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feat(vulkan): enhance Vulkan renderer with descriptor batch management and new shaders
- Added a new descriptor batch management system to optimize Vulkan resource updates, improving performance during rendering. - Introduced multiple new shaders, including enhanced ACES filmic tone mapping, volumetric clouds, and advanced cinematic color grading, enriching visual fidelity. - Implemented batch reset functionality for command buffers, enhancing efficiency in command buffer management. - Updated existing Vulkan files to integrate new features and improve overall rendering capabilities. - Enhanced documentation and comments to clarify the new systems and shader functionalities. This commit significantly advances the Vulkan renderer's performance and visual quality, contributing to a more robust rendering pipeline.
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CMakeLists.txt

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@@ -1548,6 +1548,7 @@ SET(RENDERER_VK_SRCS
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src/renderers/vulkan/vk_commands.c
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src/renderers/vulkan/vk_resource_state.c
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src/renderers/vulkan/vk_secondary_buffers.c
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src/renderers/vulkan/vk_descriptor_batch.c
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src/renderers/vulkan/vk_pipeline.c
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src/renderers/vulkan/vk_shader_manager.cpp
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src/renderers/vulkan/vk_shader_validation.c

docs/ANDROID_BUILD_STATUS.md

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# Android Build Status
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## Summary
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**Status**: ⚠️ **Cannot build APK - Java version incompatible**
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The Android project is configured but cannot build an APK because:
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### Current Issue:
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- **Java Version**: System has Java 8 (OpenJDK 1.8.0_472)
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- **Required**: Java 11+ (Android Gradle Plugin 7.4+ and 8.0+ require Java 11)
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- **Android SDK**: Not configured (ANDROID_HOME not set)
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### What's Working:
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✅ Android project structure (`platform/android/`)
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✅ Gradle wrapper script (`gradlew`) - created and functional
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✅ Gradle wrapper JAR - downloaded successfully
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✅ Gradle 8.0 - downloads and runs correctly
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✅ Build configuration files (build.gradle, settings.gradle)
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✅ Java source files and native code structure
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### What's Missing:
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❌ Java 11 or higher
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❌ Android SDK (ANDROID_HOME environment variable)
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❌ Android build tools
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### To Build APK:
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**Step 1: Install Java 11+**
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```bash
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sudo apt install openjdk-11-jdk
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# or
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sudo apt install openjdk-17-jdk
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```
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**Step 2: Set JAVA_HOME**
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```bash
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export JAVA_HOME=/usr/lib/jvm/java-11-openjdk-amd64
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# or for Java 17:
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export JAVA_HOME=/usr/lib/jvm/java-17-openjdk-amd64
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```
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**Step 3: Install Android SDK**
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```bash
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# Option A: Install via Android Studio
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# Download from https://developer.android.com/studio
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# Install and set:
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export ANDROID_HOME=$HOME/Android/Sdk
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export PATH=$PATH:$ANDROID_HOME/tools:$ANDROID_HOME/platform-tools
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# Option B: Install command-line tools only
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mkdir -p $HOME/Android/Sdk
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cd $HOME/Android/Sdk
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wget https://dl.google.com/android/repository/commandlinetools-linux-9477386_latest.zip
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unzip commandlinetools-linux-9477386_latest.zip
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mkdir -p cmdline-tools/latest
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mv cmdline-tools/* cmdline-tools/latest/ 2>/dev/null || true
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export ANDROID_HOME=$HOME/Android/Sdk
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export PATH=$PATH:$ANDROID_HOME/cmdline-tools/latest/bin:$ANDROID_HOME/platform-tools
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# Accept licenses and install SDK
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yes | sdkmanager --licenses
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sdkmanager "platform-tools" "platforms;android-33" "build-tools;33.0.0"
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```
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**Step 4: Build APK**
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```bash
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cd platform/android
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export JAVA_HOME=/usr/lib/jvm/java-11-openjdk-amd64 # or java-17
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export ANDROID_HOME=$HOME/Android/Sdk
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./gradlew assembleDebug # Debug APK
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./gradlew assembleRelease # Release APK (requires signing)
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```
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**Step 5: Find APK**
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```bash
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# Debug APK location:
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platform/android/app/build/outputs/apk/debug/app-debug.apk
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# Release APK location:
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platform/android/app/build/outputs/apk/release/app-release.apk
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```
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### Alternative: Use Android Studio
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1. Install Android Studio
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2. Open `platform/android/` directory
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3. Let Android Studio sync Gradle and download dependencies
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4. Build -> Build Bundle(s) / APK(s) -> Build APK(s)
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### Project Structure:
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```
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platform/android/
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├── app/
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│ ├── build.gradle
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│ └── src/
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│ ├── main/
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│ │ ├── AndroidManifest.xml
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│ │ ├── java/com/idtech3/
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│ │ │ ├── MainActivity.java
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│ │ │ └── EngineSurfaceRenderer.java
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│ │ └── cpp/
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│ │ ├── CMakeLists.txt
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│ │ └── native-lib.cpp
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├── build.gradle
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├── settings.gradle
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├── gradlew (executable)
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└── gradle/wrapper/
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├── gradle-wrapper.jar
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└── gradle-wrapper.properties
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```
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### Current Configuration:
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- **Gradle Version**: 8.0
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- **Android Gradle Plugin**: 7.4.2 (compatible with Java 11+)
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- **Compile SDK**: 33
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- **Min SDK**: 21
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- **Target SDK**: 33
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- **ABIs**: arm64-v8a, armeabi-v7a, x86_64
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### Next Steps:
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1. Install Java 11 or 17
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2. Install Android SDK
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3. Run `./gradlew assembleDebug` to build APK

