// Copyright 2018-2024 The Khronos Group Inc.
//
// SPDX-License-Identifier: CC-BY-4.0

[[ray-tracing]]
= Ray Tracing

Ray tracing uses a separate rendering pipeline from both the graphics and
compute pipelines (see <<pipelines-ray-tracing,Ray Tracing Pipeline>>).

[[fig-raypipe]]
image::{images}/ray_tracing_execution.svg[align="center",title="Ray tracing pipeline execution",opts="{imageopts}"]

.Caption
****
Interaction between the different shader stages in the ray tracing pipeline
****

Within the ray tracing pipeline, a <<glossary-pipeline-trace-ray, pipeline
trace ray>> instruction can: be called to perform a <<ray-traversal,ray
traversal>> that invokes the various ray tracing shader stages during its
execution.
The relationship between the ray tracing pipeline object and the geometries
present in the acceleration structure traversed is passed into the ray
tracing command in a slink:VkBuffer object known as a _shader binding
table_.
code:OpExecuteCallableKHR can also be used in ray tracing pipelines to
invoke a <<shaders-callable,callable shader>>.

During execution, control alternates between scheduling and other
operations.
The scheduling functionality is implementation-specific and is responsible
for workload execution.
The shader stages are programmable.
<<ray-traversal, _Traversal_>>, which refers to the process of traversing
acceleration structures to find potential intersections of rays with
geometry, is fixed function.

The programmable portions of the pipeline are exposed in a single-ray
programming model, with each invocation handling one ray at a time.
Memory operations can: be synchronized using standard memory barriers.
The code:Workgroup scope and variables with a storage class of
code:Workgroup must: not be used in the ray tracing pipeline.


[[ray-tracing-shader-call]]
== Shader Call Instructions

A _shader call_ is an instruction which may: cause execution to continue
elsewhere by creating one or more invocations that execute a different
shader stage.

The shader call instructions are:

  * code:OpTraceRayKHR which may: invoke intersection, any-hit, closest hit,
    or miss shaders,
ifdef::VK_NV_ray_tracing_motion_blur[]
  * code:OpTraceRayMotionNV which may: invoke intersection, any-hit, closest
    hit, or miss shaders,
endif::VK_NV_ray_tracing_motion_blur[]
  * code:OpReportIntersectionKHR which may: invoke any-hit shaders, and
  * code:OpExecuteCallableKHR which will invoke a callable shader.
ifdef::VK_NV_ray_tracing_invocation_reorder[]
  * code:OpHitObjectTraceRayNV, code:OpHitObjectTraceRayMotionNV, and
    code:OpHitObjectExecuteShaderNV which may: invoke intersection, any-hit,
    closest hit, miss, or callable shaders.
endif::VK_NV_ray_tracing_invocation_reorder[]

ifdef::VK_VERSION_1_1[]
The invocations created by shader call instructions are grouped into
subgroups by the implementation.
Those subgroups may: be unrelated to the subgroup of the parent invocation.
endif::VK_VERSION_1_1[]


[[ray-tracing-recursion-depth]]
_Pipeline trace ray instructions_ can: be used recursively; invoked shaders
can: themselves execute pipeline trace ray instructions, to a maximum depth
defined by the
ifdef::VK_NV_ray_tracing[]
<<limits-maxRecursionDepth, pname:maxRecursionDepth>> or
endif::VK_NV_ray_tracing[]
<<limits-maxRayRecursionDepth, pname:maxRayRecursionDepth>> limit.

Shaders directly invoked from the API always have a recursion depth of 0;
each shader executed by a pipeline trace ray instruction has a recursion
depth one higher than the recursion depth of the shader which invoked it.
Applications must: not invoke a shader with a recursion depth greater than
the value of
ifdef::VK_NV_ray_tracing[]
pname:maxRecursionDepth or
endif::VK_NV_ray_tracing[]
pname:maxPipelineRayRecursionDepth specified in the pipeline.

There is no explicit recursion limit for other shader call instructions
which may recurse (e.g. code:OpExecuteCallableKHR) but there is an upper
bound determined by the <<ray-tracing-pipeline-stack, stack size>>.

[[ray-tracing-repack]]
An _invocation repack instruction_ is a ray tracing instruction where the
implementation may: change the set of invocations that are executing.
When a repack instruction is encountered, the invocation is suspended and a
new invocation begins and executes the instruction.
After executing the repack instruction (which may: result in other ray
tracing shader stages executing) the new invocation ends and the original
invocation is resumed, but it may: be resumed in a different subgroup or at
a different code:SubgroupLocalInvocationId within the same subgroup.
When a subset of invocations in a subgroup execute the invocation repack
instruction, those that do not execute it remain in the same subgroup at the
same code:SubgroupLocalInvocationId.

The code:OpTraceRayKHR,
ifdef::VK_NV_ray_tracing_motion_blur[]
code:OpTraceRayMotionNV,
endif::VK_NV_ray_tracing_motion_blur[]
ifdef::VK_NV_ray_tracing_invocation_reorder[]
code:OpReorderThreadWithHintNV, code:OpReorderThreadWithHitObjectNV,
endif::VK_NV_ray_tracing_invocation_reorder[]
code:OpReportIntersectionKHR, and code:OpExecuteCallableKHR instructions are
invocation repack instructions.

ifdef::VK_VERSION_1_1[]
ifdef::VK_VERSION_1_2,VK_KHR_vulkan_memory_model[]
The invocations that are executing before a shader call instruction, after
the instruction, or are created by the instruction, are
<<shader-call-related,shader-call-related>>.
endif::VK_VERSION_1_2,VK_KHR_vulkan_memory_model[]

If the implementation changes the composition of subgroups, the values of
code:SubgroupSize, code:SubgroupLocalInvocationId,
ifdef::VK_NV_shader_sm_builtins[]
code:SMIDNV, code:WarpIDNV,
endif::VK_NV_shader_sm_builtins[]
and builtin variables that are derived from them (code:SubgroupEqMask,
code:SubgroupGeMask, code:SubgroupGtMask, code:SubgroupLeMask,
code:SubgroupLtMask) must: be changed accordingly by the invocation repack
instruction.
The application must: use <<builtin-volatile-semantics,code:Volatile
semantics>> on these code:BuiltIn variables when used in the ray generation,
closest hit, miss, intersection, and callable shaders.
Similarly, the application must: use code:Volatile semantics on any
code:RayTmaxKHR decorated code:Builtin used in an intersection shader.

