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/*
* Copyright (c) 2022-2025, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2022-2025, NVIDIA CORPORATION.
* SPDX-License-Identifier: Apache-2.0
*/
#define _USE_MATH_DEFINES
#include <array>
#include <cmath>
#include <iostream>
#include <numeric>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "nvshaders/slang_types.h"
#include "nvshaders/hdr_io.h.slang"
#include "hdr_env_dome.hpp"
#include "nvvk/debug_util.hpp"
#include "nvvk/compute_pipeline.hpp"
#include "nvvk/descriptors.hpp"
#include "nvutils/timers.hpp"
#include "nvvk/check_error.hpp"
#include "nvvk/default_structs.hpp"
#include "nvvk/commands.hpp"
#include "nvvk/command_pools.hpp"
#include "nvvk/shaders.hpp"
namespace nvshaders {
//--------------------------------------------------------------------------------------------------
//
//
void HdrEnvDome::init(nvvk::ResourceAllocator* allocator, nvvk::SamplerPool* samplerPool, const nvvk::QueueInfo& queueInfo)
{
m_device = allocator->getDevice();
m_alloc = allocator;
m_samplerPool = samplerPool;
m_queueInfo = queueInfo;
}
void HdrEnvDome::deinit()
{
destroy();
m_device = {};
}
//--------------------------------------------------------------------------------------------------
// The descriptor set and layout are from the HdrIbl class
// - it consists of the HDR image and the acceleration structure
// - those will be used to create the diffuse and glossy image
// - Also use to 'clear' the image with the background image
//
void HdrEnvDome::create(VkDescriptorSet dstSet,
VkDescriptorSetLayout dstSetLayout,
const std::span<const uint32_t>& spirvPrefilterDiffuse,
const std::span<const uint32_t>& spirvPrefilterGlossy,
const std::span<const uint32_t>& spirvIntegrateBrdf,
const std::span<const uint32_t>& spirvDrawDome)
{
destroy();
m_hdrEnvSet = dstSet;
m_hdrEnvLayout = dstSetLayout;
const VkCommandPoolCreateInfo commandPoolCreateInfo{
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT, // Hint that commands will be short-lived
.queueFamilyIndex = m_queueInfo.familyIndex,
};
NVVK_CHECK(vkCreateCommandPool(m_device, &commandPoolCreateInfo, nullptr, &m_transientCmdPool));
NVVK_DBG_NAME(m_transientCmdPool);
createDrawPipeline(spirvDrawDome);
integrateBrdf(512, m_textures.lutBrdf, spirvIntegrateBrdf);
prefilterHdr(128, m_textures.diffuse, spirvPrefilterDiffuse, false);
prefilterHdr(512, m_textures.glossy, spirvPrefilterGlossy, true);
createDescriptorSetLayout();
NVVK_DBG_NAME(m_textures.lutBrdf.image);
NVVK_DBG_NAME(m_textures.diffuse.image);
NVVK_DBG_NAME(m_textures.glossy.image);
vkDestroyCommandPool(m_device, m_transientCmdPool, nullptr);
}
//--------------------------------------------------------------------------------------------------
// This is the image the HDR will be write to, a framebuffer image or an off-screen image
//
void HdrEnvDome::setOutImage(const VkDescriptorImageInfo& outimage)
{
VkWriteDescriptorSet wds{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
wds.dstSet = m_domePack.getSet(0);
wds.dstBinding = shaderio::EnvDomeDraw::eHdrImage;
wds.descriptorCount = 1;
wds.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
wds.pImageInfo = &outimage;
vkUpdateDescriptorSets(m_device, 1, &wds, 0, nullptr);
}
//--------------------------------------------------------------------------------------------------
// Compute Pipeline to "Clear" the image with the HDR as background
//
void HdrEnvDome::createDrawPipeline(const std::span<const uint32_t>& spirvDrawDome)
{
nvvk::DescriptorBindings bindings;
// Descriptor: the output image
bindings.addBinding(shaderio::EnvDomeDraw::eHdrImage, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_COMPUTE_BIT);
NVVK_CHECK(m_domePack.init(bindings, m_device, 1));
NVVK_DBG_NAME(m_domePack.getLayout());
NVVK_DBG_NAME(m_domePack.getPool());
NVVK_DBG_NAME(m_domePack.getSet(0));
// Creating the pipeline layout
const VkPushConstantRange pushConstantRange{
.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT, .offset = 0, .size = sizeof(shaderio::HdrDomePushConstant)};
NVVK_CHECK(nvvk::createPipelineLayout(m_device, &m_domePipelineLayout, {m_domePack.getLayout(), m_hdrEnvLayout}, {pushConstantRange}));
