2018-09-16 01:35:16 +00:00
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[[raytracing]]
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= Raytracing
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Unlike draw commands which use rasterization, ray tracing is a rendering
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method which generates an image by tracing the path of rays which have a
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single origin and using shaders to determine the final colour of an image
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plane.
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Raytracing uses a separate rendering pipeline from both the graphics and
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compute pipelines (see <<pipelines-raytracing,Raytracing Pipeline>>).
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It has a unique set of programmable and fixed function stages.
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[[fig-raypipe]]
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image::images/raypipe.svg[align="center",title="Raytracing Pipeline",{fullimagewidth}]
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.Caption
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****
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Interaction between the different shader stages in the raytracing pipeline
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****
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[[raytracing-properties]]
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== Raytracing Properties
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[open,refpage='VkPhysicalDeviceRaytracingPropertiesNVX',desc='Properties of the physical device for raytracing',type='structs']
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--
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The sname:VkPhysicalDeviceRaytracingPropertiesNVX structure is defined as:
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include::../../api/structs/VkPhysicalDeviceRaytracingPropertiesNVX.txt[]
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:shaderHeaderSize size in bytes of the shader header.
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* pname:maxRecursionDepth is the maximum number of levels of recursion
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allowed in a trace command.
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* pname:maxGeometryCount is the maximum number of geometries in the bottom
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level acceleration structure.
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.Valid Usage
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****
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****
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include::../../validity/structs/VkPhysicalDeviceRaytracingPropertiesNVX.txt[]
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--
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[[raytracing-commands]]
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== Raytracing Commands
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_Raytracing commands_ provoke work in the raytacing pipeline.
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Raytracing commands are recorded into a command buffer and when executed by
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a queue will produce work which executes according to the currently bound
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raytracing pipeline.
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A raytracing pipeline must: be bound to a command buffer before any
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raytracing commands are recorded in that command buffer.
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Each raytracing call operates on a set of shader stages that are specific to
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the raytracing pipeline as well as a set of sname:VkAccelerationStructure
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objects which describe the scene geometry in an implementation-specific way.
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The relationship between the raytracing pipeline object and the acceleration
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structures is passed into the raytacing command in a sname:VkBuffer object
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known as a _shader binding table_.
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During execution, control alternates between scheduling and other
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operations.
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The scheduling functionality is implementation-specific and is responsible
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for workload execution.
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The shader stages are programmable.
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_Traversal_, which refers to the process of traversing acceleration
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structures to find potential intersections of rays with geometry, is fixed
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function.
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The programmable portions of the pipeline are exposed in a single-ray
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programming model.
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Each GPU thread handles one ray at a time.
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Memory operations can be synchronized using standard memory barriers.
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However, communication and synchronization between threads is not allowed.
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In particular, the use of compute pipeline synchronization functions is not
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supported in the raytracing pipeline.
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[open,refpage='vkCmdTraceRaysNVX',desc='Initialize a raytracing dispatch',type='protos']
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--
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To dispatch a raytracing call use:
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include::../../api/protos/vkCmdTraceRaysNVX.txt[]
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* pname:cmdBuf is the command buffer into which the command will be
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recorded.
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* pname:raygenShaderBindingTableBuffer is the buffer object that holds the
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shader binding table data for the ray generation shader stage.
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* pname:raygenShaderBindingOffset is the offset (relative to
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pname:raygenShaderBindingTableBuffer) of the ray generation shader being
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used for the trace.
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* pname:missShaderBindingTableBuffer is the buffer object that holds the
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shader binding table data for the miss shader stage.
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* pname:missShaderBindingOffset is the offset (relative to
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pname:missShaderBindingTableBuffer) of the miss shader being used for
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the trace.
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* pname:missShaderBindingStride is the size of each shader binding table
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record in pname:missShaderBindingTableBuffer
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* pname:hitShaderBindingTableBuffer is the buffer object that holds the
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shader binding table data for the hit shader stages.
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* pname:hitShaderBindingOffset is the offset (relative to
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pname:hitShaderBindingTableBuffer) of the hit shader group being used
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for the trace.
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* pname:hitShaderBindingStride is the size of each shader binding table
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record in pname:hitShaderBindingTableBuffer
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* pname:width is the width of the ray trace query dimensions.
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* pname:height is height of the ray trace query dimensions.
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When the command is executed, a ray query of [eq]#pname:width {times}
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pname:height# rays is assembled.
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.Valid Usage
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****
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****
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include::../../validity/protos/vkCmdTraceRaysNVX.txt[]
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--
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[[shader-binding-table]]
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== Shader Binding Table
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A _shader binding table_ is a resource which establishes the relationship
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between the raytracing pipeline and the acceleration structures that were
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built for the ray tracing query.
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It indicates the shaders that operate on each geometry in an acceleration
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structure.
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In addition, it contains the resources accessed by each shader, including
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textures and constants.
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The application allocates and manages _shader binding tables_ as
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elink:VkBuffer objects.
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The shader binding tables to use in a ray tracing query are passed to
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fname:VkCmdTraceRaysNVX.