[NOTE]
.Note
====
<<shaders-group-operations,Subgroup operations>> are permitted in the
programmable ray tracing shader stages.
However, shader call instructions place a bound on where results of subgroup
instructions or subgroup-scoped instructions that execute the dynamic
instance of that instruction are potentially valid.
For example, care must: be taken when using the result of a ballot operation
that was computed before an invocation repack instruction, after that repack
instruction.
The ballot may: be incorrect as the set of invocations could have changed.

ifdef::VK_VERSION_1_3,VK_EXT_subgroup_size_control[]
While the code:SubgroupSize built-in is required to be declared
code:Volatile, its value will never change unless
ename:VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT is set
on pipeline creation, as without that bit set, its value is required to
match that of slink:VkPhysicalDeviceSubgroupProperties::pname:subgroupSize.
endif::VK_VERSION_1_3,VK_EXT_subgroup_size_control[]

ifdef::VK_KHR_shader_clock[]
For clock operations, the value of a code:Subgroup scoped
code:OpReadClockKHR read before the dynamic instance of a repack instruction
should: not be compared to the result of that clock instruction after the
repack instruction.
endif::VK_KHR_shader_clock[]
====
endif::VK_VERSION_1_1[]

ifdef::VK_VERSION_1_2,VK_KHR_vulkan_memory_model[]
When a ray tracing shader executes a dynamic instance of an invocation
repack instruction which results in another ray tracing shader being
invoked, their instructions are related by
<<shader-call-order,shader-call-order>>.

For ray tracing invocations that are
<<shader-call-related,shader-call-related>>:

  * <<memory-model-memory-operation,memory operations>> on
    code:StorageBuffer, code:Image, and code:ShaderRecordBufferKHR storage
    classes can: be synchronized using the
ifdef::VK_KHR_ray_tracing_pipeline[code:ShaderCallKHR]
ifndef::VK_KHR_ray_tracing_pipeline[code:Device or code:QueueFamily]
    scope.

  * the code:CallableDataKHR, code:IncomingCallableDataKHR,
    code:RayPayloadKHR, code:HitAttributeKHR, and code:IncomingRayPayloadKHR
    storage classes are <<memory-model-shader-io,system-synchronized>> and
    no application availability and visibility operations are required.

  * memory operations within a single invocation before and after the shader
    call instruction are ordered by
    <<memory-model-program-order,program-order>> and do not require explicit
    synchronization.
endif::VK_VERSION_1_2,VK_KHR_vulkan_memory_model[]


[[ray-tracing-commands]]
== Ray Tracing Commands

_Ray tracing commands_ provoke work in the ray tracing pipeline.
Ray tracing commands are recorded into a command buffer and when executed by
a queue will produce work that executes according to the currently bound ray
tracing pipeline.
A ray tracing pipeline must: be bound to a command buffer before any ray
tracing commands are recorded in that command buffer.

ifdef::VK_NV_ray_tracing[]

[open,refpage='vkCmdTraceRaysNV',desc='Initialize a ray tracing dispatch',type='protos']
--
:refpage: vkCmdTraceRaysNV

To dispatch ray tracing use:

include::{generated}/api/protos/vkCmdTraceRaysNV.adoc[]

  * pname:commandBuffer is the command buffer into which the command will be
    recorded.
  * pname:raygenShaderBindingTableBuffer is the buffer object that holds the
    shader binding table data for the ray generation shader stage.
  * pname:raygenShaderBindingOffset is the offset in bytes (relative to
    pname:raygenShaderBindingTableBuffer) of the ray generation shader being
    used for the trace.
  * pname:missShaderBindingTableBuffer is the buffer object that holds the
    shader binding table data for the miss shader stage.
  * pname:missShaderBindingOffset is the offset in bytes (relative to
    pname:missShaderBindingTableBuffer) of the miss shader being used for
    the trace.
  * pname:missShaderBindingStride is the size in bytes of each shader
    binding table record in pname:missShaderBindingTableBuffer.
  * pname:hitShaderBindingTableBuffer is the buffer object that holds the
    shader binding table data for the hit shader stages.
  * pname:hitShaderBindingOffset is the offset in bytes (relative to
    pname:hitShaderBindingTableBuffer) of the hit shader group being used
    for the trace.
  * pname:hitShaderBindingStride is the size in bytes of each shader binding
    table record in pname:hitShaderBindingTableBuffer.
  * pname:callableShaderBindingTableBuffer is the buffer object that holds
    the shader binding table data for the callable shader stage.
  * pname:callableShaderBindingOffset is the offset in bytes (relative to
    pname:callableShaderBindingTableBuffer) of the callable shader being
    used for the trace.
  * pname:callableShaderBindingStride is the size in bytes of each shader
    binding table record in pname:callableShaderBindingTableBuffer.
  * pname:width is the width of the ray trace query dimensions.
  * pname:height is height of the ray trace query dimensions.
  * pname:depth is depth of the ray trace query dimensions.

When the command is executed, a ray generation group of [eq]#pname:width
{times} pname:height {times} pname:depth# rays is assembled.

