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// Copyright 2017-2021 The Khronos Group, Inc.
//
// SPDX-License-Identifier: CC-BY-4.0
include::{generated}/meta/{refprefix}VK_KHR_ray_tracing_pipeline.txt[]
=== Other Extension Metadata
*Last Modified Date*::
2020-11-12
*Interactions and External Dependencies*::
- This extension requires
https://htmlpreview.github.io/?https://github.com/KhronosGroup/SPIRV-Registry/blob/master/extensions/KHR/SPV_KHR_ray_tracing.html[`SPV_KHR_ray_tracing`]
- This extension provides API support for
https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_tracing.txt[`GLSL_EXT_ray_tracing`]
- This extension interacts with <<versions-1.2, Vulkan 1.2>> and
`apiext:VK_KHR_vulkan_memory_model`, adding the <<shader-call-related,
shader-call-related>> relation of invocations, <<shader-call-order,
shader-call-order>> partial order of dynamic instances of instructions,
and the <<shaders-scope-shadercall, code:ShaderCallKHR>> scope.
- This extension interacts with `apiext:VK_KHR_pipeline_library`, enabling
pipeline libraries to be used with ray tracing pipelines and enabling
usage of slink: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`
include::{generated}/interfaces/VK_KHR_ray_tracing_pipeline.txt[]
=== New or Modified Built-In Variables
* <<interfaces-builtin-variables-launchid,code:LaunchIdKHR>>
* <<interfaces-builtin-variables-launchsize,code:LaunchSizeKHR>>
* <<interfaces-builtin-variables-worldrayorigin,code:WorldRayOriginKHR>>
* <<interfaces-builtin-variables-worldraydirection,code:WorldRayDirectionKHR>>
* <<interfaces-builtin-variables-objectrayorigin,code:ObjectRayOriginKHR>>
* <<interfaces-builtin-variables-objectraydirection,code:ObjectRayDirectionKHR>>
* <<interfaces-builtin-variables-raytmin,code:RayTminKHR>>
* <<interfaces-builtin-variables-raytmax,code:RayTmaxKHR>>
* <<interfaces-builtin-variables-instancecustomindex,code:InstanceCustomIndexKHR>>
* <<interfaces-builtin-variables-instanceid,code:InstanceId>>
* <<interfaces-builtin-variables-objecttoworld,code:ObjectToWorldKHR>>
* <<interfaces-builtin-variables-worldtoobject,code:WorldToObjectKHR>>
* <<interfaces-builtin-variables-hitkind,code:HitKindKHR>>
* <<interfaces-builtin-variables-incomingrayflags,code:IncomingRayFlagsKHR>>
* <<interfaces-builtin-variables-raygeometryindex,code:RayGeometryIndexKHR>>
* (modified)code:PrimitiveId
=== New SPIR-V Capabilities
* <<spirvenv-capabilities-table-RayTracingKHR,RayTracingKHR>>
* <<spirvenv-capabilities-table-RayTraversalPrimitiveCullingKHR,RayTraversalPrimitiveCullingKHR>>
=== 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 (flink: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 code:RayGeometryIndexKHR built-in
* removed vkCompileDeferredNV compilation functionality and replaced with
<<deferred-host-operations, deferred host operations>> interactions for
ray tracing
* added slink:VkPhysicalDeviceRayTracingPipelineFeaturesKHR structure
* extended slink:VkPhysicalDeviceRayTracingPipelinePropertiesKHR structure
** renamed pname:maxRecursionDepth to pname:maxRayRecursionDepth and it
has a minimum of 1 instead of 31
** require pname:shaderGroupHandleSize to be 32 bytes
** added pname:maxRayDispatchInvocationCount,
pname:shaderGroupHandleAlignment and pname:maxRayHitAttributeSize
* reworked geometry structures so they could be better shared between
device, host, and indirect builds
* changed SBT parameters to a structure and added size
(slink:VkStridedDeviceAddressRegionKHR)
* add parameter for requesting memory requirements for host and/or device
build
* added <<pipeline-library,pipeline library>> support for ray tracing
* added <<ray-traversal-watertight, watertightness guarantees>>
* added no-null-shader pipeline flags
(etext:VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_*_SHADERS_BIT_KHR)
* added <<ray-tracing-shader-call,memory model interactions>> with ray
tracing and define how subgroups work and can be repacked
--
ifdef::VK_NV_ray_tracing[]
(2) Can you give a more detailed comparision of differences and similarities
between VK_NV_ray_tracing and VK_KHR_ray_tracing_pipeline?
