c/layers: Implement equirect1 rendering.

Add equirect1 boilerplate, shader files, ubo and pipeline.
This commit is contained in:
Lubosz Sarnecki 2020-12-11 12:43:17 +01:00 committed by Jakob Bornecrantz
parent dc45a201db
commit 4995854d06
11 changed files with 182 additions and 4 deletions

View file

@ -6,6 +6,8 @@ spirv_shaders(SHADER_HEADERS
shaders/mesh.vert
shaders/layer.frag
shaders/layer.vert
shaders/equirect1.vert
shaders/equirect1.frag
shaders/equirect2.vert
shaders/equirect2.frag
)

View file

@ -141,6 +141,9 @@ struct comp_shaders
VkShaderModule mesh_vert;
VkShaderModule mesh_frag;
VkShaderModule equirect1_vert;
VkShaderModule equirect1_frag;
VkShaderModule equirect2_vert;
VkShaderModule equirect2_frag;

View file

@ -83,6 +83,31 @@ _init_ubos(struct comp_render_layer *self)
return true;
}
static bool
_init_equirect1_ubo(struct comp_render_layer *self)
{
VkBufferUsageFlags usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
VkMemoryPropertyFlags properties =
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT |
VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
if (!vk_buffer_init(self->vk, sizeof(struct layer_transformation),
usage, properties, &self->equirect1_ubo.handle,
&self->equirect1_ubo.memory))
return false;
VkResult res = self->vk->vkMapMemory(
self->vk->device, self->equirect1_ubo.memory, 0, VK_WHOLE_SIZE, 0,
&self->equirect1_ubo.data);
vk_check_error("vkMapMemory", res, false);
memcpy(self->equirect1_ubo.data, &self->equirect1_data,
sizeof(struct layer_equirect1_data));
return true;
}
static bool
_init_equirect2_ubo(struct comp_render_layer *self)
{
@ -187,6 +212,22 @@ comp_layer_update_descriptors(struct comp_render_layer *self,
sampler, image_view);
}
void
comp_layer_update_equirect1_descriptor(struct comp_render_layer *self,
struct xrt_layer_equirect1_data *data)
{
_update_descriptor_equirect(self, self->descriptor_equirect,
self->equirect1_ubo.handle);
self->equirect1_data = (struct layer_equirect1_data){
.radius = data->radius,
.scale = data->scale,
.bias = data->bias,
};
memcpy(self->equirect1_ubo.data, &self->equirect1_data,
sizeof(struct layer_equirect1_data));
}
void
comp_layer_update_equirect2_descriptor(struct comp_render_layer *self,
struct xrt_layer_equirect2_data *data)
@ -236,6 +277,9 @@ _init(struct comp_render_layer *self,
if (!_init_ubos(self))
return false;
if (!_init_equirect1_ubo(self))
return false;
if (!_init_equirect2_ubo(self))
return false;
@ -301,16 +345,17 @@ comp_layer_draw(struct comp_render_layer *self,
break;
case XRT_LAYER_QUAD:
case XRT_LAYER_CYLINDER:
case XRT_LAYER_EQUIRECT1:
case XRT_LAYER_EQUIRECT2: _update_mvp_matrix(self, eye, vp); break;
case XRT_LAYER_STEREO_PROJECTION_DEPTH:
case XRT_LAYER_CUBE:
case XRT_LAYER_EQUIRECT1:
// Should never end up here.
assert(false);
}
if (self->type == XRT_LAYER_EQUIRECT2) {
if (self->type == XRT_LAYER_EQUIRECT1 ||
self->type == XRT_LAYER_EQUIRECT2) {
const VkDescriptorSet sets[2] = {
self->descriptor_sets[eye],
self->descriptor_equirect,
@ -478,6 +523,7 @@ comp_layer_destroy(struct comp_render_layer *self)
for (uint32_t eye = 0; eye < 2; eye++)
vk_buffer_destroy(&self->transformation_ubos[eye], self->vk);
vk_buffer_destroy(&self->equirect1_ubo, self->vk);
vk_buffer_destroy(&self->equirect2_ubo, self->vk);
self->vk->vkDestroyDescriptorPool(self->vk->device,

View file

@ -20,6 +20,13 @@ struct layer_transformation
bool flip_y;
};
struct layer_equirect1_data
{
struct xrt_vec2 scale;
struct xrt_vec2 bias;
float radius;
};
struct layer_equirect2_data
{
float radius;
@ -41,6 +48,9 @@ struct comp_render_layer
struct layer_transformation transformation[2];
struct vk_buffer transformation_ubos[2];
struct layer_equirect1_data equirect1_data;
struct vk_buffer equirect1_ubo;
struct layer_equirect2_data equirect2_data;
struct vk_buffer equirect2_ubo;
@ -104,6 +114,10 @@ bool
comp_layer_update_cylinder_vertex_buffer(struct comp_render_layer *self,
float central_angle);
void
comp_layer_update_equirect1_descriptor(struct comp_render_layer *self,
struct xrt_layer_equirect1_data *data);
void
comp_layer_update_equirect2_descriptor(struct comp_render_layer *self,
struct xrt_layer_equirect2_data *data);