.Valid Usage
****
include::{chapters}/commonvalidity/trace_rays_common.adoc[]
  * [[VUID-vkCmdTraceRaysNV-commandBuffer-04624]]
    pname:commandBuffer must: not be a protected command buffer
  * [[VUID-vkCmdTraceRaysNV-maxRecursionDepth-03625]]
    This command must: not cause a pipeline trace ray instruction to be
    executed from a shader invocation with a <<ray-tracing-recursion-depth,
    recursion depth>> greater than the value of pname:maxRecursionDepth used
    to create the bound ray tracing pipeline
  * [[VUID-vkCmdTraceRaysNV-raygenShaderBindingTableBuffer-04042]]
    If pname:raygenShaderBindingTableBuffer is non-sparse then it must: be
    bound completely and contiguously to a single sname:VkDeviceMemory
    object
  * [[VUID-vkCmdTraceRaysNV-raygenShaderBindingOffset-02455]]
    pname:raygenShaderBindingOffset must: be less than the size of
    pname:raygenShaderBindingTableBuffer
  * [[VUID-vkCmdTraceRaysNV-raygenShaderBindingOffset-02456]]
    pname:raygenShaderBindingOffset must: be a multiple of
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:shaderGroupBaseAlignment
  * [[VUID-vkCmdTraceRaysNV-missShaderBindingTableBuffer-04043]]
    If pname:missShaderBindingTableBuffer is non-sparse then it must: be
    bound completely and contiguously to a single sname:VkDeviceMemory
    object
  * [[VUID-vkCmdTraceRaysNV-missShaderBindingOffset-02457]]
    pname:missShaderBindingOffset must: be less than the size of
    pname:missShaderBindingTableBuffer
  * [[VUID-vkCmdTraceRaysNV-missShaderBindingOffset-02458]]
    pname:missShaderBindingOffset must: be a multiple of
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:shaderGroupBaseAlignment
  * [[VUID-vkCmdTraceRaysNV-hitShaderBindingTableBuffer-04044]]
    If pname:hitShaderBindingTableBuffer is non-sparse then it must: be
    bound completely and contiguously to a single sname:VkDeviceMemory
    object
  * [[VUID-vkCmdTraceRaysNV-hitShaderBindingOffset-02459]]
    pname:hitShaderBindingOffset must: be less than the size of
    pname:hitShaderBindingTableBuffer
  * [[VUID-vkCmdTraceRaysNV-hitShaderBindingOffset-02460]]
    pname:hitShaderBindingOffset must: be a multiple of
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:shaderGroupBaseAlignment
  * [[VUID-vkCmdTraceRaysNV-callableShaderBindingTableBuffer-04045]]
    If pname:callableShaderBindingTableBuffer is non-sparse then it must: be
    bound completely and contiguously to a single sname:VkDeviceMemory
    object
  * [[VUID-vkCmdTraceRaysNV-callableShaderBindingOffset-02461]]
    pname:callableShaderBindingOffset must: be less than the size of
    pname:callableShaderBindingTableBuffer
  * [[VUID-vkCmdTraceRaysNV-callableShaderBindingOffset-02462]]
    pname:callableShaderBindingOffset must: be a multiple of
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:shaderGroupBaseAlignment
  * [[VUID-vkCmdTraceRaysNV-missShaderBindingStride-02463]]
    pname:missShaderBindingStride must: be a multiple of
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:shaderGroupHandleSize
  * [[VUID-vkCmdTraceRaysNV-hitShaderBindingStride-02464]]
    pname:hitShaderBindingStride must: be a multiple of
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:shaderGroupHandleSize
  * [[VUID-vkCmdTraceRaysNV-callableShaderBindingStride-02465]]
    pname:callableShaderBindingStride must: be a multiple of
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:shaderGroupHandleSize
  * [[VUID-vkCmdTraceRaysNV-missShaderBindingStride-02466]]
    pname:missShaderBindingStride must: be less than or equal to
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:maxShaderGroupStride
  * [[VUID-vkCmdTraceRaysNV-hitShaderBindingStride-02467]]
    pname:hitShaderBindingStride must: be less than or equal to
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:maxShaderGroupStride
  * [[VUID-vkCmdTraceRaysNV-callableShaderBindingStride-02468]]
    pname:callableShaderBindingStride must: be less than or equal to
    sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:maxShaderGroupStride
  * [[VUID-vkCmdTraceRaysNV-width-02469]]
    pname:width must: be less than or equal to
    sname:VkPhysicalDeviceLimits::pname:maxComputeWorkGroupCount[0]
  * [[VUID-vkCmdTraceRaysNV-height-02470]]
    pname:height must: be less than or equal to
    sname:VkPhysicalDeviceLimits::pname:maxComputeWorkGroupCount[1]
  * [[VUID-vkCmdTraceRaysNV-depth-02471]]
    pname:depth must: be less than or equal to
    sname:VkPhysicalDeviceLimits::pname:maxComputeWorkGroupCount[2]
****

include::{generated}/validity/protos/vkCmdTraceRaysNV.adoc[]
--

endif::VK_NV_ray_tracing[]

ifdef::VK_KHR_ray_tracing_pipeline[]
[open,refpage='vkCmdTraceRaysKHR',desc='Initialize a ray tracing dispatch',type='protos']
--
:refpage: vkCmdTraceRaysKHR

To dispatch ray tracing use:

include::{generated}/api/protos/vkCmdTraceRaysKHR.adoc[]

  * pname:commandBuffer is the command buffer into which the command will be
    recorded.
  * pname:pRaygenShaderBindingTable is a
    slink:VkStridedDeviceAddressRegionKHR that holds the shader binding
    table data for the ray generation shader stage.
  * pname:pMissShaderBindingTable is a slink:VkStridedDeviceAddressRegionKHR
    that holds the shader binding table data for the miss shader stage.
  * pname:pHitShaderBindingTable is a slink:VkStridedDeviceAddressRegionKHR
    that holds the shader binding table data for the hit shader stage.
  * pname:pCallableShaderBindingTable is a
    slink:VkStridedDeviceAddressRegionKHR that holds the shader binding
    table data for the callable shader stage.
  * pname:width is the width of the ray trace query dimensions.
  * pname:height is height of the ray trace query dimensions.
  * pname:depth is depth of the ray trace query dimensions.

