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Vulkan-Samples/shaders/mobile_nerf_rayquery/rayquery_morpheus_combo.frag
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2025-09-04 10:54:47 +08:00

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GLSL

/* Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*
* ------------------------------------------------------------------------
*
* THIS IS A MODIFIED VERSION OF THE ORIGINAL FILE
*
* The original file, along with the original Apache-2.0 LICENSE can be found at:
* https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilenerf
*
* Modification details: Shader code was updated to work on Vulkan (originally
* built for WebGL)
* Contributor: (Qualcomm) Rodrigo Holztrattner - quic_rholztra@quicinc.com
*/
#version 460
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_ray_query : enable
#extension GL_EXT_nonuniform_qualifier : enable
// Opaque mode is the fastest, but could result into VK_ERROR_DEVICE_LOST on some AMD devices
#define USE_OPAQUE
struct Vertex
{
vec3 position;
vec2 texCoord;
};
struct GlobalUniform
{
mat4 view_inverse;
mat4 proj_inverse;
vec2 img_dim;
float tan_half_fov;
};
layout(location = 0) out vec4 o_color;
layout(set = 0, binding = 0) uniform AppData
{
GlobalUniform params;
};
layout(set = 0, binding = 1) uniform accelerationStructureEXT topLevelAS;
// Try defining constants in the shader itself
precision highp float;
#define WEIGHTS_0_COUNT (176)
#define WEIGHTS_1_COUNT (256)
// The third layer's size is changed from 48 to 64 to make sure a 16 bytes alignement
//#define WEIGHTS_2_COUNT (48)
#define WEIGHTS_2_COUNT (64)
#define BIAS_0_COUNT (16)
#define BIAS_1_COUNT (16)
// The third layer bias' size is changed from 3 to 4 to make sure a 16 bytes alignement
#define BIAS_2_COUNT (4)
layout(set = 0, binding = 2) uniform mlp_weights
{
vec4 data[(WEIGHTS_0_COUNT + WEIGHTS_1_COUNT + WEIGHTS_2_COUNT +
BIAS_0_COUNT + BIAS_1_COUNT + BIAS_2_COUNT)/4]; // Array of floats
} weights_arr[];
layout(set = 1, binding = 0, scalar) readonly buffer Vertices
{
Vertex vertices[];
} vertices_set[];
layout(set = 2, binding = 0, scalar) readonly buffer Indices
{
uint indices[];
} indices_set[];
layout(set = 3, binding = 0) uniform sampler2D textureInput_0[];
layout(set = 4, binding = 0) uniform sampler2D textureInput_1[];
vec3 evaluateNetwork( vec4 f0, vec4 f1, vec4 viewdir, uint idx)
{
vec3 res;
int bias_0_ind = WEIGHTS_0_COUNT + WEIGHTS_1_COUNT + WEIGHTS_2_COUNT;
vec4 intermediate_one[4] = vec4[](
weights_arr[nonuniformEXT(idx)].data[bias_0_ind/4],
weights_arr[nonuniformEXT(idx)].data[bias_0_ind/4 + 1],
weights_arr[nonuniformEXT(idx)].data[bias_0_ind/4 + 2],
weights_arr[nonuniformEXT(idx)].data[bias_0_ind/4 + 3]
);
#define APPLY_WEIGHTS_0(multiplier, weightFirstInd) \
intermediate_one[ 0] += (multiplier) * weights_arr[nonuniformEXT(idx)].data[ weightFirstInd/4]; \
intermediate_one[ 1] += (multiplier) * weights_arr[nonuniformEXT(idx)].data[ weightFirstInd/4 + 1]; \
