• Home
  • Raw
  • Download

Lines Matching refs:ray

5 [[ray-tracing]]
9 compute pipelines (see <<pipelines-ray-tracing,Ray Tracing Pipeline>>).
16 Interaction between the different shader stages in the ray tracing pipeline
19 Within the ray tracing pipeline, code:OpTraceRayKHR
23 can: be called to perform a <<ray-traversal,ray traversal>> that invokes the
24 various ray tracing shader stages during its execution.
25 The relationship between the ray tracing pipeline object and the geometries
26 present in the acceleration structure traversed is passed into the ray
29 code:OpExecuteCallableKHR can also be used in ray tracing pipelines to
37 <<ray-traversal, _Traversal_>>, which refers to the process of traversing
41 The programmable portions of the pipeline are exposed in a single-ray
42 programming model, with each invocation handling one ray at a time.
45 code:Workgroup must: not be used in the ray tracing pipeline.
48 [[ray-tracing-shader-call]]
78 [[ray-tracing-recursion-depth]]
79 _Pipeline trace ray instructions_ can: be used recursively; invoked shaders
80 can: themselves execute pipeline trace ray instructions, to a maximum depth
88 each shader executed by a pipeline trace ray instruction has a recursion
99 bound determined by the <<ray-tracing-pipeline-stack, stack size>>.
101 [[ray-tracing-repack]]
102 An _invocation repack instruction_ is a ray tracing shader call instruction
107 After executing the repack instruction (which may: result in other ray
142 semantics>> on these code:BuiltIn variables when used in the ray generation,
151 programmable ray tracing shader stages.
178 When a ray tracing shader executes a dynamic instance of an invocation
179 repack instruction which results in another ray tracing shader being
183 For ray tracing invocations that are
205 [[ray-tracing-commands]]
208 _Ray tracing commands_ provoke work in the ray tracing pipeline.
210 a queue will produce work that executes according to the currently bound ray
212 A ray tracing pipeline must: be bound to a command buffer before any ray
217 [open,refpage='vkCmdTraceRaysNV',desc='Initialize a ray tracing dispatch',type='protos']
221 To dispatch ray tracing use:
228 shader binding table data for the ray generation shader stage.
230 pname:raygenShaderBindingTableBuffer) of the ray generation shader being
253 * pname:width is the width of the ray trace query dimensions.
254 * pname:height is height of the ray trace query dimensions.
255 * pname:depth is depth of the ray trace query dimensions.
257 When the command is executed, a ray generation group of [eq]#pname:width
266 This command must: not cause a pipeline trace ray instruction to be
267 executed from a shader invocation with a <<ray-tracing-recursion-depth,
269 to create the bound ray tracing pipeline
345 [open,refpage='vkCmdTraceRaysKHR',desc='Initialize a ray tracing dispatch',type='protos']
349 To dispatch ray tracing use:
357 table data for the ray generation shader stage.
365 * pname:width is the width of the ray trace query dimensions.
366 * pname:height is height of the ray trace query dimensions.
367 * pname:depth is depth of the ray trace query dimensions.
369 When the command is executed, a ray generation group of [eq]#pname:width
425 When invocation mask image usage is enabled in the bound ray tracing
472 [open,refpage='vkCmdTraceRaysIndirectKHR',desc='Initialize an indirect ray tracing dispatch',type='…
476 To dispatch ray tracing, with some parameters sourced on the device, use:
484 table data for the ray generation shader stage.
494 the trace ray parameters.
497 except that the ray trace query dimensions are read by the device from
524 …directCommandKHR',desc='Structure specifying the parameters of an indirect ray tracing command',ty…
532 * pname:width is the width of the ray trace query dimensions.
533 * pname:height is height of the ray trace query dimensions.
534 * pname:depth is depth of the ray trace query dimensions.
548 [open,refpage='vkCmdTraceRaysIndirect2KHR',desc='Initialize an indirect ray tracing dispatch with i…
552 To dispatch ray tracing, with some parameters sourced on the device, use:
560 the trace ray parameters.
580 …ommand2KHR',desc='Structure specifying the parameters of an indirect trace ray command with indire…
588 * pname:raygenShaderRecordAddress is a basetype:VkDeviceAddress of the ray
591 corresponding to the ray generation shader binding table record at base
617 * pname:width is the width of the ray trace query dimensions.
618 * pname:height is height of the ray trace query dimensions.
619 * pname:depth is depth of the ray trace query dimensions.
653 between the ray tracing pipeline and the acceleration structures that were
654 built for the ray tracing pipeline.
672 The shader binding tables to use in a ray tracing pipeline are passed to the
677 Shader binding tables are read-only in shaders that are executing on the ray
695 Accesses to the shader binding table from ray tracing pipelines must: be
721 during a ray tracing dispatch, the implementation must: be able to locate
733 Only one ray generation shader is executed per ray tracing dispatch.
736 For flink:vkCmdTraceRaysKHR, the location of the ray generation shader is
746 For flink:vkCmdTraceRaysNV, the location of the ray generation shader is
823 A miss shader is executed whenever a ray query fails to find an intersection
825 Multiple miss shaders may: be executed throughout a ray tracing dispatch.
877 A callable shader is executed when requested by a ray tracing shader.
878 Multiple callable shaders may: be executed throughout a ray tracing
929 [[ray-tracing-pipeline-stack]]
933 invoked in various call chain combinations to perform ray tracing.
967 (occlusion or shadow ray, for example) then the application can compute the
979 [[ray-tracing-capture-replay]]