When the command is executed, a ray generation group of [eq]#pname:width
{times} pname:height {times} pname:depth# rays is assembled.

.Valid Usage
****
include::{chapters}/commonvalidity/trace_rays_common.adoc[]
include::{chapters}/commonvalidity/trace_rays_common_khr.adoc[]
include::{chapters}/commonvalidity/trace_rays_binding_table_raygen_stride.adoc[]

:rayGenShaderBindingTableAddress: pname:pRayGenShaderBindingTable->deviceAddress
:rayGenShaderBindingTableStride: pname:pRayGenShaderBindingTable->stride
:missShaderBindingTableAddress: pname:pMissShaderBindingTable->deviceAddress
:missShaderBindingTableStride: pname:pMissShaderBindingTable->stride
:hitShaderBindingTableAddress: pname:pHitShaderBindingTable->deviceAddress
:hitShaderBindingTableStride: pname:pHitShaderBindingTable->stride
:callableShaderBindingTableAddress: pname:pCallableShaderBindingTable->deviceAddress
:callableShaderBindingTableStride: pname:pCallableShaderBindingTable->stride
include::{chapters}/commonvalidity/trace_rays_binding_table.adoc[]
include::{chapters}/commonvalidity/trace_rays_limits_common.adoc[]
****

include::{generated}/validity/protos/vkCmdTraceRaysKHR.adoc[]
--

[open,refpage='VkStridedDeviceAddressRegionKHR',desc='Structure specifying a region of device addresses with a stride',type='structs']
--
:refpage: VkStridedDeviceAddressRegionKHR

The sname:VkStridedDeviceAddressRegionKHR structure is defined as:

include::{generated}/api/structs/VkStridedDeviceAddressRegionKHR.adoc[]

  * pname:deviceAddress is the device address (as returned by the
    flink:vkGetBufferDeviceAddress command) at which the region starts, or
    zero if the region is unused.
  * pname:stride is the byte stride between consecutive elements.
  * pname:size is the size in bytes of the region starting at
    pname:deviceAddress.

.Valid Usage
****
  * [[VUID-VkStridedDeviceAddressRegionKHR-size-04631]]
    If pname:size is not zero, all addresses between pname:deviceAddress and
    [eq]#pname:deviceAddress {plus} pname:size - 1# must: be in the buffer
    device address range of the same buffer
  * [[VUID-VkStridedDeviceAddressRegionKHR-size-04632]]
    If pname:size is not zero, pname:stride must: be less than or equal to
    the size of the buffer from which pname:deviceAddress was queried
****

include::{generated}/validity/structs/VkStridedDeviceAddressRegionKHR.adoc[]
--

ifdef::VK_HUAWEI_invocation_mask[]
[open,refpage='vkCmdBindInvocationMaskHUAWEI',desc='Bind an invocation mask image on a command buffer',type='protos']
--
When invocation mask image usage is enabled in the bound ray tracing
pipeline, the pipeline uses an invocation mask image specified by the
command:

include::{generated}/api/protos/vkCmdBindInvocationMaskHUAWEI.adoc[]

  * pname:commandBuffer is the command buffer into which the command will be
    recorded
  * pname:imageView is an image view handle specifying the invocation mask
    image pname:imageView may: be set to dlink:VK_NULL_HANDLE, which is
    equivalent to specifying a view of an image filled with ones value.
  * pname:imageLayout is the layout that the image subresources accessible
    from pname:imageView will be in when the invocation mask image is
    accessed

.Valid Usage
****
  * [[VUID-vkCmdBindInvocationMaskHUAWEI-None-04976]]
    The <<features-invocationMask, pname:invocationMask>> feature must: be
    enabled
  * [[VUID-vkCmdBindInvocationMaskHUAWEI-imageView-04977]]
    If pname:imageView is not dlink:VK_NULL_HANDLE, it must: be a valid
    slink:VkImageView handle of type ename:VK_IMAGE_VIEW_TYPE_2D
  * [[VUID-vkCmdBindInvocationMaskHUAWEI-imageView-04978]]
    If pname:imageView is not dlink:VK_NULL_HANDLE, it must: have a format
    of ename:VK_FORMAT_R8_UINT
  * [[VUID-vkCmdBindInvocationMaskHUAWEI-imageView-04979]]
    If pname:imageView is not dlink:VK_NULL_HANDLE, it must: have been
    created with ename:VK_IMAGE_USAGE_INVOCATION_MASK_BIT_HUAWEI set
  * [[VUID-vkCmdBindInvocationMaskHUAWEI-imageView-04980]]
    If pname:imageView is not dlink:VK_NULL_HANDLE, pname:imageLayout must:
    be ename:VK_IMAGE_LAYOUT_GENERAL
  * [[VUID-vkCmdBindInvocationMaskHUAWEI-width-04981]]
    Thread mask image resolution must: match the pname:width and
    pname:height in flink:vkCmdTraceRaysKHR
  * [[VUID-vkCmdBindInvocationMaskHUAWEI-None-04982]]
    Each element in the invocation mask image must: have the value `0` or
    `1`.
    The value 1 means the invocation is active
  * [[VUID-vkCmdBindInvocationMaskHUAWEI-depth-04983]]
    pname:depth in flink:vkCmdTraceRaysKHR must: be 1
****

include::{generated}/validity/protos/vkCmdBindInvocationMaskHUAWEI.adoc[]
--
endif::VK_HUAWEI_invocation_mask[]

[open,refpage='vkCmdTraceRaysIndirectKHR',desc='Initialize an indirect ray tracing dispatch',type='protos']
--
:refpage: vkCmdTraceRaysIndirectKHR

To dispatch ray tracing, with some parameters sourced on the device, use:

include::{generated}/api/protos/vkCmdTraceRaysIndirectKHR.adoc[]

