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Implement Raytracing support. #13
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DX12 ❎The issue involves the DX12 backend.The issue involves the DX12 backend.FeatureNew feature or request.New feature or request.Vulkan 🌋The issue involves the Vulkan backend.The issue involves the Vulkan backend.
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Preliminary issue to track feature support for ray tracing.
- https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_ray_tracing_pipeline.html
- https://www.khronos.org/blog/vulkan-ray-tracing-final-specification-release
- https://docs.microsoft.com/en-us/windows/win32/direct3d12/direct3d-12-raytracing
Similar to compute pipelines, raytracing may need its own pipeline type, layout and shader programs.
Since this is a large-scale feature, the following bullets approximately track the progress:
- Acceleration structures
- Support GPU virtual addresses in Vulkan and expose them to the buffer interfaces.
- BLAS and TLAS structures.
- Instance and Geometry flags.
- Barrier support
- Copying and compaction
- Allow multiple acceleration structures to be stored in a single buffer.
- Allow acceleration structure buffer release
(backing buffers can be moved out of their acceleration structures, buffers for building can be released on demand).
- Ray tracing pipeline
- Barrier support
- Shader binding tables
- Pipeline implementation
- Vulkan
- DirectX 12
- General
- Matrix type
- Inline Ray Tracing (Ray Queries)
- Runtime option (instead of compile-time option)
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DX12 ❎The issue involves the DX12 backend.The issue involves the DX12 backend.FeatureNew feature or request.New feature or request.Vulkan 🌋The issue involves the Vulkan backend.The issue involves the Vulkan backend.
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v0.4.1