docs/DXR_VULKAN_PARITY.md

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# DirectX 12 DXR vs Vulkan RTX Feature Parity Analysis
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## Executive Summary
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**Current Status: DXR does NOT reach parity with Vulkan RTX**
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The DirectX 12 DXR implementation is significantly behind the Vulkan RTX implementation. While basic ray tracing infrastructure exists, many advanced features are missing.
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## Feature Comparison Matrix
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| Feature | Vulkan RTX | DirectX 12 DXR | Status |
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|---------|------------|----------------|--------|
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| **Core Ray Tracing** |
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| Hardware ray tracing support | ✅ Full | ✅ Basic | ⚠️ Partial |
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| Acceleration structures (BLAS/TLAS) | ✅ Complete | 🔄 Framework only | ❌ Missing |
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| Shader binding table | ✅ Complete | ✅ Basic | ⚠️ Partial |
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| Ray generation shader | ✅ Complete | ✅ Basic | ⚠️ Partial |
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| Closest hit shader | ✅ Complete | ✅ Basic | ⚠️ Partial |
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| Miss shader | ✅ Complete | ✅ Basic | ⚠️ Partial |
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| **Advanced Features** |
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| ASVGF Denoising | ✅ Complete (CPU + GPU) | ❌ None | ❌ Missing |
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| Path Tracing | ✅ Complete | ❌ None | ❌ Missing |
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| Blue Noise Textures | ✅ Complete (128 layers) | ❌ None | ❌ Missing |
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| ReLAX Denoising | ✅ Complete | ❌ None | ❌ Missing |
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| Temporal Accumulation | ✅ Complete | ❌ None | ❌ Missing |
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| Gradient Reconstruction | ✅ Complete | ❌ None | ❌ Missing |
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| Atrous Filtering | ✅ Complete | ❌ None | ❌ Missing |
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| **Lighting** |
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| Cluster-based light culling | ✅ Complete | ❌ None | ❌ Missing |
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| Light visibility buffers | ✅ Complete | ❌ None | ❌ Missing |
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| Area light sampling | ✅ Complete | ❌ None | ❌ Missing |
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| **Integration** |
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| Denoiser integration | ✅ Complete | ❌ None | ❌ Missing |
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| Composite with raster | ✅ Complete | ❌ None | ❌ Missing |
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| G-buffer integration | ✅ Complete | ❌ None | ❌ Missing |
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| Motion vectors | ✅ Complete | ❌ None | ❌ Missing |
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| **Quality Settings** |
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| Quality presets | ✅ Complete | ❌ None | ❌ Missing |
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| Sample count control | ✅ Complete | ❌ None | ❌ Missing |
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| Bounce depth control | ✅ Complete | ❌ None | ❌ Missing |
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## Detailed Analysis
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### ✅ Implemented in Both
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1. **Basic Ray Tracing Infrastructure**
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- DXR capability detection
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- Device interface acquisition
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- Command list interface
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- Basic shader compilation framework
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### ⚠️ Partial Implementation (DXR)
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1. **Acceleration Structures**
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- Vulkan: Full BLAS/TLAS building with geometry upload
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- DXR: Framework exists but geometry building not implemented
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- **Gap**: No actual geometry acceleration structure creation
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2. **Ray Tracing Pipeline**
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- Vulkan: Complete pipeline with all shader stages
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- DXR: Basic shader compilation but pipeline state incomplete
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- **Gap**: Pipeline state object creation is placeholder
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3. **Shader Binding Table**
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- Vulkan: Complete SBT with proper shader identifiers
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- DXR: Buffer created but not populated with shader identifiers
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- **Gap**: SBT not properly initialized
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### ❌ Missing in DXR
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1. **ASVGF Denoising System**
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- Vulkan has complete ASVGF implementation:
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- `vk_denoiser.cpp` - CPU-side denoising
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- `asvgf_grad.comp` - Gradient reconstruction shader
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- `asvgf_temporal.comp` - Temporal accumulation shader
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- `asvgf_atrous.comp` - Atrous filtering shader
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- DXR has: **Nothing**
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2. **Path Tracing**
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- Vulkan has `vk_path_tracer.cpp` with:
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- Multiple bounces
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- Russian roulette
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- Sample accumulation
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- DXR has: **Nothing**
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3. **Blue Noise Textures**
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- Vulkan loads 128-layer blue noise texture array
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- Used for better sampling patterns
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- DXR has: **Nothing**
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4. **ReLAX Denoising**
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- Vulkan has `rt_relax.comp` compute shader
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- Advanced temporal-spatial denoising
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- DXR has: **Nothing**
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5. **Light Sampling System**
