Add a virtualgeometry module implementing a Nanite-inspired virtualized geometry pipeline on the Vulkan backend: - Cluster DAG preprocess (CPU): greedy meshletization + QEM edge-collapse hierarchical LOD, with per-cluster bounding spheres and geometric error. - GPU-driven culling (compute): frustum + screen-space-error LOD selection that emits exactly one cluster per DAG branch (no gaps/overlaps). - Software cluster rasterizer (compute): fills a visibility buffer (packed depth<<16 | clusterId) via atomicMin. - Visibility-buffer resolve (CPU readback + resolve shader reference). - Module facade (VirtualGeometry / VirtualGeometryRenderer) reusing the gpgpu compute backend; LodSelection CPU reference for tests. - 14 unit tests (CPU preprocess + LOD-transition sweep + GPU end-to-end), shader compile script, example, and design doc.
91 lines
3.2 KiB
Python
91 lines
3.2 KiB
Python
#!/usr/bin/env python3
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"""Compile virtualgeometry GLSL compute/fragment shaders into .spv and .inc.
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Run from the repo root (or pass a directory):
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python3 scripts/compile_virtualgeometry_shaders.py
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Emits, next to each .glsl/.comp/.frag/.vert source:
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- <stem>.spv (raw SPIR-V binary, loaded at runtime)
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- <stem>_spv.inc (embedded uint32 array for the backend)
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The .inc files are #included by virtualgeometry/vulkan/VulkanVirtualGeometry.cpp.
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Only VG_COMMON_GLSL is #included by the passes; the include dir is added via -I.
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"""
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import os
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import subprocess
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import sys
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import struct
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ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
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SHADERS = os.path.join(ROOT, "src", "modules", "virtualgeometry", "shaders")
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STAGES = {".comp": "compute", ".vert": "vertex", ".frag": "fragment"}
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def find_compiler():
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for name in ("glslc", "glslangValidator"):
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path = subprocess.run(["which", name], capture_output=True, text=True).stdout.strip()
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if path:
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return name, path
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return None, None
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def compile_one(compiler, src, out_spv, stage):
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inc = os.path.join(SHADERS)
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if compiler == "glslc":
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cmd = ["glslc", "-I", inc, "-fshader-stage=" + stage, "-o", out_spv, src]
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else:
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cmd = ["glslangValidator", "-I", inc, "-S", stage, "-o", out_spv, src]
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res = subprocess.run(cmd, capture_output=True, text=True)
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if res.returncode != 0:
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print("FAIL", src)
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print(res.stdout)
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print(res.stderr)
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return False
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return True
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def emit_inc(spv, inc, symbol):
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with open(spv, "rb") as f:
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data = f.read()
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assert len(data) % 4 == 0, "SPIR-V size must be word-aligned"
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words = struct.unpack("<%dI" % (len(data) // 4), data)
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lines = ["// Generated by compile_virtualgeometry_shaders.py. Do not edit."]
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lines.append("#pragma once")
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lines.append("static const uint32_t %s[] = {" % symbol)
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for i in range(0, len(words), 6):
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chunk = words[i:i + 6]
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lines.append(" " + ", ".join("0x%08x" % w for w in chunk) + ",")
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lines.append("};")
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lines.append("static const size_t %s_count = sizeof(%s) / sizeof(%s[0]);" % (symbol, symbol, symbol))
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with open(inc, "w") as f:
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f.write("\n".join(lines) + "\n")
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def main():
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compiler, _ = find_compiler()
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if not compiler:
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print("No GLSL compiler (glslc / glslangValidator) found on PATH.")
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return 1
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base_dir = sys.argv[1] if len(sys.argv) > 1 else SHADERS
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for root, _, files in os.walk(base_dir):
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for name in sorted(files):
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ext = os.path.splitext(name)[1]
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if ext not in STAGES or name == "vg_common.glsl":
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continue
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stem = os.path.splitext(name)[0]
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src = os.path.join(root, name)
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# Suffix with the stage so vg_resolve.vert and vg_resolve.frag don't collide.
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spv = os.path.join(root, "%s_%s.spv" % (stem, STAGES[ext]))
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inc = os.path.join(root, "%s_%s_spv.inc" % (stem, STAGES[ext]))
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if not compile_one(compiler, src, spv, STAGES[ext]):
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return 1
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emit_inc(spv, inc, "%s_%s_spv" % (stem, STAGES[ext]))
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print("compiled", os.path.relpath(spv, ROOT))
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return 0
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if __name__ == "__main__":
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sys.exit(main())
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