  * pname:commandBuffer is the command buffer into which the command will be
    recorded.
  * pname:pRaygenShaderBindingTable is a
    slink:VkStridedDeviceAddressRegionKHR that holds the shader binding
    table data for the ray generation shader stage.
  * pname:pMissShaderBindingTable is a slink:VkStridedDeviceAddressRegionKHR
    that holds the shader binding table data for the miss shader stage.
  * pname:pHitShaderBindingTable is a slink:VkStridedDeviceAddressRegionKHR
    that holds the shader binding table data for the hit shader stage.
  * pname:pCallableShaderBindingTable is a
    slink:VkStridedDeviceAddressRegionKHR that holds the shader binding
    table data for the callable shader stage.
  * pname:indirectDeviceAddress is a buffer device address which is a
    pointer to a slink:VkTraceRaysIndirectCommandKHR structure containing
    the trace ray parameters.

fname:vkCmdTraceRaysIndirectKHR behaves similarly to flink:vkCmdTraceRaysKHR
except that the ray trace query dimensions are read by the device from
pname:indirectDeviceAddress during execution.

.Valid Usage
****
include::{chapters}/commonvalidity/trace_rays_common.adoc[]
include::{chapters}/commonvalidity/trace_rays_common_khr.adoc[]
include::{chapters}/commonvalidity/trace_rays_binding_table_raygen_stride.adoc[]

:rayGenShaderBindingTableAddress: pname:pRayGenShaderBindingTable->deviceAddress
:rayGenShaderBindingTableStride: pname:pRayGenShaderBindingTable->stride
:missShaderBindingTableAddress: pname:pMissShaderBindingTable->deviceAddress
:missShaderBindingTableStride: pname:pMissShaderBindingTable->stride
:hitShaderBindingTableAddress: pname:pHitShaderBindingTable->deviceAddress
:hitShaderBindingTableStride: pname:pHitShaderBindingTable->stride
:callableShaderBindingTableAddress: pname:pCallableShaderBindingTable->deviceAddress
:callableShaderBindingTableStride: pname:pCallableShaderBindingTable->stride
include::{chapters}/commonvalidity/trace_rays_binding_table.adoc[]

:cmdstruct: VkTraceRaysIndirectCommandKHR
:feature: rayTracingPipelineTraceRaysIndirect
include::{chapters}/commonvalidity/trace_rays_indirect_common.adoc[]
****

include::{generated}/validity/protos/vkCmdTraceRaysIndirectKHR.adoc[]
--

[open,refpage='VkTraceRaysIndirectCommandKHR',desc='Structure specifying the parameters of an indirect ray tracing command',type='structs']
--
:refpage: VkTraceRaysIndirectCommandKHR

The sname:VkTraceRaysIndirectCommandKHR structure is defined as:

include::{generated}/api/structs/VkTraceRaysIndirectCommandKHR.adoc[]

  * pname:width is the width of the ray trace query dimensions.
  * pname:height is height of the ray trace query dimensions.
  * pname:depth is depth of the ray trace query dimensions.

The members of sname:VkTraceRaysIndirectCommandKHR have the same meaning as
the similarly named parameters of flink:vkCmdTraceRaysKHR.

.Valid Usage
****
include::{chapters}/commonvalidity/trace_rays_limits_common.adoc[]
****

include::{generated}/validity/structs/VkTraceRaysIndirectCommandKHR.adoc[]
--

ifdef::VK_KHR_ray_tracing_maintenance1[]
[open,refpage='vkCmdTraceRaysIndirect2KHR',desc='Initialize an indirect ray tracing dispatch with indirect shader binding tables',type='protos']
--
:refpage: vkCmdTraceRaysIndirect2KHR

To dispatch ray tracing, with some parameters sourced on the device, use:

include::{generated}/api/protos/vkCmdTraceRaysIndirect2KHR.adoc[]

  * pname:commandBuffer is the command buffer into which the command will be
    recorded.
  * pname:indirectDeviceAddress is a buffer device address which is a
    pointer to a slink:VkTraceRaysIndirectCommand2KHR structure containing
    the trace ray parameters.

fname:vkCmdTraceRaysIndirect2KHR behaves similarly to
flink:vkCmdTraceRaysIndirectKHR except that shader binding table parameters
as well as dispatch dimensions are read by the device from
pname:indirectDeviceAddress during execution.

.Valid Usage
****
include::{chapters}/commonvalidity/trace_rays_common.adoc[]
include::{chapters}/commonvalidity/trace_rays_common_khr.adoc[]

:cmdstruct: VkTraceRaysIndirectCommand2KHR
:feature: rayTracingPipelineTraceRaysIndirect2
include::{chapters}/commonvalidity/trace_rays_indirect_common.adoc[]
****

include::{generated}/validity/protos/vkCmdTraceRaysIndirect2KHR.adoc[]
--

[open,refpage='VkTraceRaysIndirectCommand2KHR',desc='Structure specifying the parameters of an indirect trace ray command with indirect shader binding tables',type='structs']
--
:refpage: VkTraceRaysIndirectCommand2KHR

The sname:VkTraceRaysIndirectCommand2KHR structure is defined as:

include::{generated}/api/structs/VkTraceRaysIndirectCommand2KHR.adoc[]