NVVK_DBG_NAME(m_domePipelineLayout);
VkShaderModuleCreateInfo moduleInfo = {
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = spirvDrawDome.size_bytes(),
.pCode = spirvDrawDome.data(),
};
// HDR Dome compute shader
VkPipelineShaderStageCreateInfo stageInfo{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
stageInfo.stage = VK_SHADER_STAGE_COMPUTE_BIT;
stageInfo.pName = "main";
stageInfo.pNext = &moduleInfo;
VkComputePipelineCreateInfo compInfo{VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO};
compInfo.layout = m_domePipelineLayout;
compInfo.stage = stageInfo;
vkCreateComputePipelines(m_device, {}, 1, &compInfo, nullptr, &m_domePipeline);
NVVK_DBG_NAME(m_domePipeline);
}
//--------------------------------------------------------------------------------------------------
// Draw the HDR to the image (setOutImage)
// - view and projection matrix should come from the camera
// - size is the image output size (framebuffer size)
// - color is the color multiplier of the HDR (intensity)
//
void HdrEnvDome::draw(const VkCommandBuffer& cmd,
const glm::mat4& view,
const glm::mat4& proj,
const VkExtent2D& size,
const glm::vec4& color, // color multiplier (intensity)
float rotation /*= 0.F*/,
float blur /*= 0.F*/)
{
NVVK_DBG_SCOPE(cmd);
// Information to the compute shader
shaderio::HdrDomePushConstant pushConst{};
glm::mat4 noTranslate = view;
noTranslate[3] = glm::vec4(0, 0, 0, 1); // Remove translation
pushConst.mvp = glm::inverse(noTranslate) * glm::inverse(proj); // This will be to have a world direction vector pointing to the pixel
pushConst.multColor = color;
pushConst.rotation = rotation;
pushConst.blur = blur;
// Execution
std::vector<VkDescriptorSet> dst_sets{m_domePack.getSet(0), m_hdrEnvSet};
vkCmdPushConstants(cmd, m_domePipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(shaderio::HdrDomePushConstant), &pushConst);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_domePipelineLayout, 0,
static_cast<uint32_t>(dst_sets.size()), dst_sets.data(), 0, nullptr);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, m_domePipeline);
VkExtent2D group_counts = nvvk::getGroupCounts(size, HDR_WORKGROUP_SIZE);
vkCmdDispatch(cmd, group_counts.width, group_counts.height, 1);
}
//--------------------------------------------------------------------------------------------------
//
//
void HdrEnvDome::destroy()
{
m_samplerPool->releaseSampler(m_textures.diffuse.descriptor.sampler);
m_samplerPool->releaseSampler(m_textures.lutBrdf.descriptor.sampler);
m_samplerPool->releaseSampler(m_textures.glossy.descriptor.sampler);
m_alloc->destroyImage(m_textures.diffuse);
m_alloc->destroyImage(m_textures.lutBrdf);
m_alloc->destroyImage(m_textures.glossy);
vkDestroyPipeline(m_device, m_domePipeline, nullptr);
vkDestroyPipelineLayout(m_device, m_domePipelineLayout, nullptr);
m_domePack.deinit();
m_hdrPack.deinit();
}
//--------------------------------------------------------------------------------------------------
// Descriptors of the HDR and the acceleration structure
//
void HdrEnvDome::createDescriptorSetLayout()
{
nvvk::DescriptorBindings bindings;
bindings.addBinding(shaderio::EnvDomeBindings::eHdrBrdf, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_ALL); // HDR image
bindings.addBinding(shaderio::EnvDomeBindings::eHdrDiffuse, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_ALL); // HDR image
bindings.addBinding(shaderio::EnvDomeBindings::eHdrSpecular, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_ALL); // HDR image
NVVK_CHECK(m_hdrPack.init(bindings, m_device, 1));
NVVK_DBG_NAME(m_hdrPack.getLayout());
NVVK_DBG_NAME(m_hdrPack.getPool());
NVVK_DBG_NAME(m_hdrPack.getSet(0));
nvvk::WriteSetContainer writeContainer;
writeContainer.append(m_hdrPack.makeWrite(shaderio::EnvDomeBindings::eHdrBrdf), m_textures.lutBrdf);
writeContainer.append(m_hdrPack.makeWrite(shaderio::EnvDomeBindings::eHdrDiffuse), m_textures.diffuse);
writeContainer.append(m_hdrPack.makeWrite(shaderio::EnvDomeBindings::eHdrSpecular), m_textures.glossy);
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writeContainer.size()), writeContainer.data(), 0, nullptr);