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Shader binding tables are read-only in shaders that are executing on the ray
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tracing pipeline.
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[[shader-binding-table-indexing-rules]]
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=== Indexing Rules
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In order to execute the correct shaders and access the correct resources
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during a ray tracing dispatch, the implementation must be able to locate
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shader binding table entries at various stages of execution.
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This is accomplished by defining a set of indexing rules that compute shader
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binding table record positions relative to the buffer's base address in
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memory.
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The application must: organize the contents of the shader binding table's
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memory in a way that application of the indexing rules will lead to correct
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records.
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==== Ray Generation Shaders
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Only one ray generation shader is executed per ray tracing dispatch.
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Its location is passed into fname:vkCmdTraceRaysNVX using the
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pname:raygenShaderBindingTableBuffer and
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pname:raygenShaderBindingTableOffset parameters.
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The rule to compute a ray generation shader binding table record index is:
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:: [eq]#pname:raygenShaderBindingTableIndex#
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==== Hit Shaders
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The base for the computation of intersection, any hit and closest hit shader
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locations is the pname:instanceShaderBindingTableRecordOffset value stored
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with each instance of a top-level acceleration structure (see
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elink:VkInstanceNVX).
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This value determines the beginning of the shader binding table records for
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a given instance.
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Each geometry in the instance must: have at least one hit program record.
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In the following rule, _geometryIndex_ refers to the location of the
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geometry within the instance.
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The pname:sbtRecordStride and pname:sbtRecordOffset values are passed in as
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parameters to fname:traceNVX() calls made in the shaders.
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See Section 8.19 (Raytracing Functions) of the OpenGL Shading Language
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Specification for more details.
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The result of this computation is then added to
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pname:hitProgramShaderBindingTableBaseIndex, a base index passed to
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fname:vkCmdTraceRaysNVX.
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The complete rule to compute a hit shader binding table record index is:
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:: [eq]#instanceShaderBindingTableRecordOffset {plus}
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hitProgramShaderBindingTableBaseIndex {plus} geometryIndex {times}
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sbtRecordStride {plus} sbtRecordOffset#
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==== Miss Shaders
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A Miss shader is executed whenever a ray query fails to find an intersection
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for the given scene geometry.
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Multiple miss shaders can be executed throughout a ray tracing dispatch.
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The base for the computation of miss shader locations is
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pname:missProgramShaderBindingTableBaseIndex, a base index passed into
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fname:vkCmdTraceRaysNVX.
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The pname:sbtRecordOffset value is passed in as parameters to
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fname:traceNVX() calls made in the shaders.
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See Section 8.19 (Raytracing Functions) of the OpenGL Shading Language
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Specification for more details.
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The complete rule to compute a miss shader binding table record index is:
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:: [eq]#missProgramShaderBindingTableBaseIndex {plus} sbtRecordOffset#
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[[acceleration-structure]]
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== Acceleration Structures
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_Acceleration structures_ are data structures used by the implementation to
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efficiently manage the scene geometry as it is traversed during a ray
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tracing query.
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The application is responsible for managing acceleration structure objects
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(see <<resources-acceleration-structures,Acceleration Structures>>,
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including allocation, destruction, executing builds or updates, and
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synchronizing resources used uring ray tracing queries.
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There are two types of acceleration structures, _top level acceleration
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structures_ and _bottom level acceleration structures_.
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[[fig-accelstruct]]
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image::images/accelstruct.svg[align="center",title="Acceleration Structure",{fullimagewidth}]
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.Caption
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****
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The diagram shows the relationship between top and bottom level acceleration
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structures.
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****
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[[acceleration-structure-instance]]
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=== Instances
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_Instances_ are found in top level acceleration structures and contain data
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that refer to a single bottom-level acceleration structure, a transform
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matrix, and shading information.
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Multiple instances may point to a single bottom level acceleration
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structure.
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[[acceleration-structure-geometry]]
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=== Geometry
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_Geometries_ refer to a triangle or axis-aligned bounding box.
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[[acceleration-structure-top-level]]
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=== Top Level Acceleration Structures
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Opaque acceleration structure for an array of instances.
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The descriptor referencing this is the starting point for tracing
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[[acceleration-structure-bottom-level]]
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=== Bottom Level Acceleration Structures
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Opaque acceleration structure for an array of geometries.
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[[acceleration-structure-building]]
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=== Building Acceleration Structures
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[open,refpage='vkCmdBuildAccelerationStructureNVX',desc='Build an acceleration structure',type='protos']
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--
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To build an acceleration structure call:
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include::../../api/protos/vkCmdBuildAccelerationStructureNVX.txt[]
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* pname:cmdBuf is the command buffer into which the command will be
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recorded
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* pname:type is the type of acceleration structure that is being built
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* pname:instanceCount is the number of instances in the acceleration
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structure.
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This parameter must: be 0 for bottom level acceleration structures.
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* pname:instanceData is the buffer containing instance data that will be
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used to build the acceleration structure.
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This parameter must: be NULL for bottom level acceleration structures.