intermediate_one[ 2] += (multiplier) * weights_arr[nonuniformEXT(idx)].data[ weightFirstInd/4 + 2]; \
intermediate_one[ 3] += (multiplier) * weights_arr[nonuniformEXT(idx)].data[ weightFirstInd/4 + 3];
APPLY_WEIGHTS_0( f0.r, 0)
APPLY_WEIGHTS_0( f0.g, 16)
APPLY_WEIGHTS_0( f0.b, 32)
APPLY_WEIGHTS_0( f0.a, 48)
APPLY_WEIGHTS_0( f1.r, 64)
APPLY_WEIGHTS_0( f1.g, 80)
APPLY_WEIGHTS_0( f1.b, 96)
APPLY_WEIGHTS_0( f1.a, 112)
// For models form original mobile nerf, use the original code
APPLY_WEIGHTS_0( (viewdir.r + 1.0 )/2, 128)
APPLY_WEIGHTS_0( (-viewdir.b + 1.0 )/2, 144)
APPLY_WEIGHTS_0( (viewdir.g + 1.0 )/2, 160)
int bias_1_ind = WEIGHTS_0_COUNT + WEIGHTS_1_COUNT + WEIGHTS_2_COUNT +
BIAS_0_COUNT;
vec4 intermediate_two[4] = vec4[](
weights_arr[nonuniformEXT(idx)].data[bias_1_ind/4],
weights_arr[nonuniformEXT(idx)].data[bias_1_ind/4 + 1],
weights_arr[nonuniformEXT(idx)].data[bias_1_ind/4 + 2],
weights_arr[nonuniformEXT(idx)].data[bias_1_ind/4 + 3]
);
#define APPLY_WEIGHTS_1(intermediate, oneInd) \
if(intermediate > 0.0f){ \
intermediate_two[ 0] += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + oneInd * 4 + 0]; \
intermediate_two[ 1] += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + oneInd * 4 + 1]; \
intermediate_two[ 2] += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + oneInd * 4 + 2]; \
intermediate_two[ 3] += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + oneInd * 4 + 3]; \
}
APPLY_WEIGHTS_1( intermediate_one[0].r, 0)
APPLY_WEIGHTS_1( intermediate_one[0].g, 1)
APPLY_WEIGHTS_1( intermediate_one[0].b, 2)
APPLY_WEIGHTS_1( intermediate_one[0].a, 3)
APPLY_WEIGHTS_1( intermediate_one[1].r, 4)
APPLY_WEIGHTS_1( intermediate_one[1].g, 5)
APPLY_WEIGHTS_1( intermediate_one[1].b, 6)
APPLY_WEIGHTS_1( intermediate_one[1].a, 7)
APPLY_WEIGHTS_1( intermediate_one[2].r, 8)
APPLY_WEIGHTS_1( intermediate_one[2].g, 9)
APPLY_WEIGHTS_1( intermediate_one[2].b, 10)
APPLY_WEIGHTS_1( intermediate_one[2].a, 11)
APPLY_WEIGHTS_1( intermediate_one[3].r, 12)
APPLY_WEIGHTS_1( intermediate_one[3].g, 13)
APPLY_WEIGHTS_1( intermediate_one[3].b, 14)
APPLY_WEIGHTS_1( intermediate_one[3].a, 15)
int bias_2_ind = WEIGHTS_0_COUNT + WEIGHTS_1_COUNT + WEIGHTS_2_COUNT +
BIAS_0_COUNT + BIAS_1_COUNT;
vec4 result = weights_arr[nonuniformEXT(idx)].data[bias_2_ind/4];
#define APPLY_WEIGHTS_2(intermediate, oneInd) \
if(intermediate > 0.0f){ \
result += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + WEIGHTS_1_COUNT/4 + oneInd]; \
}
APPLY_WEIGHTS_2(intermediate_two[0].r, 0)
APPLY_WEIGHTS_2(intermediate_two[0].g, 1)
APPLY_WEIGHTS_2(intermediate_two[0].b, 2)
APPLY_WEIGHTS_2(intermediate_two[0].a, 3)
APPLY_WEIGHTS_2(intermediate_two[1].r, 4)
APPLY_WEIGHTS_2(intermediate_two[1].g, 5)
APPLY_WEIGHTS_2(intermediate_two[1].b, 6)
APPLY_WEIGHTS_2(intermediate_two[1].a, 7)
APPLY_WEIGHTS_2(intermediate_two[2].r, 8)
APPLY_WEIGHTS_2(intermediate_two[2].g, 9)
APPLY_WEIGHTS_2(intermediate_two[2].b,10)
APPLY_WEIGHTS_2(intermediate_two[2].a,11)
APPLY_WEIGHTS_2(intermediate_two[3].r,12)
APPLY_WEIGHTS_2(intermediate_two[3].g,13)
