Hi,
For the raytracing pipeline I see you offer some kind of shader execution reordering for example in Vulkan:
|
return vk::RayTracingInvocationReorderModeNV::eReorder == m_Context.nvRayTracingInvocationReorderProperties.rayTracingInvocationReorderReorderingHint; |
The thing is SER became a multivendor feature in Vulkan and DX12 some months ago:
-VK_EXT_ray_tracing_invocation_reorder
Mentioned here: https://www.khronos.org/blog/boosting-ray-tracing-performance-with-shader-execution-reordering-introducing-vk-ext-ray-tracing-invocation-reorder
-DIRECTX
Mentioned here: https://devblogs.microsoft.com/directx/ser/
Is the code at this point completely adapted to it or we'd need to adjust to this new state? (potentially pointing to the new extensions?)
Thank you!
Hi,
For the raytracing pipeline I see you offer some kind of shader execution reordering for example in Vulkan:
NVRHI/src/vulkan/vulkan-device.cpp
Line 357 in ee499a8
The thing is SER became a multivendor feature in Vulkan and DX12 some months ago:
-VK_EXT_ray_tracing_invocation_reorder
Mentioned here: https://www.khronos.org/blog/boosting-ray-tracing-performance-with-shader-execution-reordering-introducing-vk-ext-ray-tracing-invocation-reorder
-DIRECTX
Mentioned here: https://devblogs.microsoft.com/directx/ser/
Is the code at this point completely adapted to it or we'd need to adjust to this new state? (potentially pointing to the new extensions?)
Thank you!