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Ray Tracing Pipeline #820

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kevyuu
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@kevyuu kevyuu commented Jan 21, 2025

Description

Implement Ray Tracing Pipeline

Testing

Using example_tests

TODO list:

  • Implement Ray Tracing Pipeline Creation
  • Implement Ray Tracing Pipeline Binding Command
  • Implement Trace Ray Command

@devshgraphicsprogrammingjenkins
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[CI]: Can one of the admins verify this patch?

@kevyuu kevyuu force-pushed the raytracing_pipeline branch 2 times, most recently from c41848f to 7757888 Compare January 21, 2025 07:24
@kevyuu
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kevyuu commented Mar 17, 2025

I'd like you to go and edit the device_features.json and add support for https://registry.khronos.org/vulkan/specs/latest/html/vkspec.html#features-rayTracingValidation

Done

@kevyuu
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kevyuu commented Mar 17, 2025

Btw you need to enable the replay features if you detect Renderdoc or Nsight being loaded, see the BDA and RT pipeline we already have

rayTracingPipelineFeatures.rayTracingPipelineShaderGroupHandleCaptureReplay = m_rdoc_api!=nullptr;

Obvs only enable the replay feature if the main feature for what we're supposed to be replaying is enabled (and debugger attached ofc).

Furthermore enable rayTracingPipelineShaderGroupHandleCaptureReplayMixed feature if its enabled and the rayTracingPipelineShaderGroupHandleCaptureReplay was enabled (its a pre-requisite)

Done.

Comment on lines +20 to +25
uint32_t2 operator()()
{
uint32_t LCG_A = 1664525u;
uint32_t LCG_C = 1013904223u;
state = (LCG_A * state + LCG_C);
state &= 0x00FFFFFF;

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why are you returning vector<uint32_t,2> ?

Also did you mean to clear your state's highest byte?

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@kevyuu I changed it to return uint32_t, I need the answer on the last question

@devshgraphicsprogramming devshgraphicsprogramming merged commit 679304c into Devsh-Graphics-Programming:master Mar 31, 2025
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@keptsecret keptsecret mentioned this pull request Apr 2, 2025
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5 participants