  * pname:raygenShaderRecordAddress is a basetype:VkDeviceAddress of the ray
    generation shader binding table record used by this command.
  * pname:raygenShaderRecordSize is a basetype:VkDeviceSize number of bytes
    corresponding to the ray generation shader binding table record at base
    address pname:raygenShaderRecordAddress.
  * pname:missShaderBindingTableAddress is a basetype:VkDeviceAddress of the
    first record in the miss shader binding table used by this command.
  * pname:missShaderBindingTableSize is a basetype:VkDeviceSize number of
    bytes corresponding to the total size of the miss shader binding table
    at pname:missShaderBindingTableAddress that may be accessed by this
    command.
  * pname:missShaderBindingTableStride is a basetype:VkDeviceSize number of
    bytes between records of the miss shader binding table.
  * pname:hitShaderBindingTableAddress is a basetype:VkDeviceAddress of the
    first record in the hit shader binding table used by this command.
  * pname:hitShaderBindingTableSize is a basetype:VkDeviceSize number of
    bytes corresponding to the total size of the hit shader binding table at
    pname:hitShaderBindingTableAddress that may be accessed by this command.
  * pname:hitShaderBindingTableStride is a basetype:VkDeviceSize number of
    bytes between records of the hit shader binding table.
  * pname:callableShaderBindingTableAddress is a basetype:VkDeviceAddress of
    the first record in the callable shader binding table used by this
    command.
  * pname:callableShaderBindingTableSize is a basetype:VkDeviceSize number
    of bytes corresponding to the total size of the callable shader binding
    table at pname:callableShaderBindingTableAddress that may be accessed by
    this command.
  * pname:callableShaderBindingTableStride is a basetype:VkDeviceSize number
    of bytes between records of the callable shader binding table.
  * pname:width is the width of the ray trace query dimensions.
  * pname:height is height of the ray trace query dimensions.
  * pname:depth is depth of the ray trace query dimensions.

The members of sname:VkTraceRaysIndirectCommand2KHR have the same meaning as
the similarly named parameters of flink:vkCmdTraceRaysKHR.

Indirect shader binding table buffer parameters must satisfy the same memory
alignment and binding requirements as their counterparts in
flink:vkCmdTraceRaysIndirectKHR and flink:vkCmdTraceRaysKHR.

.Valid Usage
****
:rayGenShaderBindingTableAddress: pname:raygenShaderRecordAddress
:rayGenShaderBindingTableSize: pname:raygenShaderRecordSize
:missShaderBindingTableAddress: pname:missShaderBindingTableAddress
:missShaderBindingTableStride: pname:missShaderBindingTableStride
:hitShaderBindingTableAddress: pname:hitShaderBindingTableAddress
:hitShaderBindingTableStride: pname:hitShaderBindingTableStride
:callableShaderBindingTableAddress: pname:callableShaderBindingTableAddress
:callableShaderBindingTableStride: pname:callableShaderBindingTableStride
include::{chapters}/commonvalidity/trace_rays_binding_table.adoc[]
include::{chapters}/commonvalidity/trace_rays_limits_common.adoc[]
****

include::{generated}/validity/structs/VkTraceRaysIndirectCommand2KHR.adoc[]
--
endif::VK_KHR_ray_tracing_maintenance1[]

endif::VK_KHR_ray_tracing_pipeline[]


[[shader-binding-table]]
== Shader Binding Table

A _shader binding table_ is a resource which establishes the relationship
between the ray tracing pipeline and the acceleration structures that were
built for the ray tracing pipeline.
It indicates the shaders that operate on each geometry in an acceleration
structure.
In addition, it contains the resources accessed by each shader, including
indices of textures, buffer device addresses, and constants.
The application allocates and manages _shader binding tables_ as
slink:VkBuffer objects.

Each entry in the shader binding table consists of
pname:shaderGroupHandleSize bytes of data, either as queried by
flink:vkGetRayTracingShaderGroupHandlesKHR to refer to those specified
shaders, or all zeros to refer to a zero shader group.
A zero shader group behaves as though it is a shader group consisting
entirely of ename:VK_SHADER_UNUSED_KHR.
The remainder of the data specified by the stride is application-visible
data that can be referenced by a code:ShaderRecordBufferKHR block in the
shader.

The shader binding tables to use in a ray tracing pipeline are passed to the
ifdef::VK_NV_ray_tracing[]
flink:vkCmdTraceRaysNV,
endif::VK_NV_ray_tracing[]
flink:vkCmdTraceRaysKHR, or flink:vkCmdTraceRaysIndirectKHR commands.
Shader binding tables are read-only in shaders that are executing on the ray
tracing pipeline.

Shader variables identified with the code:ShaderRecordBufferKHR storage
class are used to access the provided shader binding table.
Such variables must: be:

  * typed as code:OpTypeStruct, or an array of this type,
  * identified with a code:Block decoration, and
  * laid out explicitly using the code:Offset, code:ArrayStride, and
    code:MatrixStride decorations as specified in
    <<interfaces-resources-layout,Offset and Stride Assignment>>.

The code:Offset decoration for any member of a code:Block-decorated variable
in the code:ShaderRecordBufferKHR storage class must: not cause the space
required for that variable to extend outside the range [eq]#[0,
pname:maxStorageBufferRange)#.

Accesses to the shader binding table from ray tracing pipelines must: be
<<synchronization-dependencies,synchronized>> with the
ename:VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR
<<synchronization-pipeline-stages, pipeline stage>> and an
<<synchronization-access-types, access type>> of
ename:VK_ACCESS_SHADER_READ_BIT.

[NOTE]
.Note
====
Because different shader record buffers can be associated with the same
shader, a shader variable with code:ShaderRecordBufferKHR storage class will
not be dynamically uniform if different invocations of the same shader can
reference different data in the shader record buffer, such as if the same
shader occurs twice in the shader binding table with a different shader
record buffer.
In this case, indexing resources based on values in the
code:ShaderRecordBufferKHR storage class, the index should be decorated as
code:NonUniform.
====


[[shader-binding-table-indexing-rules]]
=== Indexing Rules

In order to execute the correct shaders and access the correct resources
during a ray tracing dispatch, the implementation must: be able to locate
shader binding table entries at various stages of execution.
This is accomplished by defining a set of indexing rules that compute shader
binding table record positions relative to the buffer's base address in
memory.
The application must: organize the contents of the shader binding table's
memory in a way that application of the indexing rules will lead to correct
records.


