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GLSL_NV_ray_tracing.txt
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GLSL_NV_ray_tracing.txt
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Name
NV_ray_tracing
Name Strings
GL_NV_ray_tracing
Contact
Eric Werness (ewerness 'at' nvidia.com), NVIDIA
Ashwin Lele (alele 'at' nvidia.com), NVIDIA
Contributors
Christoph Kubisch, NVIDIA
Nuno Subtil, NVIDIA
Ignacio Llamas, NVIDIA
Martin Stich, NVIDIA
Steven Parker, NVIDIA
Robert Stepinski, NVIDIA
Daniel Koch, NVIDIA
Status
Shipping
Version
Last Modified Date: 2020-12-16
Revision: 9
Dependencies
This extension can be applied to OpenGL GLSL versions 4.60
(#version 460) and higher.
This extension is written against revision 5 of the OpenGL Shading Language
version 4.60, dated September 4, 2017.
This extension interacts with revision 43 of the GL_KHR_vulkan_glsl
extension, dated October 25, 2017.
This extension interacts with GL_KHR_shader_subgroup.
This extension interacts with GL_NV_shader_subgroup_partitioned.
This extension interacts with GL_ARB_shader_ballot.
This extension interacts with GL_ARB_shader_group_vote.
This extension interacts with GL_ARB_shader_clock.
This extension interacts with GL_EXT_shader_realtime_clock.
This extension interacts with GL_NV_shader_sm_builtins.
Overview
This extension document modifies GLSL to add new shader stages to support ray tracing.
They are namely ray generation, intersection, any hit, closest hit, miss stages and
callable collectively referred as ray tracing stages.
This extension document adds support for the following extensions to be used
within GLSL:
- GL_NV_ray_tracing - enables ray tracing stages.
Mapping to SPIR-V
-----------------
For informational purposes (non-normative), the following is an
expected way for an implementation to map GLSL constructs to SPIR-V
constructs:
ray generation shader -> RayGenerationNV Execution model
intersection shader -> IntersectionNV Execution model
any-hit shader -> AnyHitNV Execution model
closest-hit shader -> ClosestHitNV Execution model
miss shader -> MissNV Execution model
callable shader -> CallableNV Execution model
accelerationStructureNV type -> OpTypeAccelerationStructureNV instruction
rayPayloadNV storage qualifier -> RayPayloadNV storage class
rayPayloadInNV storage qualifier -> IncomingRayPayloadNV storage class
hitAttributeNV storage qualifier -> HitAttributeNV storage class
callableDataNV storage qualifier -> CallableDataNV storage class
callableDataInNV storage qualifier -> IncomingCallableDataNV storage class
shaderRecordNV decorated buffer block -> ShaderRecordBufferNV storage class
gl_LaunchIDNV -> LaunchIdNV decorated OpVariable
gl_LaunchSizeNV -> LaunchSizeNV decorated OpVariable
gl_PrimitiveID -> PrimitiveId decorated OpVariable
gl_InstanceID -> InstanceId decorated OpVariable
gl_InstanceCustomIndexNV -> InstanceCustomIndexNV decorated OpVariable
gl_WorldRayOriginNV -> WorldRayOriginNV decorated OpVariable
gl_WorldRayDirectionNV -> WorldRayDirectionNV decorated OpVariable
gl_ObjectRayOriginNV -> ObjectRayOriginNV decorated OpVariable
gl_ObjectRayDirectionNV -> ObjectRayDirectionNV decorated OpVariable
gl_RayTminNV -> RayTminNV decorated OpVariable
gl_RayTmaxNV -> RayTmaxNV decorated OpVariable
gl_IncomingRayFlagsNV -> IncomingRayFlagsNV decorated OpVariable
gl_HitTNV -> HitTNV decorated OpVariable
gl_HitKindNV -> HitKindNV decorated OpVariable
gl_ObjectToWorldNV -> ObjectToWorldNV decorated OpVariable
gl_WorldToObjectNV -> WorldToObjectNV decorated OpVariable
gl_RayFlagsNoneNV -> constant, no semantic needed
gl_RayFlagsOpaqueNV -> constant, no semantic needed
gl_RayFlagsNoOpaqueNV -> constant, no semantic needed
gl_RayFlagsTerminateOnFirstHitNV -> constant, no semantic needed
gl_RayFlagsSkipClosestHitShaderNV -> constant, no semantic needed
gl_RayFlagsCullBackFacingTrianglesNV -> constant, no semantic needed
gl_RayFlagsCullFrontFacingTrianglesNV -> constant, no semantic needed
gl_RayFlagsCullOpaqueNV -> constant, no semantic needed
gl_RayFlagsCullNoOpaqueNV -> constant, no semantic needed
traceNV -> OpTraceNV instruction
reportIntersectionNV -> OpReportIntersectionNV instruction
ignoreIntersectionNV -> OpIgnoreIntersectionNV instruction
terminateRayNV -> OpTerminateRayNV instruction
executeCallableNV -> OpExecuteCallableNV instruction
Modifications to the OpenGL Shading Language Specification, Version 4.60
Including the following line in a shader can be used to control the
language features described in this extension:
#extension GL_NV_ray_tracing : <behavior>
where <behavior> is as specified in section 3.3.
