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SDF Raymarching with Vulkan, Qt and a Node-based Shader Editor (Educational Project)

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SDF Ray4D Engine

image

Requirements

  • C++ 17 compiler (msvc, gcc, clang)
  • cmake v3.19+ (tested with 3.19)
  • Bash Shell
  • Qt v5.10+ (tested with 5.15)
  • Vulkan SDK v1.2.x (tested with v1.2.189)

Supported Platforms

  • Windows (out of the box)
  • Linux (requires Qt to build from source)
  • MacOS (TBC)

Download

clone repository with its submodules:

git clone --recurse-submodules -j8 https://github.com/hiradyazdan/sdf-ray4d-engine.git

Note:

  • nodeeditor has a conflict with vcpkg that have to manually remove a snippet of code from the CMakeLists.txt in nodeeditor/external/CMakeLists.txt as below:
  macro(find_package pkg)
    if(NOT TARGET "${pkg}")
      _find_package(${ARGV})
    endif()
  endmacro()

Config & Build

Make a copy of .env.build.example, rename it to .env.build and then fill/modify its required variables before the build.

Note: if on Linux, as Qt requires building from source along with the app build, it may take up to an hour to finish depending on the system memory.

Note: if on Windows, make sure vcpkg packages are 64-bit system compatible with -DVCPKG_TARGET_TRIPLET=x64-windows.

Inside your preferred build directory, run:

cmake -DCMAKE_TOOLCHAIN_FILE=${VCPKG_CMAKE_PATH} ..
cmake --build .

CMake Compilation Performance

Compiling source class implementations when split into multiple source files (i.e., Partial Class), to allow for readability/maintainability, may increase the compilation time.

source file => compilation/translation unit => obj file => linker => executable

It essentially creates extra multiple obj files for each split source file which is the result of increase in the number of compilation/translation units and therefore increase in the compilation time. There are a few ways to alleviate this reducing number of compilation units and saving compilation time, as below:

  • UNITY_BUILD (cmake 3.16+)
  • Pre-compiled Headers/PCH (cmake 3.16+)
  • Module Header Units (C++20 Modules)

Currently, cmake's UNITY_BUILD and PCH are used as, there's no Module Header units support for C++17 which is used in this project.

Design

Vulkan vs. DirectX vs. OpenGL

Vulkan Advantages

  • Multi-threading & Multi-GPU
  • Reducing driver overhead & CPU Load
    • preprocess/bake batches of calls in advance to submit to command queues per frame

Vulkan Execution Model

TBC

Qt Vulkan

High Level Architecture

Qt Vulkan App Design (High-level)

Support for Vulkan rendering was added to the Qt framework since v5.10

  • QMainWindow's child class (MainWindow) instantiates QVulkanInstance and QVulkanWindow's child (VulkanWindow), and sets the Vulkan instance to the VulkanWindow

  • QVulkanWindow is the equivalent of QOpenGLWindow

  • QVulkanWindowRenderer injects QVulkanWindow and implements Vulkan Device functions (QVulkanDeviceFunctions)

  • QVulkanDeviceFunctions instance created by QVulkanInstance is used to:

    • Create/Destroy Shader Module
    • Create/Destroy Buffer
    • Get Buffer Memory Requirements
    • Allocate/Free Memory
    • Bind Buffer Memory
    • Map/Unmap Memory
    • Create/Destroy Descriptor Pool
    • Create/Destroy Descriptor SetLayout
    • Allocate/Update Descriptor Sets
    • Create/Destroy Pipeline Cache
    • Create/Destroy Pipeline Layout
    • Create/Destroy Graphics Pipeline
    • CmdBeginRenderPass
    • CmdEndRenderPass
    • CmdBindPipeline
    • CmdBindDescriptorSets
    • CmdBindVertexBuffers
    • CmdSetViewport
    • CmdSetScissor
    • CmdDraw

In contrast to using GLFW, SDL or Native API, above Vulkan implementations are already abstracted and handled via QVulkanWindow and QVulkanDeviceFunctions where there's no need to create extra classes and functionality for them.