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* pname:instanceOffset is the offset (relative to the start of
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pname:instanceData) at which the instance data is located.
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* pname:geometryCount is the number of geometries in the acceleration
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structure.
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This parameter must: be 0 for top level acceleration structures.
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* pname:pGeometries is a pointer to an array of geometries used by bottom
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level acceleration structures.
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This parameter must: be NULL for top level acceleration structures.
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* pname:flags is a ename:vkBuildAccelerationStructureFlagBitsNVX value
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that specifies additional parameters for the acceleration structure
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build.
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* pname:update specifies whether to update the pname:dst acceleration
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structure with the data in pname:src.
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* pname:dst points to the target acceleration structure for the build.
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* pname:src points to an existing acceleration structure that can be used
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to update the pname:dst acceleration structure.
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* pname:scratch is the sname:VkBuffer that will be used as scratch memory
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for the build.
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* pname:scratchOffset is the offset relative to the start of pname:scratch
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that will be used as scratch memory
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.Valid Usage
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****
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* [[VUID-vkCmdBuildAccelerationStructureNVX-geometryCount-02241]]
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pname:geometryCount must: be less than or equal to
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sname:VkPhysicalDeviceRaytracingPropertiesNVX::pname:maxGeometryCount
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****
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include::../../validity/protos/vkCmdBuildAccelerationStructureNVX.txt[]
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--
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[open,refpage='VkBuildAccelerationStructureFlagBitsNVX',desc='Bitmask specifying additional parameters for acceleration structure builds',type='enums']
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--
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Bits which can: be set in
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slink:vkBuildAccelerationStructureFlagBitsNVX::pname:flags, specifying
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additional parameters for acceleration structure builds, are:
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include::../../api/enums/VkBuildAccelerationStructureFlagBitsNVX.txt[]
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--
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[[acceleration-structure-copying]]
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=== Copying Acceleration Structures
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An additional command exists for copying acceleration structures without
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updating their contents.
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The acceleration structure object may: be compacted in order to improve
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performance.
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Before copying, an application must: query the size of the resulting
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acceleration structure.
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2018-09-29 10:23:41 +00:00
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[open,refpage='vkCmdWriteAccelerationStructurePropertiesNVX',desc='Write acceleration structure result parameters to query results.',type='protos']
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2018-09-16 01:35:16 +00:00
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--
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To query acceleration structure size parameters call:
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include::../../api/protos/vkCmdWriteAccelerationStructurePropertiesNVX.txt[]
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* pname:cmdBuf is the command buffer into which the command will be
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recorded.
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* pname:accelerationStructure points to an existing acceleration structure
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which has been built.
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* pname:queryType is a elink:VkQueryType value specifying the type of
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queries managed by the pool.
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* pname:queryPool is the query pool that will manage the results of the
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query.
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* pname:query is the query index within the query pool that will contain
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the results.
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.Valid Usage
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****
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* [[VUID-vkCmdWriteAccelerationStructurePropertiesNVX-queryType-02242]]
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pname:queryType must: be VK_QUERY_TYPE_COMPACTED_SIZE_NVX
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****
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include::../../validity/protos/vkCmdWriteAccelerationStructurePropertiesNVX.txt[]
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--
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[open,refpage='vkCmdCopyAccelerationStructureNVX',desc='Copy an acceleration structure',type='protos']
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--
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To copy an acceleration structure call:
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include::../../api/protos/vkCmdCopyAccelerationStructureNVX.txt[]
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* pname:cmdBuf is the command buffer into which the command will be
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recorded.
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* pname:dst points to the target acceleration structure for the build
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* pname:src points to an existing acceleration structure that can be used
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to update the pname:dst acceleration structure
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* pname:mode is a ename:VkCopyAccelerationStructureModeNVX value that
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specifies additional operations to perform during the copy.
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.Valid Usage
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****
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****
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include::../../validity/protos/vkCmdCopyAccelerationStructureNVX.txt[]
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--
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[open,refpage='VkCopyAccelerationStructureModeNVX',desc='Acceleration structure copy mode',type='enums']
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--
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Possible values of slink:vkCmdCopyAccelerationStructureNVX::pname:mode,
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specifying additional operations to perform during the copy, are:
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include::../../api/enums/VkCopyAccelerationStructureModeNVX.txt[]
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2018-09-29 10:23:41 +00:00
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* ename:VK_COPY_ACCELERATION_STRUCTURE_MODE_CLONE_NVX creates a direct
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copy of the acceleration structure specified in pname:src into the one
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specified by pname:dst.
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The pname:dst acceleration structure must: have been created with the
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same parameters as pname:src.
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* ename:VK_COPY_ACCELERATION_STRUCTURE_MODE_COMPACT_NVX creates a more
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compact version of an acceleration structure pname:src into pname:dst.
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The acceleration structure pname:dst must: have been created with a
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pname:compactedSize corresponding to the one returned by
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slink:vkCmdWriteAccelerationStructurePropertiesNVX after the build of
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the acceleration structure specified by pname:src.
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2018-09-16 01:35:16 +00:00
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--
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