New preprocessor #defines are added:
#define GL_NV_ray_tracing 1
Additions to Chapter 2 of the OpenGL Shading Language Specification
(Overview of OpenGL Shading)
Add Section 2.7, Ray Generation Processor
The <ray generation processor> is a programmable unit that operates on an
incoming ray and its associated data. It runs independently from other
graphics and compute processors. Compilation units written in the
OpenGL Shading Language to run on this processor are called <ray
generation shaders>. When a set of ray generation shaders are successfully
compiled and linked, they result in a <ray generation executable> that
runs on the ray generation processor.
The ray generation processor is similar to the compute processor. It is
used to execute ray tracing queries using traceNV() calls and process the
results. It can pass data to other ray tracing stages through the ray
payload.
Add Section 2.8, Intersection Processor
The <intersection processor> is a programmable unit that evaluates
ray-primitive intersections and reports the results to other
programmable units. It runs independently from other graphics and compute
processors. Compilation units written in the OpenGL Shading Language to
run on this processor are called <intersection shaders>. When a set of
intersection shaders are successfully compiled and linked, they result in
an <intersection executable> that runs on the intersection processor.
The intersection processor will use an implementation-specific built-in
intersection shader if the ray query is operating on a triangle primitive.
Otherwise, an application defined intersection shader is used if the ray
query is operating on an axis-aligned bounding box. See the Ray Tracing
chapter of the Vulkan specification for more information.
The intersection processor operates on a single primitive at a time.
The intersection processor can generate data that can be read by any-hit
hit and closest-hit processors. The intersection processor cannot read or
modify the ray payload.
Add Section 2.9, Any-Hit Processor
The <any-hit processor> is a programmable unit that operates on rays that
have had intersections reported and evaluates whether the intersection
should be accepted. It runs independently from other graphics and compute
processors. Compilation units written in the OpenGL Shading Language to
run on this processor are called <any-hit shaders>. When a set of any-hit
shaders are successfully compiled and linked, they result in an
<any-hit executable> that runs on the any-hit processor.
The order in which intersections are found along a ray, and therefore the
order in which the any-hit processor is executed, is unspecified. The
any-hit shader or the closest-hit must to be invoked at some point during
traversal, unless the ray is forcibly terminated.
Any-hit shaders have read-only access to the data generated by the
intersection processor. They may read and modify the ray payload.
The application may specify flags to avoid executing any-hit shaders for
certain instances, primitives or rays in order to improve performance.
Add Section 2.10, Closest-Hit Processor
The <closest-hit processor> is a programmable unit that operates on rays
that have had intersections reported. It runs independently from other
graphics and compute processors. Compilation units written in the OpenGL
Shading Language to run on this processor are called <closest-hit shaders>.
When a set of closest-hit shaders are successfully compiled and linked, they
result in a <closest-hit executable> that runs on the closest-hit processor.
The closest-hit processor is executed at most one time when traversal is
finished and an intersection has accepted.
Closest hit shaders have read-only access to the data generated by the
intersection processor. They may read and modify the ray payload. They can
also recursively generate a new ray query through a call to traceNV().
Add Section 2.11, Miss Processor
The <miss processor> is a programmable unit that operates on rays that
have not had any intersections reported by other programmable units. It
runs independently from other graphics and compute processors. Compilation
units written in the OpenGL Shading Language to run on this processor are
called <miss shaders>. When a set of miss shaders are successfully
compiled and linked, they result in a <miss executable> that runs on the
miss processor.
The miss processor is invoked instead of the closest-hit processor if no
intersection is reported during traversal. Miss shaders can access the ray
payload and can trace new rays through a call to traceNV(), but cannot
access data generated by the intersection processor.
Add Section 2.12, Callable Processor
The <callable processor> is a programmable unit that operates on arbitrary
data associated with a ray and invoked from other programmable units in the
ray tracing pipeline. It is similar in concept to an indirect function call
mechanism. It runs independently from other graphics and compute processors.
Compilation units written in the OpenGL Shading Language to run on this processor
are called <callable shaders>.
The callable processor can be invoked from a ray-generation, closest-hit, miss
or another callable shader stage. They can only access data passed
in to the callable from parent stage. They can be invoked by indexing into
the shader binding table. Refer to Ray Tracing chapter of the Vulkan specification
for further details.
Changes to Chapter 3 of The OpenGL Shading Language Specification, Version 4.60
Modify Section 3.6, (Keywords)
(add the following to the list of reserved keywords)
accelerationStructureNV
rayPayloadNV
rayPayloadInNV
hitAttributeNV
callableDataNV
callableDataInNV
Changes to Chapter 4 of The OpenGL Shading Language Specification, Version 4.60
Add following to Section 4.1 (Basic Types)
Ray Tracing Opaque Types
Types Meaning
----- -------
accelerationStructureNV A handle representing acceleration structure
used for calculating intersection of rays with
geometry. Used only in a traceNV call.
Add a new sub-section under Section 4.1.7 (Opaque Types)
4.1.7.x Acceleration Structure Types
accelerationStructureNV is an opaque type representing a structure used during
ray tracing to accelerate queries of intersections of rays with scene geometry.
It is declared and behaves like above described opaque types. When aggregated
into arrays within a shader, accelerationStructureNV can only be indexed with
a dynamically uniform integral expression, otherwise results are undefined.
This type is used in traceNV builtin described in Section 8.19
Members of structure cannot be declared with this type.
Modify Section 4.3 (Storage Qualifiers)
Storage Qualifier Meaning
----------------- -------
rayPayloadNV Ray generation, any-hit, closest-hit, and miss
shader only. Storage associated with a ray
can which can be written/read by downstream stages
rayPayloadInNV Closest-hit, any-hit and miss shader only. Storage associated
with ray sent to traceNV during invocation of parent
ray generation shader/closest-hit shaders.
hitAttributeNV Intersection, any-hit, and closest-hit shader only.
Storage associated with attributes of geometry
intersected by a ray.
callableDataNV Ray generation, closest-hit, miss and callable shader only.
Storage associated with data to be passed on as input to
the callable. Can be written/read by downstream callable stage
callableDataInNV Callable shader only. Storage associated with data passed into
callable stage from invoking parent stage.
Add a sub-section to Section 4.3 (Storage Qualifiers)
4.3.X rayPayloadNV Variables
These are allowed only in ray generation, any-hit, closest-hit, and miss
shaders only. It is a compile time error to use them in any other stage.
They can be both read and written to in ray generation, any-hit, closest-hit,
and miss shaders. They cannot have any other storage qualifiers. It is a
compile-time error to declare unsized arrays of this type.
4.3.X hitAttributeNV Variables
These are allowed only in intersection, any-hit, and closest-hit shaders.
It is a compile-time error to use them in any other stage. They can be read
in any-hit, and closest-hit shaders. They can be written to only in intersection
shaders. There can be only a single variable at global scope with this qualifier
in stages where this qualifier is permitted. If multiple variables are present,
the results of reportIntersectionNV() are undefined. They cannot have any other
storage qualifiers. It is a compile-time error to declare unsized arrays
of this type.
For the case of triangle geometry with no custom intersection shaders, any-hit and
closest-hit shaders can access barycentric weights of the point of intersection of
ray with triangle by declaring a hitAttributeNV variable of two 32-bit floating
point elements
For example, (either of)
hitAttributeNV vec2 baryCoord;
hitAttributeNV block { vec2 baryCoord; }
hitAttributeNV float baryCoord[2];
4.3.X rayPayloadInNV Variables
These are allowed only in any-hit, closest-hit, and miss shaders only.
It is a compile-time error to use them in any other stage.
They can be read to and written in any-hit, closest-hit, and miss shaders
There can be only a single variable at global scope with this qualifier in
stages where this qualifier is permitted. If multiple variables are present
results of accessing these variables are undefined.
It is a compile-time error to declare unsized arrays of this type.
The type of this variable must match the type of rayPayloadNV as passed
by the upstream shader, otherwise the results are undefined.
4.3.X callableDataNV Variables
These are allowed only in ray generation, closest-hit, miss and callable shaders
only. It is a compile-time error to use them in any other stage. They can be
both read and written to in supported stages. They cannot have any other storage
qualifiers. It is a compile-time error to declare unsized arrays of this type.