APPLY_WEIGHTS_2(intermediate_two[3].b,14)
APPLY_WEIGHTS_2(intermediate_two[3].a,15)
result = 1.0 / (1.0 + exp(-result));
return vec3(result * viewdir.a+(1.0-viewdir.a));
}
vec3 CalcRayDirComp(GlobalUniform params) {
const vec2 inUV = gl_FragCoord.xy / params.img_dim;
vec2 d = inUV * 2.0 - 1.0;
vec4 target = params.proj_inverse * vec4(d.x, d.y, 1, 1);
vec4 direction = params.view_inverse * vec4(normalize(target.xyz), 0);
return normalize(direction.xyz);
}
//////////////////////////////////////////////////////////////
// MLP was trained with gamma-corrected values //
// convert to linear so sRGB conversion isn't applied twice //
//////////////////////////////////////////////////////////////
float Convert_sRGB_ToLinear(float value)
{
return value <= 0.04045
? value / 12.92
: pow((value + 0.055) / 1.055, 2.4);
}
vec3 Convert_sRGB_ToLinear(vec3 value)
{
return vec3(Convert_sRGB_ToLinear(value.x), Convert_sRGB_ToLinear(value.y), Convert_sRGB_ToLinear(value.z));
}
//////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////
#ifndef USE_OPAQUE
void main(void)
{
vec3 rayDirection = CalcRayDirComp(params);
vec3 camPosition = (params.view_inverse * vec4(0,0,0,1)).xyz;
// initialize a ray query object
rayQueryEXT rayQuery;
const uint rayFlags = gl_RayFlagsNoOpaqueEXT; // Enable this so that we can get back fragment after discarding the transparent fragment
const float tmin = 0.01f;
const float tmax = 256.0f;
vec4 pixel_0 = vec4(0.0f);
vec2 commited_flipped = vec2(0.0f);
int commited_instanceID = 0;
rayQueryInitializeEXT(rayQuery, // Ray query
topLevelAS, // Top-level acceleration structure
rayFlags, // Ray flags, treat all geometry as non-opaque
0xFF, // 8-bit instance mask, trace against all instances
camPosition, // Ray origin
tmin, // Minimum t-value
rayDirection, // Ray direction
tmax); // Maximum t-value
while(rayQueryProceedEXT(rayQuery)) {
if (rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCandidateIntersectionTriangleEXT)
{
const int instanceID = rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, false);
// get primitive ID in order to access UVs of hitted triangle
const int primitiveID = rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, false);
const uint i0 = indices_set[nonuniformEXT(instanceID)].indices[3 * primitiveID];
const uint i1 = indices_set[nonuniformEXT(instanceID)].indices[3 * primitiveID + 1];
const uint i2 = indices_set[nonuniformEXT(instanceID)].indices[3 * primitiveID + 2];
const vec2 uv0 = vertices_set[nonuniformEXT(instanceID)].vertices[i0].texCoord;
const vec2 uv1 = vertices_set[nonuniformEXT(instanceID)].vertices[i1].texCoord;
const vec2 uv2 = vertices_set[nonuniformEXT(instanceID)].vertices[i2].texCoord;
// Get berycentric coordinate then interpolate the uv of the hit point
vec3 barycentrics = vec3(0.0, rayQueryGetIntersectionBarycentricsEXT(rayQuery, false));
barycentrics.x = 1.0 - barycentrics.y - barycentrics.z;
const vec2 hitpoint_uv = barycentrics.x * uv0 + barycentrics.y * uv1 + barycentrics.z * uv2;
// Sample feature maps and check transparency