This means, VkDevice and its functions can be taken from QVulkanWindow instance. The same applies to all other vk prefixed functions which are invoked by QVulkanDeviceFunctionsinstance.

QVulkanWindowPrivate acts as an internal class and, its instance is injected into QVulkanWindow which manages all complex device related functionality including CPU-GPU Synchronization/Multithreading and is hidden from the user.

Performance (Speed & Memory Usage)

GUI Overhead (Qt)

Although using a Native API could be the most performant way for a GUI application, Qt as a wrapper around the native API has some features helping to lower the performance bottleneck:

  • Qt Signal-Slot fast mechanism (statically typed and MOC slot method calls)
  • Qt Multithreading (QtConcurrent & QFuture) - equivalent for std::async & std::future
Graphics API Overhead (Qt Vulkan Wrapper)

Memory Allocation is managed via QVulkanDeviceFunctions which has no more overhead than if it was managed through VMA (Vulkan Memory Allocator), which is a vulkan Memory Allocation Library, to simplify the creation and allocation of resources, while giving access to Vulkan functions.

SDF Raymarching (Sphere Tracing)

TBC

Depth Buffer Multi-pass Transfer Model

SDF Raymarched Objects Interaction with Mesh-based (Rasterized Geometry) Objects - Depth Calculation

Depth buffer Multi-pass Transfer Model

In order to be able to render rasterized objects on top of the raymarched objects depth buffer calculation is required. In doing so, an extra rendering pass is introduced to pass the depth buffer to the next rendering pass and use it.

Qt Widgets

TBC

SDF Graph (Node Editor)

SDF Graph Design (High-level)

The graph is loaded only after the main window scene and an initial render of a base shader. It was designed for simplicity and efficient usability to avoid any race condition accessing the material instance in order to load dynamic shaders as they require shader modules to have device functions already available at their disposal.

Therefore, SDF Graph window/widget is activated by clicking on a menu button by the user which provides access to all required functionality to load dynamic shaders.

SDF Graph Async/Load Design (High-level)

SDF Graph recompiles the shader which means the pipeline object will need to be updated by the shader modification. However, as in Vulkan almost all objects are immutable, on shader recompilation, the pipeline object is no exception and cannot be updated, so it needs to be recreated.

Shaders (Vulkan Shaders - SPIR-V)

SPIR-V Shaders on OpenGL are only available since v4.6+

SPIR-V shader compiler APIs:

Vulkan SDK's glslang and shaderc are not available via cmake. However, vcpkg port of glslang has glslangConfig.cmake which allows glslang to be linked and made available via cmake with #include.

shaderc vcpkg port, also, doesn't have cmake config and cannot be available via cmake.

KhronosGroup/glslang#2570

pulling glslang or shaderc with git submodule resolves the linking problem using cmake config from vulkan samples repo. vcpkg needs to be excluded if we pull in the git repository as otherwise, it will cause conflicts.

GLSL Compiler Multithreading Issue:

GLSL Compiler (glslang) cannot initialize and run synchronously in multiple threads, but can only run and compile exactly once per process, not per thread. Therefore, initial compiling & loading of multiple static shaders cannot be done async and in a separate thread each.

Also, because pipelines initialization directly depend on the result of the loaded shaders, running shader compilation and load in parallel with pipeline creation doesn't make sense as it either way has to wait for the result of the loaded shaders to be able to initialize a pipeline.

Current Solution

The best solution currently is to only pre-compile static shaders to .spv files at build-time, in order to have them load async. Then when SDF Graph dynamic shaders are to be compiled by the user at runtime, they queue up on separate threads to load into the scene without stalling/freezing the frames or any other real-time interaction.

This requires a specific algorithm to identify which shaders need to be picked up at compile time and which at runtime.

SPIRV Notes

  • They do not validate glsl version 410 and below (because of second point as it lacks binding value, and they need uniform buffers binding).
  • They do not validate uniforms without blocks (they need to be wrapped into ubo)
  • in and out variables need to be specified with their locations

SPIRV shaders are essentially a set of shader instructions in bytecode, which means they won't have any comments or empty spaces included and therefore are already space-optimized. Using Vulkan SDK's SPIRV Disassembler (spirv-dis) prints out shader instructions.