VK_KHR_ray_tracing_position_fetch
Other Extension Metadata
Last Modified Date
2023-02-17
Interactions and External Dependencies
- This extension provides API support for
GLSL_EXT_ray_tracing_position_fetch
- Interacts with VK_KHR_ray_tracing_pipeline
- Interacts with VK_KHR_ray_query
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
- Extending VkPhysicalDeviceFeatures2, VkDeviceCreateInfo:
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