4.3.X callableDataInNV Variables
These are allowed only in callable shaders. It is a compile-time error to use them
in any other stage. They can be both read and written to in callable shaders. They
cannot have any other storage qualifiers. There can be only a single variable
at global scope with this qualifier. If multiple variables are present, result
of accessing these variables is undefined. It is a compile-time error to declare
unsized arrays of this type.
The type of this variable must match the type of callableDataNV as passed
by the parent shader invoking this callable, otherwise the results are
undefined.
Add following to Section 4.3.4 (Input Variables)
Ray tracing stages do not permit user defined input variables. They support
some built-in inputs as described in Section 7. All other inputs are
retrieved explicitly from image loads, texture fetches, loads from
uniform or storage buffers, or other user supplied code. It is
illegal to redeclare these built-in input variables.
Add following to Section 4.3.6 (Output Variables)
Ray tracing stages do not have any built-in outputs nor permit any user
defined output variables.
Add following to Section 4.3.8 (Shared Variables)
Ray tracing stages do not permit declaring variables with 'shared' storage
qualifier.
Add the following to Section 4.3.9 (Interface Blocks)
"Input, output, uniform, *rayPayloadNV, *rayPayloadInNV*, *hitAttributeNV*,
*callableDataNV*, *callableDataInNV* and buffer variable declarations can
be grouped into named interface blocks..."
"It is compile time error to use input, output or patch interface qualifier
for blocks in ray tracing shader stages"
Modify table in Section 4.4 (Layout Qualifiers)
Layout Qualifier Qualifier Individual Block Block Allowed
Only Variable Member Interface
---------------- --------- ---------- ------ ------ ---------
location X X rayPayloadNV
rayPayloadInNV
callableDataNV
callableDataInNV
shaderRecordNV X buffer
Add new sub-section to Section 4.4
4.4.X rayPayloadNV Layout Qualifiers
The layout qualifiers are :
layout-qualifier-id :
location = integer-constant-expression
Non-block variables declared with these qualifiers must have a valid location
layout qualifier. For interface blocks, only top level block declaration can
have valid location layout qualifier. It is illegal to have layout qualifier
on members of the block.
4.4.X rayPayloadInNV Layout Qualifiers
The layout qualifiers are :
layout-qualifier-id :
location = integer-constant-expression
Non-block variables declared with these qualifiers must have a valid location
layout qualifier. For interface blocks, only top level block declaration can
have valid location layout qualifier. It is illegal to have layout qualifier
on members of the block.
4.4.X hitAttributeNV Layout Qualifiers
No layout qualifiers are allowed on variables of this type.
4.4.X callableDataNV Layout Qualifiers
The layout qualifiers are :
layout-qualifier-id :
location = integer-constant-expression
Non-block variables declared with these qualifiers must have a valid location
layout qualifier. For interface blocks, only top level block declaration can
have valid location layout qualifier. It is illegal to have layout qualifier
on members of the block.
4.4.X callableDataInNV Layout Qualifiers
The layout qualifiers are :
layout-qualifier-id :
location = integer-constant-expression
Non-block variables declared with these qualifiers must have a valid location
layout qualifier. For interface blocks, only top level block declaration can
have valid location layout qualifier. It is illegal to have layout qualifier
on members of the block.
Add to end of section 4.4.5, Uniform and Shader Storage Block Layout Qualifiers
The "shaderRecordNV" qualifier is used to declare a buffer block and represents a
buffer within a shader record as defined in the API in Ray Tracing chapter of the Vulkan
specification. It is supported only in ray tracing stages. It is a compile-time error
to apply this to any block type other than buffer. A buffer block declared with
layout(shaderRecordNV) can be optionally declared with an instance. There can be only
one shaderRecordNV buffer block per stage otherwise a link/compile time error will be
generated. It is a compile time error to use layout qualifiers such as binding and set
along with shaderRecordNV. These blocks can only be read from and not written to.
It is a compile-time error to modify members of such blocks. These blocks are initialized
by a separate API as specified in Ray Tracing chapter of the Vulkan specification.
Additions to Chapter 7 of the OpenGL Shading Language Specification
(Built-in Variables)
Modify Section 7.1, Built-in Languages Variables
In the ray generation shading language, built-in variables are declared as follows
// Work dimensions
in uvec3 gl_LaunchIDNV;
in uvec3 gl_LaunchSizeNV;
In the any-hit and closest-hit shading languages, built-in variables are declared
as follows
// Work dimensions
in uvec3 gl_LaunchIDNV;
in uvec3 gl_LaunchSizeNV;
// Geometry instance ids
in int gl_PrimitiveID;
in int gl_InstanceID;
in int gl_InstanceCustomIndexNV;
// World space parameters
in vec3 gl_WorldRayOriginNV;
in vec3 gl_WorldRayDirectionNV;
in vec3 gl_ObjectRayOriginNV;
in vec3 gl_ObjectRayDirectionNV;
// Ray parameters
in float gl_RayTminNV;
in float gl_RayTmaxNV;
in uint gl_IncomingRayFlagsNV;
// Ray hit info
in float gl_HitTNV;
in uint gl_HitKindNV;
// Transform matrices
in mat4x3 gl_ObjectToWorldNV;
in mat4x3 gl_WorldToObjectNV;
In the intersection language, built-in variables are declared as follows
// Work dimensions
in uvec3 gl_LaunchIDNV;
in uvec3 gl_LaunchSizeNV;
// Geometry instance ids
in int gl_PrimitiveID;
in int gl_InstanceID;
in int gl_InstanceCustomIndexNV;
// World space parameters
in vec3 gl_WorldRayOriginNV;
in vec3 gl_WorldRayDirectionNV;
in vec3 gl_ObjectRayOriginNV;
in vec3 gl_ObjectRayDirectionNV;
// Ray parameters
in float gl_RayTminNV;
in float gl_RayTmaxNV;
in uint gl_IncomingRayFlagsNV;
// Transform matrices
in mat4x3 gl_ObjectToWorldNV;
in mat4x3 gl_WorldToObjectNV;
In the miss shading language, built-in variables are declared as follows
// Work dimensions
in uvec3 gl_LaunchIDNV;
in uvec3 gl_LaunchSizeNV;
// World space parameters
in vec3 gl_WorldRayOriginNV;
in vec3 gl_WorldRayDirectionNV;
in vec3 gl_ObjectRayOriginNV;
in vec3 gl_ObjectRayDirectionNV;
// Ray parameters
in float gl_RayTminNV;
in float gl_RayTmaxNV;
in uint gl_IncomingRayFlagsNV;
In the callable shading language, built-in variables are declared as follows
// Work Dimensions
in uvec3 gl_LaunchIDNV;
in uvec3 gl_LaunchSizeNV;
Add the following description for gl_LaunchIDNV:
The input variable gl_LaunchIDNV is available in the ray generation,
intersection, any-hit, closest-hit, and miss languages to specify the index
of the work item being processed. One work item is generated for each of
the width times height times depth items dispatched by a vkCmdTraceRaysNV call.
All shader invocations inherit the same value for gl_LaunchIDNV.
Add the following description for gl_LaunchSizeNV:
gl_LaunchSizeNV is available in the ray generation, intersection, any-hit,
closest-hit, and miss shaders to specify the <width> and <height>
dimensions passed into a vkCmdTraceRaysNV call.
Add the following description for gl_PrimitiveID:
gl_PrimitiveID is available in the intersection, any-hit and closest-hit
shaders to specify the index of the triangle or bounding box being
processed. See the Ray Tracing chapter of the Vulkan specification for more
details.
Add the following description for gl_InstanceCustomIndexNV:
gl_InstanceCustomIndex is available in the intersection, any-hit and
closest-hit shaders to specify the application defined value of the instance
that intersects the current ray. Only lower 24 bits are valid, upper 8 bits
will be ignored. See the Ray Tracing chapter of the Vulkan specification for
more details.
Add the following description for gl_InstanceID:
gl_InstanceID is available in the intersection, any-hit, and closest-hit
shaders to specify the index of the instance that intersects the
current ray. See the Ray Tracing chapter of the Vulkan specification for
more details.
Add the following description for gl_WorldRayOriginNV, gl_WorldRayDirectionNV,
gl_ObjectRayOriginNV, and gl_ObjectRayDirectionNV:
The variables gl_WorldRayOriginNV, gl_WorldRayDirectionNV, gl_ObjectRayOriginNV,
and gl_ObjectRayDirectionNV are available in the intersection, any-hit,
closest-hit, and miss shaders to specify the origin and direction of the
ray being processed in both world and object space respectively.
Add the following description for gl_RayTminNV and gl_RayTmaxNV:
The variables gl_RayTminNV and gl_RayTmaxNV are available in the intersection,
any-hit, closest-hit, and miss shaders to specify the parametric <Tmin>
and <Tmax> values of the ray being processed. The values are independent
of the space in which the ray and origin exist.
The <Tmin> value remains constant for the duration of the ray query, while
the <Tmax> value changes throughout the lifetime of the ray query that
produced the intersection. In the closest-hit shader, the value reflects
the closest distance to the intersected primitive. In the any-hit shader,
it reflects the distance to the primitive currently being intersected. In
the intersection shader, it reflects the distance to the closest primitive
intersected so far. The value can change in the intersection shader after
calling reportIntersectionNV() if the corresponding any hit shader does not
ignore the intersection. In a miss shader, the value is identical to the
parameter passed into traceNV().
Add the following description for gl_IncomingRayFlagsNV:
gl_IncomingRayFlagsNV is available in intersection, closest-hit, any-hit, and miss,
shaders to specify the current ray's flags as passed via the 'rayflags' argument of
traceNV() call resulting in invocation of current shader stage.
Add the following description for gl_HitTNV:
gl_HitTNV is available only in the any-hit and closest-hit shaders. This is an
alias of gl_RayTmaxNV added to closest-hit and any-hit shaders for convenience.
Add the following description for gl_HitKindNV:
gl_HitKindNV is available in the any hit and closest hit languages to
describe the intersection that triggered the execution of the current
shader. Values are sent from the intersection shader.
Add the following description for gl_ObjectToWorldNV and
gl_WorldToObjectNV:
The matrices gl_ObjectToWorldNV and gl_WorldToObjectNV are available in the
intersection, any-hit, and closest-hit shaders to specify the current
object-to-world and world-to-object transformation matrices respectively, which are
determined by the instance of the current intersection. See the Ray Tracing
chapter of the Vulkan specification for more details.
Add a new subsection 7.3.2, "Fixed Constants"
The following constants are provided in all ray tracing shader stages
const uint gl_RayFlagsNoneNV = 0U;
const uint gl_RayFlagsOpaqueNV = 1U;
const uint gl_RayFlagsNoOpaqueNV = 2U;
const uint gl_RayFlagsTerminateOnFirstHitNV = 4U;
const uint gl_RayFlagsSkipClosestHitShaderNV = 8U;
const uint gl_RayFlagsCullBackFacingTrianglesNV = 16U;
const uint gl_RayFlagsCullFrontFacingTrianglesNV = 32U;
const uint gl_RayFlagsCullOpaqueNV = 64U;
const uint gl_RayFlagsCullNoOpaqueNV = 128U;
These can be used as flags for the 'rayflags' argument for traceNV call,
or for comparing value to gl_IncomingRayFlagsNV.
Additions to Chapter 8 of the OpenGL Shading Language Specification
(Built-in Functions)
Add Section 8.19, Ray Tracing Functions
Syntax:
void traceNV(accelerationStructureNV topLevel,
uint rayFlags,
uint cullMask,
uint sbtRecordOffset,
uint sbtRecordStride,
uint missIndex,
vec3 origin,
float Tmin,
vec3 direction,
float Tmax,
int payload);
This function is only available in the ray generation, closest hit, and
miss shaders.
Initiates a ray query against a top-level <accelerationStructureNV>
structure, triggering the execution of various intersection and any-hit
shaders as ray-geometry intersections are being evaluated, and finally
the execution of either a closest-hit or miss shader, depending on whether
an intersection was found.
The ray's origin and direction are specified by <origin> and <direction>,
and the valid parametric range on which intersections can occur is
specified by <Tmin> and <Tmax>.
<rayFlags> is any combination of built-in constants as defined in
Section 7.3 "Built-In Constants".
<cullMask> is an 8 bit mask which specifies the instances to be intersected
i.e visible to the traced ray. This mask will be combined with the mask field
specified in VkGeometryInstanceNV as defined in the Ray Tracing chapter of Vulkan
Specification using a bitwise AND operation. The instance is visible only if
the result of the operation is non-zero. The upper 24 bits of this value are
ignored. If the value is zero, no instances are visible.
Associated with the ray is <payload> which is a compile-time constant to select
a shader defined structure containing data that will be passed to other
shader stages. This can be accessed for reading and writing by each any-hit shader
invoked along the ray, and by the miss or closest-hit shader at the end of the query.
It is possible for a shader to contain multiple invocations of traceNV() using
different payload types, as long as the shaders executed in the trace call have
defined compatible payload types. Different payload types are chosen based on
the different values of the compile-time constant <payload> which correspond the
the rayPayload/rayPayloadIn qualified variables having the same value for the
location layout qualifier.
The <sbtRecordOffset> and <sbtRecordStride> parameters influence the
computation of record indices of the <shader binding table> that locate
the intersection, any-hit, and closest-hit shaders during a trace query. See
the Ray Tracing chapter of the Vulkan specification for more information.
