• 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]]
73 [[ray-tracing-recursion-depth]]
74 _Pipeline trace ray instructions_ can: be used recursively; invoked shaders
75 can: themselves execute pipeline trace ray instructions, to a maximum depth
83 each shader executed by a pipeline trace ray instruction has a recursion
94 bound determined by the <<ray-tracing-pipeline-stack, stack size>>.
96 [[ray-tracing-repack]]
97 An _invocation repack instruction_ is a ray tracing shader call instruction
102 After executing the repack instruction (which may: result in other ray
134 semantics>> on these code:BuiltIn variables when used in the ray generation,
143 programmable ray tracing shader stages.
170 When a ray tracing shader executes a dynamic instance of an invocation
171 repack instruction which results in another ray tracing shader being
175 For ray tracing invocations that are
197 [[ray-tracing-commands]]
200 _Ray tracing commands_ provoke work in the ray tracing pipeline.
202 a queue will produce work that executes according to the currently bound ray
204 A ray tracing pipeline must: be bound to a command buffer before any ray
209 [open,refpage='vkCmdTraceRaysNV',desc='Initialize a ray tracing dispatch',type='protos']
213 To dispatch ray tracing use:
220 shader binding table data for the ray generation shader stage.
222 pname:raygenShaderBindingTableBuffer) of the ray generation shader being
245 * pname:width is the width of the ray trace query dimensions.
246 * pname:height is height of the ray trace query dimensions.
247 * pname:depth is depth of the ray trace query dimensions.
249 When the command is executed, a ray generation group of [eq]#pname:width
258 This command must: not cause a pipeline trace ray instruction to be
259 executed from a shader invocation with a <<ray-tracing-recursion-depth,
261 to create the bound ray tracing pipeline
337 [open,refpage='vkCmdTraceRaysKHR',desc='Initialize a ray tracing dispatch',type='protos']
341 To dispatch ray tracing use:
349 table data for the ray generation shader stage.
357 * pname:width is the width of the ray trace query dimensions.
358 * pname:height is height of the ray trace query dimensions.
359 * pname:depth is depth of the ray trace query dimensions.
361 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
526 If the bound ray tracing pipeline was created with
536 …directCommandKHR',desc='Structure specifying the parameters of an indirect ray tracing command',ty…
544 * pname:width is the width of the ray trace query dimensions.
545 * pname:height is height of the ray trace query dimensions.
546 * pname:depth is depth of the ray trace query dimensions.
580 between the ray tracing pipeline and the acceleration structures that were
581 built for the ray tracing pipeline.
599 The shader binding tables to use in a ray tracing pipeline are passed to the
604 Shader binding tables are read-only in shaders that are executing on the ray
622 Accesses to the shader binding table from ray tracing pipelines must: be
647 during a ray tracing dispatch, the implementation must: be able to locate
659 Only one ray generation shader is executed per ray tracing dispatch.
662 For flink:vkCmdTraceRaysKHR, the location of the ray generation shader is
672 For flink:vkCmdTraceRaysNV, the location of the ray generation shader is
749 A miss shader is executed whenever a ray query fails to find an intersection
751 Multiple miss shaders may: be executed throughout a ray tracing dispatch.
803 A callable shader is executed when requested by a ray tracing shader.
804 Multiple callable shaders may: be executed throughout a ray tracing
855 [[ray-tracing-pipeline-stack]]
859 invoked in various call chain combinations to perform ray tracing.
893 (occlusion or shadow ray, for example) then the application can compute the