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Implement Raytracing support. #13

@crud89

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@crud89

Preliminary issue to track feature support for ray tracing.

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.FeatureNew feature or request.Vulkan 🌋The issue involves the Vulkan backend.

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v0.4.1

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