Other Extension Metadata
- Last Modified Date
-
2023-02-17
- Interactions and External Dependencies
-
-
This extension requires
SPV_KHR_ray_tracing_position_fetch
-
This extension provides API support for
GLSL_EXT_ray_tracing_position_fetch
-
Interacts with
VK_KHR_ray_tracing_pipeline
-
Interacts with
VK_KHR_ray_query
-
- 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 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
-
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.