const vec2 flipped = vec2( hitpoint_uv.x, 1.0 - hitpoint_uv.y );
vec4 test_pixel = texture(textureInput_0[nonuniformEXT(instanceID)], flipped);
if (test_pixel.r != 0.0) {
rayQueryConfirmIntersectionEXT(rayQuery);
pixel_0 = test_pixel;
commited_flipped = flipped;
commited_instanceID = instanceID;
}
}
}
if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT) {
// Output feature inputs for mlp
vec4 pixel_1 = texture(textureInput_1[nonuniformEXT(commited_instanceID)], commited_flipped);
pixel_0.a = pixel_0.a*2.0-1.0;
pixel_1.a = pixel_1.a*2.0-1.0;
o_color.rgb = Convert_sRGB_ToLinear(evaluateNetwork(pixel_0, pixel_1, vec4(rayDirection, 1.0f), commited_instanceID));
o_color.a = 1.0;
} else {
discard;
}
}
#else
// Much faster but not work correctly on Mobile nerf's original models
void main(void)
{
vec3 rayDirection = CalcRayDirComp(params);
vec3 camPosition = (params.view_inverse * vec4(0,0,0,1)).xyz;
// initialize a ray query object
rayQueryEXT rayQuery;
const uint rayFlags = gl_RayFlagsOpaqueEXT;
const float tmin = 0.01f;
const float tmax = 256.0f;
rayQueryInitializeEXT(rayQuery, // Ray query
topLevelAS, // Top-level acceleration structure
rayFlags, // Ray flags, treat all geometry as opaque
0xFF, // 8-bit instance mask, trace against all instances
camPosition, // Ray origin
tmin, // Minimum t-value
rayDirection, // Ray direction
tmax); // Maximum t-value
// Start traversal
rayQueryProceedEXT(rayQuery);
if (rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT) {
const int instanceID = rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true);
// get primitive ID in order to access UVs of hitted triangle
const int primitiveID = rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
const uint i0 = indices_set[nonuniformEXT(instanceID)].indices[3 * primitiveID];
const uint i1 = indices_set[nonuniformEXT(instanceID)].indices[3 * primitiveID + 1];
const uint i2 = indices_set[nonuniformEXT(instanceID)].indices[3 * primitiveID + 2];
const vec2 uv0 = vertices_set[nonuniformEXT(instanceID)].vertices[i0].texCoord;
const vec2 uv1 = vertices_set[nonuniformEXT(instanceID)].vertices[i1].texCoord;
const vec2 uv2 = vertices_set[nonuniformEXT(instanceID)].vertices[i2].texCoord;
// Get berycentric coordinate then interpolate the uv of the hit point
vec3 barycentrics = vec3(0.0, rayQueryGetIntersectionBarycentricsEXT(rayQuery, true));
barycentrics.x = 1.0 - barycentrics.y - barycentrics.z;
const vec2 hitpoint_uv = barycentrics.x * uv0 + barycentrics.y * uv1 + barycentrics.z * uv2;
// Sample feature maps then output to second subpass
const vec2 flipped = vec2( hitpoint_uv.x, 1.0 - hitpoint_uv.y );
vec4 pixel_0 = texture(textureInput_0[nonuniformEXT(instanceID)], flipped);
vec4 pixel_1 = texture(textureInput_1[nonuniformEXT(instanceID)], flipped);
pixel_0.a = pixel_0.a*2.0-1.0;
pixel_1.a = pixel_1.a*2.0-1.0;
o_color.rgb = Convert_sRGB_ToLinear(evaluateNetwork(pixel_0, pixel_1, vec4(rayDirection, 1.0f), instanceID));
o_color.a = 1.0;
} else {
discard;
}
}
#endif