VK_KHR_ray_tracing_pipeline
Other Extension Metadata
Last Modified Date
2020-11-12
Interactions and External Dependencies
- This extension provides API support for
GLSL_EXT_ray_tracing
- This extension interacts with Vulkan 1.2 and
VK_KHR_vulkan_memory_model, adding the shader-call-related relation of invocations, shader-call-order partial order of dynamic instances of instructions,
and the
ShaderCallKHR
scope. - This extension interacts with VK_KHR_pipeline_library, enabling pipeline libraries to be used with ray tracing pipelines and enabling usage of VkRayTracingPipelineInterfaceCreateInfoKHR.
Contributors
- Matthäus Chajdas, AMD
- Greg Grebe, AMD
- Nicolai Hähnle, AMD
- Tobias Hector, AMD
- Dave Oldcorn, AMD
- Skyler Saleh, AMD
- Mathieu Robart, Arm
- Marius Bjorge, Arm
- Tom Olson, Arm
- Sebastian Tafuri, EA
- Henrik Rydgard, Embark
- Juan Cañada, Epic Games
- Patrick Kelly, Epic Games
- Yuriy O’Donnell, Epic Games
- Michael Doggett, Facebook/Oculus
- Andrew Garrard, Imagination
- Don Scorgie, Imagination
- Dae Kim, Imagination
- Joshua Barczak, Intel
- Slawek Grajewski, Intel
- Jeff Bolz, NVIDIA
- Pascal Gautron, NVIDIA
- Daniel Koch, NVIDIA
- Christoph Kubisch, NVIDIA
- Ashwin Lele, NVIDIA
- Robert Stepinski, NVIDIA
- Martin Stich, NVIDIA
- Nuno Subtil, NVIDIA
- Eric Werness, NVIDIA
- Jon Leech, Khronos
- Jeroen van Schijndel, OTOY
- Juul Joosten, OTOY
- Alex Bourd, Qualcomm
- Roman Larionov, Qualcomm
- David McAllister, Qualcomm
- Spencer Fricke, Samsung
- Lewis Gordon, Samsung
- Ralph Potter, Samsung
- Jasper Bekkers, Traverse Research
- Jesse Barker, Unity
- Baldur Karlsson, Valve
Description
Rasterization has been the dominant method to produce interactive graphics, but increasing performance of graphics hardware has made ray tracing a viable option for interactive rendering. Being able to integrate ray tracing with traditional rasterization makes it easier for applications to incrementally add ray traced effects to existing applications or to do hybrid approaches with rasterization for primary visibility and ray tracing for secondary queries.
To enable ray tracing, this extension adds a few different categories of new functionality:
- A new ray tracing pipeline type with new shader domains: ray generation, intersection, any-hit, closest hit, miss, and callable
- A shader binding indirection table to link shader groups with acceleration structure items
- Ray tracing commands which initiate the ray pipeline traversal and invocation of the various new shader domains depending on which traversal conditions are met
This extension adds support for the following SPIR-V extension in Vulkan:
SPV_KHR_ray_tracing
New Commands
- vkCmdSetRayTracingPipelineStackSizeKHR
- vkCmdTraceRaysIndirectKHR
- vkCmdTraceRaysKHR
- vkCreateRayTracingPipelinesKHR
- vkGetRayTracingCaptureReplayShaderGroupHandlesKHR
- vkGetRayTracingShaderGroupHandlesKHR
- vkGetRayTracingShaderGroupStackSizeKHR
New Structures
- VkRayTracingPipelineCreateInfoKHR
- VkRayTracingPipelineInterfaceCreateInfoKHR
- VkRayTracingShaderGroupCreateInfoKHR
- VkStridedDeviceAddressRegionKHR
- VkTraceRaysIndirectCommandKHR
- Extending VkPhysicalDeviceFeatures2, VkDeviceCreateInfo:
- Extending VkPhysicalDeviceProperties2:
New Enums
New Enum Constants
VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME
VK_KHR_RAY_TRACING_PIPELINE_SPEC_VERSION
VK_SHADER_UNUSED_KHR
- Extending VkBufferUsageFlagBits:
VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR
- Extending VkDynamicState:
VK_DYNAMIC_STATE_RAY_TRACING_PIPELINE_STACK_SIZE_KHR
- Extending VkPipelineBindPoint:
VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR
- Extending VkPipelineCreateFlagBits:
VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_ANY_HIT_SHADERS_BIT_KHR
VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_CLOSEST_HIT_SHADERS_BIT_KHR
VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_INTERSECTION_SHADERS_BIT_KHR
VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_MISS_SHADERS_BIT_KHR
VK_PIPELINE_CREATE_RAY_TRACING_SHADER_GROUP_HANDLE_CAPTURE_REPLAY_BIT_KHR
VK_PIPELINE_CREATE_RAY_TRACING_SKIP_AABBS_BIT_KHR
VK_PIPELINE_CREATE_RAY_TRACING_SKIP_TRIANGLES_BIT_KHR
- Extending VkPipelineStageFlagBits:
VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR
- Extending VkShaderStageFlagBits:
VK_SHADER_STAGE_ANY_HIT_BIT_KHR
VK_SHADER_STAGE_CALLABLE_BIT_KHR
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR
VK_SHADER_STAGE_INTERSECTION_BIT_KHR
VK_SHADER_STAGE_MISS_BIT_KHR
VK_SHADER_STAGE_RAYGEN_BIT_KHR
- Extending VkStructureType:
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_PROPERTIES_KHR
VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR
VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_INTERFACE_CREATE_INFO_KHR
VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR
New or Modified Built-In Variables
LaunchIdKHR
LaunchSizeKHR
WorldRayOriginKHR
WorldRayDirectionKHR
ObjectRayOriginKHR
ObjectRayDirectionKHR
RayTminKHR
RayTmaxKHR
InstanceCustomIndexKHR
InstanceId
ObjectToWorldKHR
WorldToObjectKHR
HitKindKHR
IncomingRayFlagsKHR
RayGeometryIndexKHR
- (modified)
PrimitiveId
New SPIR-V Capabilities
Issues
(1) How does this extension differ from VK_NV_ray_tracing?
DISCUSSION:
The following is a summary of the main functional differences between VK_KHR_ray_tracing_pipeline and VK_NV_ray_tracing:
- added support for indirect ray tracing (vkCmdTraceRaysIndirectKHR)
- uses SPV_KHR_ray_tracing instead of SPV_NV_ray_tracing
- refer to KHR SPIR-V enums instead of NV SPIR-V enums (which are functionally equivalent and aliased to the same values).
- added
RayGeometryIndexKHR
built-in
- removed vkCompileDeferredNV compilation functionality and replaced with deferred host operations interactions for ray tracing
- added VkPhysicalDeviceRayTracingPipelineFeaturesKHR structure
- extended VkPhysicalDeviceRayTracingPipelinePropertiesKHR structure
- renamed
maxRecursionDepth
tomaxRayRecursionDepth
and it has a minimum of 1 instead of 31 - require
shaderGroupHandleSize
to be 32 bytes - added
maxRayDispatchInvocationCount
,shaderGroupHandleAlignment
andmaxRayHitAttributeSize
- renamed
- reworked geometry structures so they could be better shared between device, host, and indirect builds
- changed SBT parameters to a structure and added size (VkStridedDeviceAddressRegionKHR)
- add parameter for requesting memory requirements for host and/or device build
- added pipeline library support for ray tracing
- added watertightness guarantees
- added no-null-shader pipeline flags
(
VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_*_SHADERS_BIT_KHR
) - added memory model interactions with ray tracing and define how subgroups work and can be repacked
(2) Can you give a more detailed comparison of differences and similarities between VK_NV_ray_tracing and VK_KHR_ray_tracing_pipeline?
DISCUSSION:
The following is a more detailed comparison of which commands, structures, and enums are aliased, changed, or removed.
- Aliased functionality — enums, structures, and commands that are considered equivalent:
- Changed enums, structures, and commands:
- VkRayTracingShaderGroupCreateInfoNV →
VkRayTracingShaderGroupCreateInfoKHR (added
pShaderGroupCaptureReplayHandle
) - VkRayTracingPipelineCreateInfoNV →
VkRayTracingPipelineCreateInfoKHR (changed type of
pGroups
, addedlibraries
,pLibraryInterface
, andpDynamicState
) - VkPhysicalDeviceRayTracingPropertiesNV →
VkPhysicalDeviceRayTracingPropertiesKHR (renamed
maxTriangleCount
tomaxPrimitiveCount
, addedshaderGroupHandleCaptureReplaySize
) - vkCmdTraceRaysNV → vkCmdTraceRaysKHR (params to struct)
- vkCreateRayTracingPipelinesNV → vkCreateRayTracingPipelinesKHR (different struct, changed functionality)
- VkRayTracingShaderGroupCreateInfoNV →
VkRayTracingShaderGroupCreateInfoKHR (added
- Added enums, structures and commands:
VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_ANY_HIT_SHADERS_BIT_KHR
VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_CLOSEST_HIT_SHADERS_BIT_KHR
,VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_MISS_SHADERS_BIT_KHR
,VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_INTERSECTION_SHADERS_BIT_KHR
,VK_PIPELINE_CREATE_RAY_TRACING_SKIP_TRIANGLES_BIT_KHR
,VK_PIPELINE_CREATE_RAY_TRACING_SKIP_AABBS_BIT_KHR
to VkPipelineCreateFlagBits- VkPhysicalDeviceRayTracingPipelineFeaturesKHR structure
- VkDeviceOrHostAddressKHR and VkDeviceOrHostAddressConstKHR unions
- VkPipelineLibraryCreateInfoKHR struct
- VkRayTracingPipelineInterfaceCreateInfoKHR struct
- VkStridedDeviceAddressRegionKHR struct
- vkCmdTraceRaysIndirectKHR command and VkTraceRaysIndirectCommandKHR struct
- vkGetRayTracingCaptureReplayShaderGroupHandlesKHR (shader group capture/replay)
- vkCmdSetRayTracingPipelineStackSizeKHR and vkGetRayTracingShaderGroupStackSizeKHR commands for stack size control
- Functionality removed:
VK_PIPELINE_CREATE_DEFER_COMPILE_BIT_NV
- vkCompileDeferredNV command (replaced with VK_KHR_deferred_host_operations)
(3) What are the changes between the public provisional (VK_KHR_ray_tracing v8) release and the internal provisional (VK_KHR_ray_tracing v9) release?