View file

@ -412,6 +412,11 @@ _render_eye(struct comp_layer_renderer *self,
comp_layer_draw(self->layers[i], eye, pipeline,
pipeline_layout, cmd_buffer,
vertex_buffer, &vp_inv, &vp_inv);
} else if (self->layers[i]->type == XRT_LAYER_EQUIRECT1) {
pipeline = self->pipeline_equirect1;
comp_layer_draw(self->layers[i], eye, pipeline,
pipeline_layout, cmd_buffer,
vertex_buffer, &vp_inv, &vp_inv);
} else {
comp_layer_draw(self->layers[i], eye, pipeline,
pipeline_layout, cmd_buffer,
@ -553,6 +558,11 @@ _init(struct comp_layer_renderer *self,
return false;
}
if (!_init_graphics_pipeline(self, s->equirect1_vert, s->equirect1_frag,
true, &self->pipeline_equirect1)) {
return false;
}
if (!_init_graphics_pipeline(self, s->equirect2_vert, s->equirect2_frag,
true, &self->pipeline_equirect2)) {
return false;
@ -696,6 +706,7 @@ comp_layer_renderer_destroy(struct comp_layer_renderer *self)
NULL);
vk->vkDestroyPipeline(vk->device, self->pipeline_unpremultiplied_alpha,
NULL);
vk->vkDestroyPipeline(vk->device, self->pipeline_equirect1, NULL);
vk->vkDestroyPipeline(vk->device, self->pipeline_equirect2, NULL);
for (uint32_t i = 0; i < ARRAY_SIZE(self->shader_modules); i++)

View file

@ -39,6 +39,7 @@ struct comp_layer_renderer
VkShaderModule shader_modules[2];
VkPipeline pipeline_premultiplied_alpha;
VkPipeline pipeline_unpremultiplied_alpha;
VkPipeline pipeline_equirect1;
VkPipeline pipeline_equirect2;
VkDescriptorSetLayout descriptor_set_layout;
VkDescriptorSetLayout descriptor_set_layout_equirect;

View file

@ -601,8 +601,7 @@ comp_renderer_set_equirect1_layer(struct comp_renderer *r,
get_image_view(image, data->flags,
data->equirect1.sub.array_index));
// TODO!
// comp_layer_update_equirect1_descriptor(l, &data->equirect1);
comp_layer_update_equirect1_descriptor(l, &data->equirect1);
for (uint32_t i = 0; i < 2; i++) {
l->transformation[i].offset = data->equirect1.sub.rect.offset;

View file

@ -22,6 +22,8 @@
#include "shaders/layer.frag.h"
#include "shaders/layer.vert.h"
#include "shaders/equirect1.frag.h"
#include "shaders/equirect1.vert.h"
#include "shaders/equirect2.frag.h"
#include "shaders/equirect2.vert.h"
#include "shaders/mesh.frag.h"
@ -89,6 +91,15 @@ comp_shaders_load(struct vk_bundle *vk, struct comp_shaders *s)
sizeof(shaders_mesh_frag), // size
&s->mesh_frag)); // out
C(shader_load(vk, // vk_bundle
shaders_equirect1_vert, // data
sizeof(shaders_equirect1_vert), // size
&s->equirect1_vert)); // out
C(shader_load(vk, // vk_bundle
shaders_equirect1_frag, // data
sizeof(shaders_equirect1_frag), // size
&s->equirect1_frag)); // out
C(shader_load(vk, // vk_bundle
shaders_equirect2_vert, // data
sizeof(shaders_equirect2_vert), // size
@ -123,6 +134,8 @@ comp_shaders_close(struct vk_bundle *vk, struct comp_shaders *s)
{
D(mesh_vert);
D(mesh_frag);
D(equirect1_vert);
D(equirect1_frag);
D(equirect2_vert);
D(equirect2_frag);
D(layer_vert);

View file

@ -0,0 +1,48 @@
// Copyright 2020 Collabora Ltd.
// Author: Lubosz Sarnecki <lubosz.sarnecki@collabora.com>
// SPDX-License-Identifier: BSL-1.0
#version 460
layout (location = 0) in vec2 uv;
layout (set = 0, binding = 0, std140) uniform Transformation {
mat4 mvp;
ivec2 offset;
ivec2 extent;
bool flip_y;
} ubo;
layout (set = 0, binding = 1) uniform sampler2D image;
layout (set = 1, binding = 0, std140) uniform Equirect {
vec2 scale;
vec2 bias;
float radius;
} equirect;
layout (location = 0) out vec4 out_color;
const float PI = 3.1416;
void main ()
{
vec2 uv_sub = vec2(ubo.offset) + uv * vec2(ubo.extent);
uv_sub /= textureSize(image, 0);
vec2 frag_coord = vec2(uv_sub) * 2 - 1;
vec4 view_dir = normalize(ubo.mvp * vec4(frag_coord.x, -frag_coord.y, 1, 1));
float lat = atan(view_dir.x, -view_dir.z) / (2 * PI);
float lon = acos(view_dir.y) / PI;
lat *= equirect.scale.x;
lon *= equirect.scale.y;
lat += equirect.bias.x;
lon += equirect.bias.y;
out_color = texture(image, vec2(lat, lon));
}

View file

@ -0,0 +1,39 @@
// Copyright 2020 Collabora Ltd.
// Author: Lubosz Sarnecki <lubosz.sarnecki@collabora.com>
// SPDX-License-Identifier: BSL-1.0
#version 460
layout (binding = 0, std140) uniform Transformation {
mat4 mvp;
ivec2 offset;
ivec2 extent;
bool flip_y;
} transformation;
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 uv;
layout (location = 0) out vec2 out_uv;
out gl_PerVertex {
vec4 gl_Position;
};
const mat4 mvp = mat4(
2, 0, 0, 0,
0, 2, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
void main() {
gl_Position = mvp * vec4 (position, 1.0f);
gl_Position.y = -gl_Position.y;
out_uv = uv;
if (transformation.flip_y) {
out_uv.y = 1.0 - out_uv.y;
}
}

View file

@ -6,6 +6,8 @@ shader_srcs = [
'mesh.vert',
'layer.vert',
'layer.frag',
'equirect1.vert',
'equirect1.frag',
'equirect2.vert',
'equirect2.frag'
]