-
Notifications
You must be signed in to change notification settings - Fork 547
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
RTX Extensions for DX12, Vulkan and OpenGL #2418
Comments
Any progress on this? |
Whatever we expose will likely be based on Khronos efforts, and there isn't anything yet to target, see KhronosGroup/Vulkan-Docs#686 |
Actually there is no OpenGL support. The VK/GLSL/SPV are all part of the Vulkan extension (which is now called VK_NV_ray_tracing btw). |
Ah, I see. Slightly unfortunate but understandable. I've updated the links as well, which seemed to have rotted due to the name change. |
Can be opted by OptiX, but may have some problems with shaders compilation. Can be used Vulkan interop (but better use Vulkan itself). |
Let me expand on the previous answer. Surely, there are many targets that support some way of raytracing. However, Vulkan itself doesn't have a vendor-independent API for this, and we are modelling gfx-rs API after Vulkan. So it's not clear how to expose this now. Whatever we implement today would have to be changed (possibly, in a major way) when/if Vulkan comes up with a standard API for raytracing. Saying that, any ideas and PRs on rolling out the initial implementation here are welcome! |
Hi @kvark! I'm interested in learning about ray tracing APIs and would love to take a stab at this. Do you think an API in This, like you've mentioned, could only be implemented on Vulkan for NVIDIA cards, but I think there'd be a reasonable mapping from DX12's DXR and Metal ray tracing. A polyfill might be possible for other devices/APIs (built on a non-raytracing subset of |
@tangmi thank you for the interest! So if you want to work on this - great! We'll accept the PRs delivering this function, but beware of the future change please. |
Is this gaining any traction, now that ray tracing is officially part of the Vulkan specification? |
@BrandonDyer64 it would be great to expose this Vulkan API, but also it's very important to look at how it will map to DX12 and Metal. As far as I know, nobody has started looking at this yet. |
The Vulkan extension is out of the provisional status - https://www.khronos.org/blog/vulkan-ray-tracing-final-specification-release. |
I'm not sure what the protocol is for extension support, but with Nvidia's newest GPUs they have also helped to add ray-tracing extensions to DirectX 12, Vulkan
and even OpenGL. These three extensions are very similar, so adding them to the HAL would be nice to have.Quick links:
VK_NV_raytracing
GLSL_NV_raytracing
SPV_NV_raytracing
Additionally, I found that Metal supports some ray-tracing acceleration via the Metal Performance Shaders.
The text was updated successfully, but these errors were encountered: