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Support for VK_KHR_ray_tracing_pipeline
#2455
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This is something I've been thinking about as well. My current plan is to split this into two separate PRs, each of which implements a subset of the features. First, implement the Of course, the ray tracing pipeline object is useless without any commands to use it. Splitting the PRs is only to make the problem a bit more manageable, so that the additions are more self-contained and easier to check and test. Divide and conquer, in other words. It also means that the whole thing doesn't have to be added by one person, the work can be divided too. |
That sounds very sensible to me. To clarify - the
I've done a bit more digging - I'm not clear on if the The shader binding table-related items are also a bit esoteric but I think I should be able to get to work on this soon. |
I'm also noticing that the Ash |
Yes.
The acceleration structure operations come in two forms: the
It's listed in the Ash documentation: https://docs.rs/ash/latest/ash/vk/struct.PipelineBindPoint.html. Where were you looking for it? |
Ah thank you, that's my mistake. I was looking in the enums where the graphics and compute enums are defined - slipped my mind it's an extension. |
EDIT: I've just realised it's device features which are distinct from device extensions! I'm testing creating a pipeline and I've run into a bit of a roadblock with shader compilation:
I'm having some trouble tracking down what kind of "feature" is meant here - |
You're not the first person to be confused about "features", so I'm wondering if naming them "device features" here would help make it clear. |
That seems like a good idea to me. |
Yep, someone else just came to the Vulkano discord confused about the same thing! Clearly a rename is in order, haha |
What's the status on this? Can I help? |
I have a working fork, but it's not feature complete. I'll get it on the main repo soon. |
I'm interested in contributing towards adding support for
VK_KHR_ray_tracing_pipeline
, but I don't 100% understand what would be required to make this happen.VK_KHR_acceleration_structure
is already supported, and it's obvious that aRayTracingPipeline
struct would be required.Would anyone be able to advise what other work would need to be done for pipelined ray-tracing support?
Many thanks!
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