VK_NV_ray_tracing
Other Extension Metadata
Last Modified Date
2018-11-20
Interactions and External Dependencies
- This extension provides API support for
GL_NV_ray_tracing
Contributors
- Eric Werness, NVIDIA
- Ashwin Lele, NVIDIA
- Robert Stepinski, NVIDIA
- Nuno Subtil, NVIDIA
- Christoph Kubisch, NVIDIA
- Martin Stich, NVIDIA
- Daniel Koch, NVIDIA
- Jeff Bolz, NVIDIA
- Joshua Barczak, Intel
- Tobias Hector, AMD
- Henrik Rydgard, NVIDIA
- Pascal Gautron, NVIDIA
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:
- Acceleration structure objects and build commands
- A new pipeline type with new shader domains
- An indirection table to link shader groups with acceleration structure items
This extension adds support for the following SPIR-V extension in Vulkan:
SPV_NV_ray_tracing
New Object Types
New Commands
- vkBindAccelerationStructureMemoryNV
- vkCmdBuildAccelerationStructureNV
- vkCmdCopyAccelerationStructureNV
- vkCmdTraceRaysNV
- vkCmdWriteAccelerationStructuresPropertiesNV
- vkCompileDeferredNV
- vkCreateAccelerationStructureNV
- vkCreateRayTracingPipelinesNV
- vkDestroyAccelerationStructureNV
- vkGetAccelerationStructureHandleNV
- vkGetAccelerationStructureMemoryRequirementsNV
- vkGetRayTracingShaderGroupHandlesNV
New Structures
- VkAabbPositionsNV
- VkAccelerationStructureCreateInfoNV
- VkAccelerationStructureInfoNV
- VkAccelerationStructureInstanceNV
- VkAccelerationStructureMemoryRequirementsInfoNV
- VkBindAccelerationStructureMemoryInfoNV
- VkGeometryAABBNV
- VkGeometryDataNV
- VkGeometryNV
- VkGeometryTrianglesNV
- VkRayTracingPipelineCreateInfoNV
- VkRayTracingShaderGroupCreateInfoNV
- VkTransformMatrixNV
- Extending VkPhysicalDeviceProperties2:
- Extending VkWriteDescriptorSet:
If VK_KHR_get_memory_requirements2 or Vulkan Version 1.1 is supported:
New Enums
- VkAccelerationStructureMemoryRequirementsTypeNV
- VkAccelerationStructureTypeNV
- VkBuildAccelerationStructureFlagBitsNV
- VkCopyAccelerationStructureModeNV
- VkGeometryFlagBitsNV
- VkGeometryInstanceFlagBitsNV
- VkGeometryTypeNV
- VkRayTracingShaderGroupTypeNV
New Bitmasks
New Enum Constants
VK_NV_RAY_TRACING_EXTENSION_NAMEVK_NV_RAY_TRACING_SPEC_VERSIONVK_SHADER_UNUSED_NV- Extending VkAccelerationStructureTypeKHR:
VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_NVVK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_NV
- Extending VkAccessFlagBits:
VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_NVVK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_NV
- Extending VkBufferUsageFlagBits:
VK_BUFFER_USAGE_RAY_TRACING_BIT_NV
- Extending VkBuildAccelerationStructureFlagBitsKHR:
VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_COMPACTION_BIT_NVVK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_NVVK_BUILD_ACCELERATION_STRUCTURE_LOW_MEMORY_BIT_NVVK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_NVVK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_NV
- Extending VkCopyAccelerationStructureModeKHR:
VK_COPY_ACCELERATION_STRUCTURE_MODE_CLONE_NVVK_COPY_ACCELERATION_STRUCTURE_MODE_COMPACT_NV
- Extending VkDescriptorType:
VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV
- Extending VkGeometryFlagBitsKHR:
VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_NVVK_GEOMETRY_OPAQUE_BIT_NV
- Extending VkGeometryInstanceFlagBitsKHR:
VK_GEOMETRY_INSTANCE_FORCE_NO_OPAQUE_BIT_NVVK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_NVVK_GEOMETRY_INSTANCE_TRIANGLE_CULL_DISABLE_BIT_NVVK_GEOMETRY_INSTANCE_TRIANGLE_FRONT_COUNTERCLOCKWISE_BIT_NV
- Extending VkGeometryTypeKHR:
VK_GEOMETRY_TYPE_AABBS_NVVK_GEOMETRY_TYPE_TRIANGLES_NV
- Extending VkIndexType:
VK_INDEX_TYPE_NONE_NV
- Extending VkObjectType:
VK_OBJECT_TYPE_ACCELERATION_STRUCTURE_NV
- Extending VkPipelineBindPoint:
VK_PIPELINE_BIND_POINT_RAY_TRACING_NV
- Extending VkPipelineCreateFlagBits:
VK_PIPELINE_CREATE_DEFER_COMPILE_BIT_NV
- Extending VkPipelineStageFlagBits:
VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_NVVK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_NV
- Extending VkQueryType:
VK_QUERY_TYPE_ACCELERATION_STRUCTURE_COMPACTED_SIZE_NV
- Extending VkRayTracingShaderGroupTypeKHR:
VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_NVVK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_NVVK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_NV
- Extending VkShaderStageFlagBits:
VK_SHADER_STAGE_ANY_HIT_BIT_NVVK_SHADER_STAGE_CALLABLE_BIT_NVVK_SHADER_STAGE_CLOSEST_HIT_BIT_NVVK_SHADER_STAGE_INTERSECTION_BIT_NVVK_SHADER_STAGE_MISS_BIT_NVVK_SHADER_STAGE_RAYGEN_BIT_NV
- Extending VkStructureType:
VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_CREATE_INFO_NVVK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_INFO_NVVK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_INFO_NVVK_STRUCTURE_TYPE_BIND_ACCELERATION_STRUCTURE_MEMORY_INFO_NVVK_STRUCTURE_TYPE_GEOMETRY_AABB_NVVK_STRUCTURE_TYPE_GEOMETRY_NVVK_STRUCTURE_TYPE_GEOMETRY_TRIANGLES_NVVK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PROPERTIES_NVVK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_NVVK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_NVVK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_NV
If VK_EXT_debug_report is supported:
- Extending VkDebugReportObjectTypeEXT:
VK_DEBUG_REPORT_OBJECT_TYPE_ACCELERATION_STRUCTURE_NV_EXT
New or Modified Built-In Variables
LaunchIdNVLaunchSizeNVWorldRayOriginNVWorldRayDirectionNVObjectRayOriginNVObjectRayDirectionNVRayTminNVRayTmaxNVInstanceCustomIndexNVInstanceIdObjectToWorldNVWorldToObjectNVHitTNVHitKindNVIncomingRayFlagsNV- (modified)
PrimitiveId
New SPIR-V Capabilities
Issues
1) Are there issues?
RESOLVED: Yes.
Sample Code
Example ray generation GLSL shader
#version 450 core
#extension GL_NV_ray_tracing : require
layout(set = 0, binding = 0, rgba8) uniform image2D image;
layout(set = 0, binding = 1) uniform accelerationStructureNV as;
layout(location = 0) rayPayloadNV float payload;
void main()
{
vec4 col = vec4(0, 0, 0, 1);
vec3 origin = vec3(float(gl_LaunchIDNV.x)/float(gl_LaunchSizeNV.x), float(gl_LaunchIDNV.y)/float(gl_LaunchSizeNV.y), 1.0);
vec3 dir = vec3(0.0, 0.0, -1.0);
traceNV(as, 0, 0xff, 0, 1, 0, origin, 0.0, dir, 1000.0, 0);
col.y = payload;
imageStore(image, ivec2(gl_LaunchIDNV.xy), col);
}
Version History
- Revision 1, 2018-09-11 (Robert Stepinski, Nuno Subtil, Eric Werness)
- Internal revisions
- Revision 2, 2018-10-19 (Eric Werness)
- rename to VK_NV_ray_tracing, add support for callables.
- too many updates to list
- Revision 3, 2018-11-20 (Daniel Koch)
- update to use InstanceId instead of InstanceIndex as implemented.