Cubemap Prefiltering (🟠WIP)¢

Resulting code: step222

ProblemΒΆ

In the Physically-Based Materials chapter, we loaded a prefiltered cube map, where MIP levels correspond to radiance pre-integrated for different roughness rather than being a simple average.

We see in this section how to generate these MIP levels.

Multiple MIP levelsΒΆ

TODO

// In Application.h
// We generate views for each MIP level, and for each cubemap face
std::vector<std::array<wgpu::TextureView, 6>> m_cubemapTextureLayers;
// Views that represent a complete cube at a given MIP level
std::vector<wgpu::TextureView> m_cubemapTextureMips;
// Remove m_cubemapTextureView

struct Settings {
    // [...]
    int mipLevel = 0;
};
// In initTexturesEquirectToCubemap()
textureDesc.mipLevelCount = wgpuMaxMipLevels2D(textureDesc.size);
m_cubemapTexture = m_device.createTexture(textureDesc);
// In initTextureViews()
uint32_t levelCount = m_cubemapTexture.getMipLevelCount();
m_cubemapTextureLayers.resize(levelCount, {nullptr, nullptr, nullptr, nullptr, nullptr, nullptr});
for (uint32_t level = 0; level < levelCount; ++level) {
    textureViewDesc.baseMipLevel = level;
    for (uint32_t i = 0; i < 6; ++i) {
        textureViewDesc.label = outputLabels[i];
        textureViewDesc.baseArrayLayer = i;
        m_cubemapTextureLayers[level][i] = m_cubemapTexture.createView(textureViewDesc);
    }
}

textureViewDesc.baseArrayLayer = 0;
textureViewDesc.arrayLayerCount = 6;
textureViewDesc.dimension = TextureViewDimension::Cube;
textureViewDesc.dimension = m_settings.mode == Mode::EquirectToCubemap ? TextureViewDimension::_2DArray : TextureViewDimension::Cube;
m_cubemapTextureMips.resize(levelCount, nullptr);
for (uint32_t level = 0; level < levelCount; ++level) {
    textureViewDesc.baseMipLevel = level;
    m_cubemapTextureMips[level] = m_cubemapTexture.createView(textureViewDesc);
}

// In initBindGroup
entries[1].textureView = m_cubemapTextureMips[0];

// At the end of initTextures()
m_settings.mipLevel = glm::clamp(m_settings.mipLevel, 0, (int)m_cubemapTexture.getMipLevelCount() - 1);
// In onGui()
const auto& mipViews = m_cubemapTextureLayers[m_settings.mipLevel];

view = (ImTextureID)mipViews[(int)CubeFace::NegativeY];
drawList->AddImage(view, { of.x + 0 * s, of.y + s }, { of.x + 1 * s, of.y + 2 * s }, { 0, 0 }, {1, 1});

// [...]
ImGui::SliderInt("MIP Level", &m_settings.mipLevel, 0, m_cubemapTexture.getMipLevelCount() - 1);

TODO

Multiple DispatchesΒΆ

TODO

Create one bind group per MIP level. Bind group #0 is the one we used to have, and others are used to compute the prefiltered version of MIP level 0 at different levels.

// In Application.h
std::vector<wgpu::BindGroup> m_bindGroups;
// Remove wgpu::BindGroup m_bindGroup

// In Application.cpp
void Application::initBindGroups() {
    uint32_t levelCount = m_cubemapTexture.getMipLevelCount();
    m_bindGroups.resize(m_settings.mode == Mode::EquirectToCubemap ? levelCount : 1, nullptr);

    // [...]

    m_bindGroups[0] = m_device.createBindGroup(bindGroupDesc);

    // Create bind groups for other MIP levels
    if (m_settings.mode == Mode::EquirectToCubemap) {
        // MIP level 0
        entries[0].binding = 1; // inputCubemapTexture
        entries[0].textureView = m_cubemapTextureMips[0];

        // MIP level `level`
        entries[1].binding = 3; // outputCubemapTexture

        bindGroupDesc.layout = m_prefilteringBindGroupLayout;

        for (uint32_t level = 1; level < levelCount; ++level) {
            entries[1].textureView = m_cubemapTextureMips[level];
            m_bindGroups[level] = m_device.createBindGroup(bindGroupDesc);
        }
    }
}

void Application::terminateBindGroups() {
    wgpuBindGroupRelease(m_bindGroup);
    for (BindGroup bg : m_prefilteringBindGroup) {
        wgpuBindGroupRelease(bg);
    }
}

We need to define m_prefilteringBindGroupLayout:

// In Application.h
wgpu::BindGroupLayout m_prefilteringBindGroupLayout = nullptr;

// At the end of Application::initBindGroupLayouts()
if (m_settings.mode == Mode::EquirectToCubemap) {
    // CubeMap as input
    bindings[0].binding = 1;
    bindings[0].texture.sampleType = TextureSampleType::Float;
    bindings[0].texture.viewDimension = TextureViewDimension::Cube;
    bindings[0].visibility = ShaderStage::Compute;

    // CubeMap as output
    bindings[1].binding = 3;
    bindings[1].storageTexture.access = StorageTextureAccess::WriteOnly;
    bindings[1].storageTexture.format = TextureFormat::RGBA8Unorm;
    bindings[1].storageTexture.viewDimension = TextureViewDimension::_2DArray;
    bindings[1].visibility = ShaderStage::Compute;

    m_prefilteringBindGroupLayout = m_device.createBindGroupLayout(bindGroupLayoutDesc);
}

In onCompute, after dispatching the first work group:

// Prefiltering dispatches
computePass.setPipeline(m_prefilteringPipeline);
if (m_settings.mode == Mode::EquirectToCubemap) {
    uint32_t levelCount = m_cubemapTexture.getMipLevelCount();
    for (uint32_t level = 1; level < levelCount; ++level) {
        computePass.setBindGroup(0, m_bindGroups[level], 0, nullptr);

        invocationCountX = invocationCountX / 2;
        invocationCountY = invocationCountY / 2;
        workgroupCountX = (invocationCountX + workgroupSizePerDim - 1) / workgroupSizePerDim;
        workgroupCountY = (invocationCountY + workgroupSizePerDim - 1) / workgroupSizePerDim;
        computePass.dispatchWorkgroups(workgroupCountX, workgroupCountY, 1);
    }
}

We also need to define this m_prefilteringPipeline. It uses the same shader, but a different entry point.

// In Application.h
wgpu::ComputePipeline m_prefilteringPipeline = nullptr;

// In initComputePipelines()
switch (m_settings.mode) {
case Mode::EquirectToCubemap:
    computePipelineDesc.compute.entryPoint = "computeCubeMap";
    m_pipeline = m_device.createComputePipeline(computePipelineDesc);
    computePipelineDesc.compute.entryPoint = "prefilterCubeMap";
    m_prefilteringPipeline = m_device.createComputePipeline(computePipelineDesc);
    break;
case Mode::CubemapToEquirect:
    computePipelineDesc.compute.entryPoint = "computeEquirectangular";
    m_pipeline = m_device.createComputePipeline(computePipelineDesc);
    m_prefilteringPipeline = nullptr;
    break;
default:
    assert(false);
}

TODO

ConclusionΒΆ

Resulting code: step222