This makes it possible to use different shader language front-ends for writing your shaders, with the only requirement being to be able to compile that language to valid SPIR-V with Vulkan semantics. Our 2010 SIGGRAPH paper (https://dl.acm.org/citation.cfm?id=1778803) details the API design work that was done for OptiX, and includes the key building blocks that we use today for real-time ray tracing APIs. The scratch memory takes the form of a regular VkBuffer object, allocated based on the memory requirements returned by the implementation.

Vulkan enables developers to target many different platforms, including Windows and Linux, allowing for broader distribution of 3D-accelerated applications.

> compared to 8fb8ebfbb05d~1, but I can live with that.

There is vkpipeline-db but I'm not sure if that's This extension combines the old VK_EXT_debug_marker and VK_EXT_debug_report into a new extension that also implements some changes and additions based on developer feedback for the old extensions. NVIDIA websites use cookies to deliver and improve the website experience. It also comes with an extensive framework that takes care of platform-related stuff like window and input handling and offers functionality for loading assets like glTF models, shaders, etc. Release Version 2.2 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). New extensions This version has been updated to Vulkan Headers 1.2.154, adding support for reading new features and properties provided via VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2 for the following extensions:

Relatively few shading language changes are required to enable ray tracing in Vulkan. Intersection shaders need to output intersection data, hit shaders need to consume intersection data and modify some arbitrary result data, and raygen shaders need to consume the final result data and output it to memory. Hit shaders need to declare the same data type as a variable with the rayPayloadInNVX qualifier, enabling the ray tracing infrastructure to treat that variable as a reference to the incoming payload data. Sascha Willems, Hugo v0.54.0 powered  •  Theme by Beautiful Jekyll adapted to Beautiful Hugo. > reworking NIR loops to have explicit continue blocks or very tricky

It must be bound to a single, continuous space in memory. More information on vkCmdTraceRaysNVX is available here. The last piece required is the ray tracing pipeline state object. •Vulkan was created from the ground up to be thread-friendly •A huge amount of the spec details the thread-safety and consequences of calls •But all of the responsibility falls on the app –which is good! Comments | We believe Vulkan provides a good base for this functionality; the extensibility built in to the API means we can leverage most existing mechanisms and infrastructure, enabling seamless integration with the existing rasterization functionality.

But things rapidly changed with glTF 2.0, which is now pretty much and industry standard and supported by many DCC tools.

For example it’s now possible to debug instance creation and destruction with this new extension. Summary: SIGBUS in write_reloc() when Sacha Willems' "texture3d" Vulkan demo starts Status: VERIFIED DUPLICATE of bug 105374: Alias: None Product: Mesa Classification: Unclassified Component: Drivers/Vulkan/intel (show other bugs) Version: git Hardware: Other All Importance: medium normal Assignee: Intel 3D Bugs Mailing List: QA Contact: Intel 3D Bugs Mailing List: URL: Whiteboard: …

NVIDIA remains committed to working within Khronos on multi-vendor standardization efforts for ray tracing functionality in Vulkan, and we’ve offered our extension as one starting point for discussion.

I have contributed a new sample to the official Khronos Vulkan Samples repository that shows usage of the VK_EXT_debug_utils for adding debugging information to your Vulkan application.

Here is how you can create sparse binding resources: This time, the binding is an operation on a VkQueue, just like vkQueueSubmit. Unlike OpenGL (except for GL_ARB_gl_spirv) this no longer confines you to use GLSL for writing Vulkan shaders. There are two kinds of hit shaders: any-hit shaders are invoked on all intersections of a ray with scene primitives, in an arbitrary order, and can reject intersections in addition to computing shading data. NVIDIA’s 411.63 driver release now enables an experimental Vulkan extension that exposes NVIDIA’s RTX technology for real-time ray tracing through the Vulkan API.

> when I sent it out and tagged you on it. This series fixes the issue in the Sascha

Also has several options for changing relevant pipeline state, and displaying meshes with OpenGL or Vulkan style coordinates. The extension targets developers who want to familiarize themselves with API concepts and start testing the functionality. Further details can be found in Vulkan specification chapter 31 "Sparse Resources". Figure 2 shows an overview of the two pipelines for comparison.