}
//--------------------------------------------------------------------------------------------------
// Pre-integrate glossy BRDF, see
// http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
void HdrEnvDome::integrateBrdf(uint32_t dimension, nvvk::Image& target, const std::span<const uint32_t>& spirvIntegrateBrdf)
{
nvutils::ScopedTimer st(__FUNCTION__);
// Create an image RG16 to store the BRDF
VkImageCreateInfo imageInfo = DEFAULT_VkImageCreateInfo;
imageInfo.extent = {dimension, dimension, 1};
imageInfo.format = VK_FORMAT_R16G16_SFLOAT;
imageInfo.usage = VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
NVVK_CHECK(m_alloc->createImage(target, imageInfo, DEFAULT_VkImageViewCreateInfo));
NVVK_DBG_NAME(target.image);
NVVK_DBG_NAME(target.descriptor.imageView);
m_samplerPool->acquireSampler(target.descriptor.sampler);
NVVK_DBG_NAME(target.descriptor.sampler);
target.descriptor.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
// Compute shader
nvvk::DescriptorPack descPack;
VkPipeline pipeline{VK_NULL_HANDLE};
VkPipelineLayout pipelineLayout{VK_NULL_HANDLE};
VkCommandBuffer cmd{};
NVVK_CHECK(nvvk::beginSingleTimeCommands(cmd, m_device, m_transientCmdPool));
{
NVVK_DBG_SCOPE(cmd);
// Change image layout to general
nvvk::cmdImageMemoryBarrier(cmd, {target.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL});
// The output image is the one we have just created
nvvk::DescriptorBindings bindings;
bindings.addBinding(shaderio::EnvDomeDraw::eHdrImage, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_COMPUTE_BIT);
NVVK_CHECK(descPack.init(bindings, m_device, 1));
NVVK_DBG_NAME(descPack.getLayout());
NVVK_DBG_NAME(descPack.getPool());
NVVK_DBG_NAME(descPack.getSet(0));
// Writing the output image
nvvk::WriteSetContainer writeContainer;
writeContainer.append(descPack.makeWrite(shaderio::EnvDomeDraw::eHdrImage), target);
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writeContainer.size()), writeContainer.data(), 0, nullptr);
// Creating the pipeline
NVVK_CHECK(nvvk::createPipelineLayout(m_device, &pipelineLayout, {descPack.getLayout()}));
NVVK_DBG_NAME(pipelineLayout);
VkShaderModuleCreateInfo moduleInfo = {
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = spirvIntegrateBrdf.size_bytes(),
.pCode = spirvIntegrateBrdf.data(),
};
VkPipelineShaderStageCreateInfo stage_info{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
stage_info.stage = VK_SHADER_STAGE_COMPUTE_BIT;
stage_info.pName = "main";
stage_info.pNext = &moduleInfo;
VkComputePipelineCreateInfo comp_info{VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO};
comp_info.layout = pipelineLayout;
comp_info.stage = stage_info;
vkCreateComputePipelines(m_device, {}, 1, &comp_info, nullptr, &pipeline);
// Run shader
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipelineLayout, 0, 1, descPack.getSetPtr(), 0, nullptr);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
VkExtent2D group_counts = nvvk::getGroupCounts({dimension, dimension}, HDR_WORKGROUP_SIZE);
vkCmdDispatch(cmd, group_counts.width, group_counts.height, 1);
}
nvvk::endSingleTimeCommands(cmd, m_device, m_transientCmdPool, m_queueInfo.queue);
// Clean up
vkDestroyPipeline(m_device, pipeline, nullptr);
vkDestroyPipelineLayout(m_device, pipelineLayout, nullptr);
descPack.deinit();
}
//--------------------------------------------------------------------------------------------------
//
//
void HdrEnvDome::prefilterHdr(uint32_t dim, nvvk::Image& target, const std::span<const uint32_t>& spirvData, bool doMipmap)
{
const VkExtent2D size{dim, dim};
VkFormat format = VK_FORMAT_R16G16B16A16_SFLOAT;
const uint32_t numMipmaps = doMipmap ? static_cast<uint32_t>(floor(::log2(dim))) + 1 : 1;
nvutils::ScopedTimer st("%s: %u", __FUNCTION__, numMipmaps);
VkSamplerCreateInfo samplerCreateInfo = DEFAULT_VkSamplerCreateInfo;
samplerCreateInfo.maxLod = static_cast<float>(numMipmaps);
{ // Target - cube
VkImageCreateInfo imageInfo = DEFAULT_VkImageCreateInfo;
imageInfo.flags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
imageInfo.extent = {dim, dim, 1};