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- Vulkan has `rt_light_sampling.glsl` with:
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- Cluster-based culling
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- Light visibility buffers
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- Area light sampling
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- DXR has: **Nothing**
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6. **Integration Features**
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- Vulkan has complete integration:
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- `vk_rt_denoise()` - Denoising dispatch
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- `vk_rt_composite()` - Composite with raster
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- G-buffer integration
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- Motion vector support
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- DXR has: **Nothing**
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## Code Evidence
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### Vulkan RTX Features (Present)
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```cpp
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// Denoising
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src/renderers/vulkan/rtx/vk_denoiser.cpp // ASVGF denoising
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src/renderers/vulkan/shaders/glsl/asvgf_grad.comp // Gradient shader
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src/renderers/vulkan/shaders/glsl/asvgf_temporal.comp // Temporal shader
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src/renderers/vulkan/shaders/glsl/asvgf_atrous.comp // Atrous shader
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// Path Tracing
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src/renderers/vulkan/rtx/vk_path_tracer.cpp // Path tracer
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// Blue Noise
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vk_rt_load_blue_noise_array() in vk_raytracing.cpp
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// Light Sampling
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src/renderers/vulkan/shaders/glsl/rt_light_sampling.glsl
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// Integration
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vk_rt_denoise(), vk_rt_composite() in vk_rtx_main.cpp
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```
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### DirectX 12 DXR Features (Missing)
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```cpp
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// Only basic infrastructure exists:
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src/renderers/d3d12/d3d12_raytracing.c // Basic framework only
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src/renderers/d3d12/shaders/rt_raygen.hlsl // Basic shader
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src/renderers/d3d12/shaders/rt_closesthit.hlsl // Basic shader
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src/renderers/d3d12/shaders/rt_miss.hlsl // Basic shader
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// Missing:
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- No denoising implementation
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- No path tracing
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- No blue noise loading
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- No light sampling system
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- No integration with rendering pipeline
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```
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## Recommendations
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### Priority 1: Core Functionality
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1. **Complete Acceleration Structure Building**
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- Implement BLAS creation from geometry
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- Implement TLAS creation with instances
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- Add geometry upload and management
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2. **Complete Ray Tracing Pipeline**
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- Finish pipeline state object creation
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- Populate shader binding table with identifiers
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- Integrate with rendering pipeline
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### Priority 2: Advanced Features
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3. **ASVGF Denoising (HLSL Compute Shaders)**
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- Port `asvgf_grad.comp` → HLSL compute shader
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- Port `asvgf_temporal.comp` → HLSL compute shader
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- Port `asvgf_atrous.comp` → HLSL compute shader
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- Create D3D12 denoiser implementation
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4. **Blue Noise Texture Loading**
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- Port `vk_rt_load_blue_noise_array()` to D3D12
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- Create 2D array texture in D3D12
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- Upload texture layers
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5. **Path Tracing**
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- Port `vk_path_tracer.cpp` to D3D12
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- Add HLSL path tracing shaders
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### Priority 3: Integration
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6. **Light Sampling System**
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- Port `rt_light_sampling.glsl` to HLSL
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- Implement cluster-based culling in D3D12
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7. **Pipeline Integration**
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- Add denoising dispatch
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- Add composite pass
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- Integrate with G-buffer
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## Conclusion
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The DirectX 12 DXR implementation is approximately **20-30% complete** compared to Vulkan RTX. While the basic infrastructure exists, all advanced features (denoising, path tracing, blue noise, light sampling) are missing. To reach parity, significant development work is needed, particularly:
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1. Complete the core ray tracing pipeline
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2. Port all denoising shaders to HLSL
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3. Implement blue noise texture loading
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4. Add path tracing support
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5. Integrate with the rendering pipeline
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The q3rtx reference implementation is Vulkan-only, so DXR features would need to be ported from the existing Vulkan implementation.

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