VK_KHR_ray_tracing_position_fetch

Other Extension Metadata

Last Modified Date

2023-02-17

Interactions and External Dependencies
Contributors
  • Eric Werness, NVIDIA
  • Stu Smith, AMD
  • Yuriy O’Donnell, Epic Games
  • Ralph Potter, Samsung
  • Joshua Barczak, Intel
  • Lionel Landwerlin, Intel
  • Andrew Garrard, Imagination Technologies
  • Alex Bourd, Qualcomm
  • Yunpeng Zhu, Huawei Technologies
  • Marius Bjorge, Arm
  • Daniel Koch, NVIDIA

Description

VK_KHR_ray_tracing_position_fetch adds the ability to fetch the vertex positions in the shader from a hit triangle as stored in the acceleration structure.

An application adds VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_KHR to the acceleration structure at build time. Then, if the hit is a triangle geometry, the shader (any-hit or closest hit for ray pipelines or using ray query) can fetch the three, three-component vertex positions in object space, of the triangle which was hit.

New Structures

New Enum Constants

  • VK_KHR_RAY_TRACING_POSITION_FETCH_EXTENSION_NAME
  • VK_KHR_RAY_TRACING_POSITION_FETCH_SPEC_VERSION
  • Extending VkBuildAccelerationStructureFlagBitsKHR:
    • VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_KHR
  • Extending VkStructureType:
    • VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_POSITION_FETCH_FEATURES_KHR

New Built-In Variables

New SPIR-V Capabilities

Issues

None Yet!

Version History

  • Revision 1, 2023-02-17 (Eric Werness)
    • internal revisions