Registered Extension Number

482

Revision

1

Ratification Status

Ratified

Extension and Version Dependencies

SPIR-V Dependencies

Contact

  • Eric Werness

Extension Proposal

Other Extension Metadata

Last Modified Date

2023-02-17

Interactions and External Dependencies
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 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 Structures

New Enum Constants

  • VK_KHR_RAY_TRACING_POSITION_FETCH_EXTENSION_NAME

  • VK_KHR_RAY_TRACING_POSITION_FETCH_SPEC_VERSION

  • Extending VkBuildAccelerationStructureFlagBitsKHR:

    • VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_KHR

  • Extending VkStructureType:

    • VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_POSITION_FETCH_FEATURES_KHR

New Built-In Variables

New SPIR-V Capabilities

Issues

None Yet!

Version History

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

    • internal revisions

See Also

Document Notes

For more information, see the Vulkan Specification

This page is a generated document. Fixes and changes should be made to the generator scripts, not directly.

Copyright 2014-2024 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0