- Require Vulkan 1.1 and SPIR-V 1.4
- Added interactions with Vulkan 1.2 and VK_KHR_vulkan_memory_model
- added creation time capture and replay flags
- added
VK_PIPELINE_CREATE_RAY_TRACING_SHADER_GROUP_HANDLE_CAPTURE_REPLAY_BIT_KHR
to VkPipelineCreateFlagBits
- added
- replace
VkStridedBufferRegionKHR
with VkStridedDeviceAddressRegionKHR and change vkCmdTraceRaysKHR, vkCmdTraceRaysIndirectKHR, to take these for the shader binding table and use device addresses instead of buffers. - require the shader binding table buffers to have the
VK_BUFFER_USAGE_RAY_TRACING_BIT_KHR
set - make VK_KHR_pipeline_library an interaction instead of required extension
- rename the
libraries
member of VkRayTracingPipelineCreateInfoKHR topLibraryInfo
and make it a pointer - make VK_KHR_deferred_host_operations an interaction instead of a required extension (later went back on this)
- added explicit stack size management for ray tracing pipelines
- removed the
maxCallableSize
member of VkRayTracingPipelineInterfaceCreateInfoKHR - added the
pDynamicState
member to VkRayTracingPipelineCreateInfoKHR - added
VK_DYNAMIC_STATE_RAY_TRACING_PIPELINE_STACK_SIZE_KHR
dynamic state for ray tracing pipelines - added vkGetRayTracingShaderGroupStackSizeKHR and vkCmdSetRayTracingPipelineStackSizeKHR commands
- added VkShaderGroupShaderKHR enum
- removed the
- Added
maxRayDispatchInvocationCount
limit to VkPhysicalDeviceRayTracingPipelinePropertiesKHR - Added
shaderGroupHandleAlignment
property to VkPhysicalDeviceRayTracingPipelinePropertiesKHR - Added
maxRayHitAttributeSize
property to VkPhysicalDeviceRayTracingPipelinePropertiesKHR - Clarify deferred host ops for pipeline creation
- VkDeferredOperationKHR is now a top-level parameter for vkCreateRayTracingPipelinesKHR
- removed
VkDeferredOperationInfoKHR
structure - change deferred host creation/return parameter behavior such that the implementation can modify such parameters until the deferred host operation completes
- VK_KHR_deferred_host_operations is required again
(4) What are the changes between the internal provisional (VK_KHR_ray_tracing v9) release and the final (VK_KHR_acceleration_structure v11 / VK_KHR_ray_tracing_pipeline v1) release?