==== Ray Generation Shaders

Only one ray generation shader is executed per ray tracing dispatch.

ifdef::VK_KHR_ray_tracing_pipeline[]
For flink:vkCmdTraceRaysKHR, the location of the ray generation shader is
specified by the pname:pRaygenShaderBindingTable->deviceAddress parameter
-- there is no indexing.
All data accessed must: be less than pname:pRaygenShaderBindingTable->size
bytes from pname:deviceAddress.
pname:pRaygenShaderBindingTable->stride is unused, and must: be equal to
pname:pRaygenShaderBindingTable->size.
endif::VK_KHR_ray_tracing_pipeline[]

ifdef::VK_NV_ray_tracing[]
For flink:vkCmdTraceRaysNV, the location of the ray generation shader is
specified by the pname:raygenShaderBindingTableBuffer and
pname:raygenShaderBindingOffset parameters -- there is no indexing.
endif::VK_NV_ray_tracing[]


[[shader-binding-table-hit-shader-indexing]]
==== Hit Shaders

The base for the computation of intersection, any-hit, and closest hit
shader locations is the code:instanceShaderBindingTableRecordOffset value
stored with each instance of a top-level acceleration structure
(slink:VkAccelerationStructureInstanceKHR).
This value determines the beginning of the shader binding table records for
a given instance.

In the following rule, code:geometryIndex refers to the
<<acceleration-structure-geometry-index, geometry index>> of the intersected
geometry within the instance.

The code:sbtRecordOffset and code:sbtRecordStride values are passed in as
parameters to
ifdef::VK_NV_ray_tracing[code:traceNV()]
ifdef::VK_NV_ray_tracing+VK_KHR_ray_tracing_pipeline[ or ]
ifdef::VK_KHR_ray_tracing_pipeline[code:traceRayEXT()]
calls made in the shaders.
See Section 8.19 (Ray Tracing Functions) of the OpenGL Shading Language
Specification for more details.
In SPIR-V, these correspond to the code:SBTOffset and code:SBTStride
parameters to the <<glossary-pipeline-trace-ray, pipeline trace ray>>
instructions.

The result of this computation is then added to
ifdef::VK_KHR_ray_tracing_pipeline[]
pname:pHitShaderBindingTable->deviceAddress, a device address passed to
flink:vkCmdTraceRaysKHR
endif::VK_KHR_ray_tracing_pipeline[]
ifdef::VK_NV_ray_tracing+VK_KHR_ray_tracing_pipeline[, or ]
ifdef::VK_NV_ray_tracing[]
pname:hitShaderBindingOffset, a base offset passed to flink:vkCmdTraceRaysNV
endif::VK_NV_ray_tracing[]
.

ifdef::VK_KHR_ray_tracing_pipeline[]
For flink:vkCmdTraceRaysKHR, the complete rule to compute a hit shader
binding table record address in the pname:pHitShaderBindingTable is:

  {empty}:: [eq]#pname:pHitShaderBindingTable->deviceAddress {plus}
            pname:pHitShaderBindingTable->stride {times} (
            code:instanceShaderBindingTableRecordOffset {plus}
            code:geometryIndex {times} code:sbtRecordStride {plus}
            code:sbtRecordOffset )#

All data accessed must: be less than pname:pHitShaderBindingTable->size
bytes from the base address.
endif::VK_KHR_ray_tracing_pipeline[]

ifdef::VK_NV_ray_tracing[]
For flink:vkCmdTraceRaysNV, the offset and stride come from direct
parameters, so the full rule to compute a hit shader binding table record
address in the pname:hitShaderBindingTableBuffer is:

  {empty}:: [eq]#pname:hitShaderBindingOffset {plus}
            pname:hitShaderBindingStride {times} (
            code:instanceShaderBindingTableRecordOffset {plus}
            code:geometryIndex {times} code:sbtRecordStride {plus}
            code:sbtRecordOffset )#

endif::VK_NV_ray_tracing[]


==== Miss Shaders

A miss shader is executed whenever a ray query fails to find an intersection
for the given scene geometry.
Multiple miss shaders may: be executed throughout a ray tracing dispatch.

The base for the computation of miss shader locations is
ifdef::VK_KHR_ray_tracing_pipeline[]
pname:pMissShaderBindingTable->deviceAddress, a device address passed into
flink:vkCmdTraceRaysKHR
endif::VK_KHR_ray_tracing_pipeline[]
ifdef::VK_NV_ray_tracing+VK_KHR_ray_tracing_pipeline[, or ]
ifdef::VK_NV_ray_tracing[]
pname:missShaderBindingOffset, a base offset passed into
flink:vkCmdTraceRaysNV
endif::VK_NV_ray_tracing[]
.

The code:missIndex value is passed in as a parameter to
ifdef::VK_NV_ray_tracing[code:traceNV()]
ifdef::VK_NV_ray_tracing+VK_KHR_ray_tracing_pipeline[ or ]
ifdef::VK_KHR_ray_tracing_pipeline[code:traceRayEXT()]
calls made in the shaders.
See Section 8.19 (Ray Tracing Functions) of the OpenGL Shading Language
Specification for more details.
In SPIR-V, this corresponds to the code:MissIndex parameter to the
<<glossary-pipeline-trace-ray, pipeline trace ray>> instructions.

ifdef::VK_KHR_ray_tracing_pipeline[]
For flink:vkCmdTraceRaysKHR, the complete rule to compute a miss shader
binding table record address in the pname:pMissShaderBindingTable is:

  {empty}:: [eq]#pname:pMissShaderBindingTable->deviceAddress {plus}
            pname:pMissShaderBindingTable->stride {times} code:missIndex#

All data accessed must: be less than pname:pMissShaderBindingTable->size
bytes from the base address.
endif::VK_KHR_ray_tracing_pipeline[]

ifdef::VK_NV_ray_tracing[]
For flink:vkCmdTraceRaysNV, the offset and stride come from direct
parameters, so the full rule to compute a miss shader binding table record
address in the pname:missShaderBindingTableBuffer is:

  {empty}:: [eq]#pname:missShaderBindingOffset {plus}
            pname:missShaderBindingStride {times} code:missIndex#

endif::VK_NV_ray_tracing[]


==== Callable Shaders

A callable shader is executed when requested by a ray tracing shader.
Multiple callable shaders may: be executed throughout a ray tracing
dispatch.