--
*DISCUSSION*:
The following is a more detailed comparision of which commands, structures,
and enums are aliased, changed, or removed.
* Aliased functionality -- enums, structures, and commands that are
considered equivalent:
** elink:VkRayTracingShaderGroupTypeNV {harr}
elink:VkRayTracingShaderGroupTypeKHR
** flink:vkGetRayTracingShaderGroupHandlesNV {harr}
flink:vkGetRayTracingShaderGroupHandlesKHR
* Changed enums, structures, and commands:
** slink:VkRayTracingShaderGroupCreateInfoNV ->
slink:VkRayTracingShaderGroupCreateInfoKHR (added
pname:pShaderGroupCaptureReplayHandle)
** slink:VkRayTracingPipelineCreateInfoNV ->
slink:VkRayTracingPipelineCreateInfoKHR (changed type of pname:pGroups,
added pname:libraries, pname:pLibraryInterface, and
pname:pDynamicState)
** slink:VkPhysicalDeviceRayTracingPropertiesNV ->
VkPhysicalDeviceRayTracingPropertiesKHR (renamed pname:maxTriangleCount
to pname:maxPrimitiveCount, added
pname:shaderGroupHandleCaptureReplaySize)
** flink:vkCmdTraceRaysNV -> flink:vkCmdTraceRaysKHR (params to struct)
** flink:vkCreateRayTracingPipelinesNV ->
flink:vkCreateRayTracingPipelinesKHR (different struct, changed
functionality)
* Added enums, structures and commands:
** ename:VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_ANY_HIT_SHADERS_BIT_KHR
ename:VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_CLOSEST_HIT_SHADERS_BIT_KHR,
ename:VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_MISS_SHADERS_BIT_KHR,
ename:VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_INTERSECTION_SHADERS_BIT_KHR,
ename:VK_PIPELINE_CREATE_RAY_TRACING_SKIP_TRIANGLES_BIT_KHR,
ename:VK_PIPELINE_CREATE_RAY_TRACING_SKIP_AABBS_BIT_KHR to
elink:VkPipelineCreateFlagBits
** slink:VkPhysicalDeviceRayTracingPipelineFeaturesKHR structure
** slink:VkDeviceOrHostAddressKHR and slink:VkDeviceOrHostAddressConstKHR
unions
** slink:VkPipelineLibraryCreateInfoKHR struct
** slink:VkRayTracingPipelineInterfaceCreateInfoKHR struct
** slink:VkStridedDeviceAddressRegionKHR struct
** flink:vkCmdTraceRaysIndirectKHR command and
slink:VkTraceRaysIndirectCommandKHR struct
** flink:vkGetRayTracingCaptureReplayShaderGroupHandlesKHR (shader group
capture/replay)
** flink:vkCmdSetRayTracingPipelineStackSizeKHR and
flink:vkGetRayTracingShaderGroupStackSizeKHR commands for stack size
control
* Functionality removed:
** ename:VK_PIPELINE_CREATE_DEFER_COMPILE_BIT_NV
** flink:vkCompileDeferredNV command (replaced with
`apiext:VK_KHR_deferred_host_operations`)
--
endif::VK_NV_ray_tracing[]
(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
`apiext:VK_KHR_vulkan_memory_model`
* added creation time capture and replay flags
** added
ename:VK_PIPELINE_CREATE_RAY_TRACING_SHADER_GROUP_HANDLE_CAPTURE_REPLAY_BIT_KHR
to elink:VkPipelineCreateFlagBits
* replace stext:VkStridedBufferRegionKHR with
slink:VkStridedDeviceAddressRegionKHR and change
flink:vkCmdTraceRaysKHR, flink: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
etext:VK_BUFFER_USAGE_RAY_TRACING_BIT_KHR set
* make `apiext:VK_KHR_pipeline_library` an interaction instead of required
extension
* rename the pname:libraries member of
slink:VkRayTracingPipelineCreateInfoKHR to pname:pLibraryInfo and make
it a pointer
* make `apiext: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 pname:maxCallableSize member of