The <missIndex> parameter influences computation of indices into the
<shader binding table> to locate a miss shader during a trace query. See
the Ray Tracing chapter of the vulkan specification for more information.
Syntax:
bool reportIntersectionNV(float hitT, uint hitKind);
This function is only available in intersection shaders.
Invokes the current hit shader once an intersection shader has determined
that a ray intersection has occurred. If the intersection occurred within
the current ray interval, the any hit shader corresponding to the current
intersection shader is invoked. If the intersection is not ignored in the
any-hit shader, <hitT> is committed as the new gl_RayTmaxNV value of the
current ray and <hitKind> is committed as the new value for gl_HitKindNV.
Syntax:
void ignoreIntersectionNV();
This function is only available in an any-hit shader.
Terminates the calling any-hit shader and continues the ray query without
modifying gl_RayTmaxNV and gl_HitKindNV.
Syntax:
void terminateRayNV();
This function is only available in an any-hit shader.
Terminates the calling any-hit shader and stops the ray query. It commits
the hitT as the new gl_RayTmaxNV value of the current ray query, and hitKind as
the new value for gl_HitKindNV. It then invokes the current closest-hit
shader.
Syntax:
void executeCallableNV(uint sbtRecordIndex, int callable)
This function is available only in ray generation, closest-hit, miss, and
callable stage. Invokes the callable located at 'sbtRecordIndex' in the
shader binding table. Refer to Ray Tracing chapter of Vulkan specification
for details.
<callable> is a compile-time constant used to select an shader defined structure
containing data that will be passed to a callable shader stage and can be accessed
for reading and writing by the callable. It is possible for a shader to contain
multiple invocations of executeCallableNV() using different types, as long as the
shaders executed in the callable have defined compatible callableDataInNV types.
Different callable data types are chosen based on the different values of the
compile-time constant <callable> which corresponds to callableDataNV/callableDataInNV
qualified variables having the same value for the location layout qualifier.
Example :
Ray Generation Shader :
#version 460 core
#extension GL_NV_ray_tracing : enable
layout(location = 0) rayPayloadNV vec4 payload;
layout(location = 0) callableDataNV float blendColor;
layout(binding = 0, set = 0) uniform accelerationStructureNV acc;
layout(binding = 1, rgba32f) uniform image2D img;
layout(binding = 1, set = 0) uniform rayParams
{
vec3 rayOrigin;
vec3 rayDir;
uint sbtOffset;
uint sbtStride;
uint missIndex;
uint callableSbtIndex;
};
vec3 computeDir(vec3 inDir) {
inDir.x = inDir.x + float(gl_LaunchIDNV.x / gl_LaunchSizeNV.x);
inDir.y = inDir.y + float(gl_LaunchIDNV.y / gl_LaunchSizeNV.y);
return inDir;
}
void main()
{
vec4 imgColor = vec4(0);
traceNV(acc, gl_RayFlagsOpaqueNV, 0xff, sbtOffset,
sbtStride, missIndex, rayOrigin, 0.0,
computeDir(rayDir), 100.0f, 0 /* payload */);
executeCallableNV(callableSbtIndex, 0 /* blendColor */);
imgColor = payload + vec4(blendColor) ;
imageStore(img, ivec2(gl_LaunchIDNV), imgColor);
}
Callable Shader:
#version 460 core
#extension GL_NV_ray_tracing : enable
layout(location = 0) callableDataInNV float outColor;
layout(shaderRecordNV) buffer block
{
uvec2 blendWeight;
};
void main()
{
outColor = float((blendWeight.x >> 5U) & 0x7U + blendWeight.y & 0x3U);
}
Interactions with GL_KHR_shader_subgroup
If GL_KHR_shader_subgroup is supported, the following built-in variables
are available in the ray generation, intersection, any-hit, closest-hit,
miss, and callable shading languages:
mediump in uint gl_SubgroupSize;
mediump in uint gl_SubgroupInvocationID;
highp in uvec4 gl_SubgroupEqMask;
highp in uvec4 gl_SubgroupGeMask;
highp in uvec4 gl_SubgroupGtMask;
highp in uvec4 gl_SubgroupLeMask;
highp in uvec4 gl_SubgroupLtMask;
and have the same sematics.
Additionally, all the "Shader Invocation Group Functions" that are
not listed as compute-only are available in the ray generation,
intersection, any-hit, closest-hit, miss, and callable shading languages.
Interactions with GL_NV_shader_subgroup_partitioned
If GL_NV_shader_subgroup_partitioned is supported, subgroupPartitionNV()
and all the subgroupPartitioned*NV() builtin functions are available in
the ray generation, intersection, any-hit, closest-hit, miss, and callable
shading languages.
