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VK_KHR_ray_tracing_position_fetch.adoc

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Other Extension Metadata

Last Modified Date

2023-02-17

Interactions and External Dependencies
  • This extension provides API support for {GLSLregistry}/ext/GLSL_EXT_ray_tracing_position_fetch.txt[GLSL_EXT_ray_tracing_position_fetch]

  • Interacts with apiext:VK_KHR_ray_tracing_pipeline

  • Interacts with apiext:VK_KHR_ray_query

Contributors
  • Eric Werness, NVIDIA

  • Stu Smith, AMD

  • Yuriy O’Donnell, Epic Games

  • Ralph Potter, Samsung

  • Joshua Barczak, Intel

  • Lionel Landwerlin, Intel

  • Andrew Garrard, Imagination Technologies

  • Alex Bourd, Qualcomm

  • Yunpeng Zhu, Huawei Technologies

  • Marius Bjorge, Arm

  • Daniel Koch, NVIDIA

Description

VK_KHR_ray_tracing_position_fetch adds the ability to fetch the vertex positions in the shader from a hit triangle as stored in the acceleration structure.

An application adds ename:VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_KHR to the acceleration structure at build time. Then, if the hit is a triangle geometry, the shader (any-hit or closest hit for ray pipelines or using ray query) can: fetch the three, three-component vertex positions in object space, of the triangle which was hit.

New Built-In Variables

Issues

None Yet!

Version History

  • Revision 1, 2023-02-17 (Eric Werness)

    • internal revisions