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.format = format;
imageInfo.mipLevels = numMipmaps;
imageInfo.arrayLayers = 6; // Cube
imageInfo.usage = VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
| VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
VkImageViewCreateInfo imageView = DEFAULT_VkImageViewCreateInfo;
imageView.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
NVVK_CHECK(m_alloc->createImage(target, imageInfo, imageView));
NVVK_DBG_NAME(target.image);
NVVK_DBG_NAME(target.descriptor.imageView);
target.descriptor.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
m_samplerPool->acquireSampler(target.descriptor.sampler, samplerCreateInfo);
}
nvvk::Image scratchTexture;
{ // Scratch texture
VkImageCreateInfo imageInfo = DEFAULT_VkImageCreateInfo;
imageInfo.extent = {dim, dim, 1};
imageInfo.format = format;
imageInfo.usage = VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
NVVK_CHECK(m_alloc->createImage(scratchTexture, imageInfo, DEFAULT_VkImageViewCreateInfo));
NVVK_DBG_NAME(scratchTexture.image);
NVVK_DBG_NAME(scratchTexture.descriptor.imageView);
scratchTexture.descriptor.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
m_samplerPool->acquireSampler(scratchTexture.descriptor.sampler, samplerCreateInfo);
}
// Compute shader
VkPipeline pipeline{VK_NULL_HANDLE};
VkPipelineLayout pipelineLayout{VK_NULL_HANDLE};
// Descriptors
nvvk::DescriptorPack descPack;
nvvk::DescriptorBindings bindings;
bindings.addBinding(shaderio::EnvDomeDraw::eHdrImage, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_COMPUTE_BIT);
NVVK_CHECK(descPack.init(bindings, m_device, 1));
NVVK_DBG_NAME(descPack.getLayout());
NVVK_DBG_NAME(descPack.getPool());
NVVK_DBG_NAME(descPack.getSet(0));
nvvk::WriteSetContainer writeContainer;
writeContainer.append(descPack.makeWrite(shaderio::EnvDomeDraw::eHdrImage), scratchTexture);
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writeContainer.size()), writeContainer.data(), 0, nullptr);
// Creating the pipeline
const VkPushConstantRange pushConstantRange{.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT, .offset = 0, .size = sizeof(shaderio::HdrPushBlock)};
NVVK_CHECK(nvvk::createPipelineLayout(m_device, &pipelineLayout, {descPack.getLayout(), m_hdrEnvLayout}, {pushConstantRange}));
VkShaderModuleCreateInfo moduleInfo = {
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = spirvData.size_bytes(),
.pCode = spirvData.data(),
};
VkPipelineShaderStageCreateInfo stageInfo{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
stageInfo.stage = VK_SHADER_STAGE_COMPUTE_BIT;
stageInfo.pNext = &moduleInfo;
stageInfo.pName = "main";
VkComputePipelineCreateInfo comp_info{VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO};
comp_info.layout = pipelineLayout;
comp_info.stage = stageInfo;
vkCreateComputePipelines(m_device, {}, 1, &comp_info, nullptr, &pipeline);
{
VkCommandBuffer cmd{};
NVVK_CHECK(nvvk::beginSingleTimeCommands(cmd, m_device, m_transientCmdPool));
// Change scratch to general
nvvk::cmdImageMemoryBarrier(cmd, {scratchTexture.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL});
// Change target to destination
VkImageSubresourceRange subresourceRange{VK_IMAGE_ASPECT_COLOR_BIT, 0, numMipmaps, 0, 6};
nvvk::cmdImageMemoryBarrier(cmd, {target.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, subresourceRange});
std::array<VkDescriptorSet, 2> dstSets{descPack.getSet(0), m_hdrEnvSet};
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipelineLayout, 0,
static_cast<uint32_t>(dstSets.size()), dstSets.data(), 0, nullptr);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
renderToCube(cmd, target, scratchTexture, pipelineLayout, dim, numMipmaps);
nvvk::endSingleTimeCommands(cmd, m_device, m_transientCmdPool, m_queueInfo.queue);
}
// Clean up
vkDestroyPipeline(m_device, pipeline, nullptr);
vkDestroyPipelineLayout(m_device, pipelineLayout, nullptr);
descPack.deinit();
m_alloc->destroyImage(scratchTexture);
}
//--------------------------------------------------------------------------------------------------
//
//
void HdrEnvDome::renderToCube(const VkCommandBuffer& cmd,
nvvk::Image& target,
nvvk::Image& scratch,
