Open
Description
Is your feature request related to a problem? Please describe.
spirv supports SPV_KHR_ray_tracing_position_fetch which can be very useful if one does not want to keep vertex & index buffers around
Describe the solution you'd like
The feature to be supported
Describe alternatives you've considered
Not supporting it, it's only on spirv - Con: uses one or two of the (valuable) buffer spaces in a shader.
Additional context
Previous suggestion for API (see #1040 (comment))
var acc_w_vertex_return: acceleration_structure<vertex_return>;
var normal_acc: acceleration_structure;
// only allowed to be initialised by acceleration_structure<vertex_return>
var rq_w_vertex_return: ray_query<vertex_return>;
// allowed to be initialised by both
var normal_rq: ray_query;
//function to get vertices from latest hit, same conditions as rayQueryGet*Intersection
fn get{Committed/Candidate}HitVertexPositions(rq: ptr<function, ray_query<vertex_return>>) -> array<vec3<f32>, 3>
I've partially implemented this already, with getCommittedHitVertexPositions implemented
Activity