- refactor VK_KHR_ray_tracing into 3 extensions, enabling implementation
flexibility and decoupling ray query support from ray pipelines:
- VK_KHR_acceleration_structure (for acceleration structure operations)
- VK_KHR_ray_tracing_pipeline (for ray tracing pipeline and shader stages)
- VK_KHR_ray_query (for ray queries in existing shader stages)
- Require
Volatile
for the following builtins in the ray generation, closest hit, miss, intersection, and callable shader stages:SubgroupSize
,SubgroupLocalInvocationId
,SubgroupEqMask
,SubgroupGeMask
,SubgroupGtMask
,SubgroupLeMask
,SubgroupLtMask
SMIDNV
,WarpIDNV
- clarify buffer usage flags for ray tracing
VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR
is added as an alias ofVK_BUFFER_USAGE_RAY_TRACING_BIT_NV
and is required on shader binding table buffersVK_BUFFER_USAGE_STORAGE_BUFFER_BIT
is used in VK_KHR_acceleration_structure forscratchData
- rename
maxRecursionDepth
tomaxRayPipelineRecursionDepth
(pipeline creation) andmaxRayRecursionDepth
(limit) to reduce confusion - Add queryable
maxRayHitAttributeSize
limit and rename members of VkRayTracingPipelineInterfaceCreateInfoKHR tomaxPipelineRayPayloadSize
andmaxPipelineRayHitAttributeSize
for clarity - Update SPIRV capabilities to use
RayTracingKHR
- extension is no longer provisional
- define synchronization requirements for indirect trace rays and indirect buffer
(5) This extension adds gl_InstanceID for the intersection, any-hit, and closest hit shaders, but in KHR_vulkan_glsl, gl_InstanceID is replaced with gl_InstanceIndex. Which should be used for Vulkan in this extension?
RESOLVED: This extension uses gl_InstanceID and maps it to InstanceId
in SPIR-V.
It is acknowledged that this is different than other shader stages in
Vulkan.
There are two main reasons for the difference here:
- symmetry with gl_PrimitiveID which is also available in these shaders
- there is no
baseInstance
relevant for these shaders, and so ID makes it more obvious that this is zero-based.
(6) Why is VK_KHR_pipeline_library an interaction instead of a
required dependency, particularly when the Feature Requirements
section
says it is required to be supported anyhow?
RESOLVED: If VK_KHR_pipeline_library were a required extension dependency, then every application would need to enable the extension whether or not they actually want to use the pipeline library functionality. Developers found this to be annoying and unfriendly behavior. We do wish to require all implementations to support it though, and thus it is listed in the feature requirements section.
Sample Code
Example ray generation GLSL shader
#version 450 core
#extension GL_EXT_ray_tracing : require
layout(set = 0, binding = 0, rgba8) uniform image2D image;
layout(set = 0, binding = 1) uniform accelerationStructureEXT as;
layout(location = 0) rayPayloadEXT float payload;
void main()
{
vec4 col = vec4(0, 0, 0, 1);
vec3 origin = vec3(float(gl_LaunchIDEXT.x)/float(gl_LaunchSizeEXT.x), float(gl_LaunchIDEXT.y)/float(gl_LaunchSizeEXT.y), 1.0);
vec3 dir = vec3(0.0, 0.0, -1.0);
traceRayEXT(as, 0, 0xff, 0, 1, 0, origin, 0.0, dir, 1000.0, 0);
col.y = payload;
imageStore(image, ivec2(gl_LaunchIDEXT.xy), col);
}
Version History
- Revision 1, 2020-11-12 (Mathieu Robart, Daniel Koch, Eric Werness,
Tobias Hector)
- Decomposition of the specification, from VK_KHR_ray_tracing to VK_KHR_ray_tracing_pipeline (#1918,!3912)
- require certain subgroup and sm_shader_builtin shader builtins to be decorated as volatile in the ray generation, closest hit, miss, intersection, and callable stages (#1924,!3903,!3954)
- clarify buffer usage flags for ray tracing (#2181,!3939)
- rename maxRecursionDepth to maxRayPipelineRecursionDepth and maxRayRecursionDepth (#2203,!3937)
- add queryable maxRayHitAttributeSize and rename members of VkRayTracingPipelineInterfaceCreateInfoKHR (#2102,!3966)
- update to use
RayTracingKHR
SPIR-V capability - add VUs for matching hit group type against geometry type (#2245,!3994)
- require
RayTMaxKHR
be volatile in intersection shaders (#2268,!4030) - add numerical limits for ray parameters (#2235,!3960)
- fix SBT indexing rules for device addresses (#2308,!4079)
- relax formula for ray intersection candidate determination (#2322,!4080)
- add more details on
ShaderRecordBufferKHR
variables (#2230,!4083) - clarify valid bits for
InstanceCustomIndexKHR
(GLSL/GLSL#19,!4128) - allow at most one
IncomingRayPayloadKHR
,IncomingCallableDataKHR
, andHitAttributeKHR
(!4129) - add minimum for maxShaderGroupStride (#2353,!4131)
- require VK_KHR_pipeline_library extension to be supported (#2348,!4135)
- clarify meaning of 'geometry index' (#2272,!4137)
- restrict traces to TLAS (#2239,!4141)
- add note about maxPipelineRayPayloadSize (#2383,!4172)
- do not require raygen shader in pipeline libraries (!4185)
- define sync for indirect trace rays and indirect buffer (#2407,!4208)