VkPipelineLayout pipelineLayout,
uint32_t dim,
uint32_t numMips)
{
NVVK_DBG_SCOPE(cmd);
glm::mat4 mat_pers = glm::perspectiveRH_ZO(glm::radians(90.0F), 1.0F, 0.1F, 10.0F);
mat_pers[1][1] *= -1.0F;
mat_pers = glm::inverse(mat_pers);
std::array<glm::mat4, 6> mv;
const glm::vec3 pos(0.0F, 0.0F, 0.0F);
mv[0] = glm::lookAt(pos, glm::vec3(1.0F, 0.0F, 0.0F), glm::vec3(0.0F, -1.0F, 0.0F)); // Positive X
mv[1] = glm::lookAt(pos, glm::vec3(-1.0F, 0.0F, 0.0F), glm::vec3(0.0F, -1.0F, 0.0F)); // Negative X
mv[2] = glm::lookAt(pos, glm::vec3(0.0F, -1.0F, 0.0F), glm::vec3(0.0F, 0.0F, -1.0F)); // Positive Y
mv[3] = glm::lookAt(pos, glm::vec3(0.0F, 1.0F, 0.0F), glm::vec3(0.0F, 0.0F, 1.0F)); // Negative Y
mv[4] = glm::lookAt(pos, glm::vec3(0.0F, 0.0F, 1.0F), glm::vec3(0.0F, -1.0F, 0.0F)); // Positive Z
mv[5] = glm::lookAt(pos, glm::vec3(0.0F, 0.0F, -1.0F), glm::vec3(0.0F, -1.0F, 0.0F)); // Negative Z
for(auto& m : mv)
m = glm::inverse(m);
// Change image layout for all cubemap faces to transfer destination
VkImageSubresourceRange subresourceRange{VK_IMAGE_ASPECT_COLOR_BIT, 0, numMips, 0, 6};
nvvk::cmdImageMemoryBarrier(cmd, {target.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, subresourceRange});
// Image barrier for compute stage
auto barrier = [&](VkImageLayout oldLayout, VkImageLayout newLayout, VkAccessFlags srcAccess, VkAccessFlags dstAccess,
VkPipelineStageFlags srcStage, VkPipelineStageFlags dstStage) {
VkImageSubresourceRange range{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
VkImageMemoryBarrier imageMemoryBarrier{VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
imageMemoryBarrier.oldLayout = oldLayout;
imageMemoryBarrier.newLayout = newLayout;
imageMemoryBarrier.image = scratch.image;
imageMemoryBarrier.subresourceRange = range;
imageMemoryBarrier.srcAccessMask = srcAccess;
imageMemoryBarrier.dstAccessMask = dstAccess;
imageMemoryBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imageMemoryBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vkCmdPipelineBarrier(cmd, srcStage, dstStage, 0, 0, nullptr, 0, nullptr, 1, &imageMemoryBarrier);
};
VkExtent3D extent{dim, dim, 1};
shaderio::HdrPushBlock push_block{};
for(uint32_t mip = 0; mip < numMips; mip++)
{
for(uint32_t f = 0; f < 6; f++)
{
// Update shader push constant block
float roughness = static_cast<float>(mip) / static_cast<float>(numMips - 1);
push_block.roughness = roughness;
push_block.mvp = mv[f] * mat_pers;
push_block.size = glm::vec2(glm::uvec2(extent.width, extent.height));
push_block.numSamples = 1024 / (mip + 1);
vkCmdPushConstants(cmd, pipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(shaderio::HdrPushBlock), &push_block);
// Execute compute shader
VkExtent2D group_counts = nvvk::getGroupCounts({extent.width, extent.height}, HDR_WORKGROUP_SIZE);
vkCmdDispatch(cmd, group_counts.width, group_counts.height, 1);
// Wait for compute to finish before copying
barrier(VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_MEMORY_WRITE_BIT,
VK_ACCESS_TRANSFER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
// Copy region for transfer from framebuffer to cube face
VkImageCopy copy_region{};
copy_region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy_region.srcSubresource.baseArrayLayer = 0;
copy_region.srcSubresource.mipLevel = 0;
copy_region.srcSubresource.layerCount = 1;
copy_region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy_region.dstSubresource.baseArrayLayer = f;
copy_region.dstSubresource.mipLevel = mip;
copy_region.dstSubresource.layerCount = 1;
copy_region.extent = extent;
vkCmdCopyImage(cmd, scratch.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, target.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©_region);
// Transform scratch texture back to general
// After copy
barrier(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_TRANSFER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
// Next mipmap level
if(extent.width > 1)
extent.width /= 2;
if(extent.height > 1)
extent.height /= 2;
}
nvvk::cmdImageMemoryBarrier(cmd, {target.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL, subresourceRange});
}
} // namespace nvshaders