Interactions with GL_NV_shaders_sm_builtins
If GL_NV_shader_sm_builtins is supported, the builtin variables added by
this extension are available in the ray generation, intersection, any-hit,
closest-hit, miss, and callable shading languages.
Interactions with GL_ARB_shader_ballot
If GL_ARB_shader_ballow is supported, the builtin variables and functions
added by this extension are available in the ray generation, intersection,
any-hit, closest-hit, miss, and callable shading languages.
Interactions with GL_ARB_shader_group_vote
If GL_ARB_shader_group_vote is supported, the builtin functions added by
this extension are available in the ray generation, intersection, any-hit,
closest-hit, miss, and callable shading languages.
Interactions with GL_ARB_shader_clock
If GL_ARB_shader_clock is supported, the new timing functions added by
this extension are available in the ray generation, intersection, any-hit,
closest-hit, miss, and callable shading languages.
Interactions with GL_EXT_shader_realtime_clock
If GL_EXT_shader_realtime_clock is supported, the new timing functions
added by this extension are available in the ray generation, intersection,
any-hit, closest-hit, miss, and callable shading languages.
Issues
1) Do we need to specify the GL_NV_ray_tracing as enabled for these new
shader stages?
RESOLVED : Yes, needs to be specified in shaders.
2) How are we going to specify callable shaders?
RESOLVED : Callables are implemented as a separate shader stage.
3) Where should we define GLSL flags that are used to define ray types and
built in hit kinds?
RESOLVED : Added them as built-in constants to Section 7.3
4) Should we allow type polymorphism in the traceNV() call for the ray
payload?
RESOLVED : GLSL does not allow usage of templates, traceNV() builtin has
last argument as 'int payload'. This corresponds to location qualifier
assigned to any rayPayloadNV qualified variables which in turn allows
dispatching traceNV calls with different payload types.
5) Where should we specify how attribute data is passed between the
different ray tracing stages?
RESOLVED: rayPayloadNV/rayPayloadInNV/hitAttributeNV/callableDataNV
callableDataInNV
6) This extension adds gl_InstanceID for the intersection, any hit, and
closest hit shaders, but in KHR_vulkan_glsl, gl_InstanceID is replaced
with gl_InstanceIndex. Which should be used for Vulkan in this
extension?
RESOLVED: This extension uses gl_InstanceID and maps it to InstanceId
in SPIR-V. It is acknowledged that this is different than other shader
stages in Vulkan. There are two main reasons for the difference here:
- symmetry with gl_PrimitiveID which is also available in these shaders
- there is no "baseInstance" relevant for these shaders, and so ID makes
it more obvious that this is zero-based.
7) Are subgroup operations supported in ray tracing stages?
RESOLVED: Yes. All the non-compute-only builtin variables and functions
are available in all of the ray tracing shader stages. That is,
everything except: gl_NumSubgroups, gl_SubgroupID, and
subgroupMemoryBarrierShared().
8) Does the miss shading stage really have gl_ObjectRayOriginNV and
gl_ObjectRayDirectionNV built-ins given that there was no object
intersected?
RESOLVED: It was noticed that these were inadvertently included by this
extension when EXT_ray_tracing was being developed and removed there
since they cannot possibly be well-defined values in the miss
shading language. However, we decided to leave them in NV_ray_tracing
for compatibility. Note that SPIR-V validation may still warn about
use of these in a miss shader, since their use is almost certainly a
mistake.
Revision History
Rev. Date Author Changes
---- ----------- ------ -------------------------------------------
9 16-Dec-2020 dgkoch Add interactions with subgroup and clock extensions
8 30-Nov-2020 dgkoch Add issue 8 about gl_ObjectRay params in miss shader
7 15-Oct-2019 dgkoch Fix github issues #93, #95
6 25-Mar-2019 ewerness Callables shouldn't have incoming ray flags
5 04-Mar-2019 alele Clarify readonly semantics for buffer block
with shaderRecordNV qualifier.
4 21-Nov-2018 dgkoch Fix storage class SPIR-V mappings.
3 20-Nov-2018 dgkoch Add mapping to SPIR-V.
Add issue 6 clarifying use of gl_InstanceID.
2 1-Oct-2018 alele Add support for callables
Add gl_IncomingRayFlags
Allow rayflags in all stages
Clarify barycentrics passed implicitly for
default triangle intersection
Update launch builtins to support 3D grids
Rename NVX_raytracing to NV_ray_tracing
Add examples
1 7-Sep-2018 alele Internal revisions.