The base for the computation of callable shader locations is
ifdef::VK_KHR_ray_tracing_pipeline[]
pname:pCallableShaderBindingTable->deviceAddress, a device address passed
into flink:vkCmdTraceRaysKHR
endif::VK_KHR_ray_tracing_pipeline[]
ifdef::VK_NV_ray_tracing+VK_KHR_ray_tracing_pipeline[, or ]
ifdef::VK_NV_ray_tracing[]
pname:callableShaderBindingOffset, a base offset passed into
flink:vkCmdTraceRaysNV
endif::VK_NV_ray_tracing[]
.

The code:sbtRecordIndex value is passed in as a parameter to
ifdef::VK_NV_ray_tracing[code:executeCallableNV()]
ifdef::VK_NV_ray_tracing+VK_KHR_ray_tracing_pipeline[ or ]
ifdef::VK_KHR_ray_tracing_pipeline[code:executeCallableEXT()]
calls made in the shaders.
See Section 8.19 (Ray Tracing Functions) of the OpenGL Shading Language
Specification for more details.
In SPIR-V, this corresponds to the code:SBTIndex parameter to the
ifdef::VK_NV_ray_tracing[code:OpExecuteCallableNV]
ifdef::VK_NV_ray_tracing+VK_KHR_ray_tracing_pipeline[ or ]
ifdef::VK_KHR_ray_tracing_pipeline[code:OpExecuteCallableKHR]
instruction.

ifdef::VK_KHR_ray_tracing_pipeline[]
For flink:vkCmdTraceRaysKHR, the complete rule to compute a callable shader
binding table record address in the pname:pCallableShaderBindingTable is:

  {empty}:: [eq]#pname:pCallableShaderBindingTable->deviceAddress {plus}
            pname:pCallableShaderBindingTable->stride {times}
            code:sbtRecordIndex#

All data accessed must: be less than pname:pCallableShaderBindingTable->size
bytes from the base address.
endif::VK_KHR_ray_tracing_pipeline[]

ifdef::VK_NV_ray_tracing[]
For flink:vkCmdTraceRaysNV, the offset and stride come from direct
parameters, so the full rule to compute a callable shader binding table
record address in the pname:callableShaderBindingTableBuffer is:

  {empty}:: [eq]#pname:callableShaderBindingOffset {plus}
            pname:callableShaderBindingStride {times} code:sbtRecordIndex#

endif::VK_NV_ray_tracing[]


[[ray-tracing-pipeline-stack]]
== Ray Tracing Pipeline Stack

Ray tracing pipelines have a potentially large set of shaders which may: be
invoked in various call chain combinations to perform ray tracing.
To store parameters for a given shader execution, an implementation may: use
a stack of data in memory.
This stack must: be sized to the sum of the stack sizes of all shaders in
any call chain executed by the application.

If the stack size is not set explicitly, the stack size for a pipeline is:

  {empty}:: [eq]#rayGenStackMax {plus} min(1,
            pname:maxPipelineRayRecursionDepth) {times}
            max(closestHitStackMax, missStackMax, intersectionStackMax
            {plus} anyHitStackMax) {plus} max(0,
            pname:maxPipelineRayRecursionDepth-1) {times}
            max(closestHitStackMax, missStackMax) {plus} 2 {times}
            callableStackMax#

where [eq]#rayGenStackMax#, [eq]#closestHitStackMax#, [eq]#missStackMax#,
[eq]#anyHitStackMax#, [eq]#intersectionStackMax#, and [eq]#callableStackMax#
are the maximum stack values queried by the respective shader stages for any
shaders in any shader groups defined by the pipeline.

This stack size is potentially significant, so an application may: want to
provide a more accurate stack size after pipeline compilation.
The value that the application provides is the maximum value of the sum of
all shaders in a call chain across all possible call chains, taking into
account any application specific knowledge about the properties of the call
chains.

[NOTE]
.Note
====
For example, if an application has two types of closest hit and miss shaders
that it can use but the first level of rays will only use the first kind
(possibly reflection) and the second level will only use the second kind
(occlusion or shadow ray, for example) then the application can compute the
stack size by something similar to:

  {empty}:: [eq]#code:rayGenStack {plus} max(code:closestHit1Stack,
            code:miss1Stack) {plus} max(code:closestHit2Stack,
            code:miss2Stack)#

This is guaranteed to be no larger than the default stack size computation
which assumes that both call levels may be the larger of the two.
====


[[ray-tracing-capture-replay]]
== Ray Tracing Capture Replay

In a similar way to
<<features-bufferDeviceAddressCaptureReplay,bufferDeviceAddressCaptureReplay>>,
the <<features-rayTracingPipelineShaderGroupHandleCaptureReplay,
pname:rayTracingPipelineShaderGroupHandleCaptureReplay>> feature allows the
querying of opaque data which can: be used in a future replay.

During the capture phase, capture/replay tools are expected to query opaque
data for shader group handle replay using
flink:vkGetRayTracingCaptureReplayShaderGroupHandlesKHR.

Providing the opaque data during replay, using
slink:VkRayTracingShaderGroupCreateInfoKHR::pname:pShaderGroupCaptureReplayHandle
at pipeline creation time, causes the implementation to generate identical
shader group handles to those in the capture phase, allowing capture/replay
tools to reuse previously recorded shader binding table buffer contents or
to obtain the same handles by calling
flink:vkGetRayTracingCaptureReplayShaderGroupHandlesKHR again.