slink:VkRayTracingPipelineInterfaceCreateInfoKHR
** added the pname:pDynamicState member to
slink:VkRayTracingPipelineCreateInfoKHR
** added ename:VK_DYNAMIC_STATE_RAY_TRACING_PIPELINE_STACK_SIZE_KHR
dynamic state for ray tracing pipelines
** added flink:vkGetRayTracingShaderGroupStackSizeKHR and
flink:vkCmdSetRayTracingPipelineStackSizeKHR commands
** added elink:VkShaderGroupShaderKHR enum
* Added pname:maxRayDispatchInvocationCount limit to
slink:VkPhysicalDeviceRayTracingPipelinePropertiesKHR
* Added pname:shaderGroupHandleAlignment property to
slink:VkPhysicalDeviceRayTracingPipelinePropertiesKHR
* Added pname:maxRayHitAttributeSize property to
slink:VkPhysicalDeviceRayTracingPipelinePropertiesKHR
* Clarify deferred host ops for pipeline creation
** slink:VkDeferredOperationKHR is now a top-level parameter for
flink:vkCreateRayTracingPipelinesKHR
** removed stext:VkDeferredOperationInfoKHR structure
** change deferred host creation/return parameter behavior such that the
implementation can modify such parameters until the deferred host
operation completes
** `apiext: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:
** `apiext:VK_KHR_acceleration_structure` (for acceleration structure
operations)
** `apiext:VK_KHR_ray_tracing_pipeline` (for ray tracing pipeline and
shader stages)
** `apiext:VK_KHR_ray_query` (for ray queries in existing shader stages)
* Require code:Volatile for the following builtins in the ray generation,
closest hit, miss, intersection, and callable shader stages:
** code:SubgroupSize, code:SubgroupLocalInvocationId, code:SubgroupEqMask,
code:SubgroupGeMask, code:SubgroupGtMask, code:SubgroupLeMask,
code:SubgroupLtMask
** code:SMIDNV, code:WarpIDNV
* clarify buffer usage flags for ray tracing
** ename:VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR is added as an alias
of ename:VK_BUFFER_USAGE_RAY_TRACING_BIT_NV and is required on shader
binding table buffers
** ename:VK_BUFFER_USAGE_STORAGE_BUFFER_BIT is used in
`apiext:VK_KHR_acceleration_structure` for pname:scratchData
* rename pname:maxRecursionDepth to pname:maxRayPipelineRecursionDepth
(pipeline creation) and pname:maxRayRecursionDepth (limit) to reduce
confusion
* Add queryable pname:maxRayHitAttributeSize limit and rename members of
slink:VkRayTracingPipelineInterfaceCreateInfoKHR to
pname:maxPipelineRayPayloadSize and pname:maxPipelineRayHitAttributeSize
for clarity
* Update SPIRV capabilities to use code: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 code: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.
--
=== Sample Code
Example ray generation GLSL shader
[source,c]
---------------------------------------------------
#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 queriable maxRayHitAttributeSize and rename members of
VkRayTracingPipelineInterfaceCreateInfoKHR (#2102,!3966)
- update to use code:RayTracingKHR SPIR-V capability
- add VUs for matching hit group type against geometry type
(#2245,!3994)
- require code: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 code:ShaderRecordBufferKHR variables (#2230,!4083)
- clarify valid bits for code:InstanceCustomIndexKHR
(GLSL/GLSL#19,!4128)
- allow at most one code:IncomingRayPayloadKHR,
code:IncomingCallableDataKHR, and code:HitAttributeKHR (!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)