff;
            }

            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, pInstanceDesc, (uint)(Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * instances));
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
Ejemplo n.º 6
0
        public unsafe AccelerationStructureBuffers BuildTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource[] pBottomLevelAS, ref long tlasSize, float rotation, bool update, ref AccelerationStructureBuffers buffers)
        {
            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.AllowUpdate;
            inputs.DescriptorsCount = 3; // NumDescs
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            if (update)
            {
                // If this a request for an update, then the TLAS was already used in a DispatchRay() call. We need a UAV barrier to make sure the read operation ends before updating the buffer
                ResourceBarrier uavBarrier1 = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));
                pCmdList.ResourceBarrier(uavBarrier1);
            }
            else
            {
                buffers.pScratch      = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
                buffers.pResult       = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
                buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * 3, ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
                tlasSize = info.ResultDataMaxSizeInBytes;
            }

            FixedRaytracingInstanceDescription[] instanceDescs = new FixedRaytracingInstanceDescription[3];

            // The transformation matrices for the instances
            Matrix4x4[] transformation = new Matrix4x4[3];
            Matrix4x4   rotationMat    = Matrix4x4.CreateRotationY(rotation);

            transformation[0] = Matrix4x4.Identity;
            transformation[1] = rotationMat * Matrix4x4.CreateTranslation(new Vector3(-2, 0, 0));
            transformation[2] = rotationMat * Matrix4x4.CreateTranslation(new Vector3(2, 0, 0));

            // The InstanceContributionToHitGroupIndex is set based on the shader-table layout specified in createShaderTable()
            // Create the desc for the triangle/plane instance
            instanceDescs[0].InstanceID = 0;
            instanceDescs[0].InstanceContributionToHitGroupIndex = 0;
            instanceDescs[0].Flags                 = (byte)RaytracingInstanceFlags.None;
            instanceDescs[0].Transform             = Matrix4x4.Transpose(transformation[0]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
            instanceDescs[0].AccelerationStructure = pBottomLevelAS[0].GPUVirtualAddress;
            instanceDescs[0].InstanceMask          = 0xFF;

            for (int i = 1; i < 3; i++)
            {
                instanceDescs[i].InstanceID = i;                                                               // This value will be exposed to the shader via InstanceID()
                instanceDescs[i].InstanceContributionToHitGroupIndex = (i * 2) + 2;                            // The plane takes an additional entry in the shader-table, hence the +1
                instanceDescs[i].Flags                 = (byte)RaytracingInstanceFlags.None;
                instanceDescs[i].Transform             = Matrix4x4.Transpose(transformation[i]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
                instanceDescs[i].AccelerationStructure = pBottomLevelAS[1].GPUVirtualAddress;
                instanceDescs[i].InstanceMask          = 0xFF;
            }

            // Map the instance desc buffer
            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, instanceDescs, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * 3);
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            // If this is an update operation, set the source buffer and the perform_update flag
            if (update)
            {
                asDesc.Inputs.Flags |= RaytracingAccelerationStructureBuildFlags.PerformUpdate;
                asDesc.SourceAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            }

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }