Ray tracing pipelines for wgpu#9450
Conversation
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Love to see this! Tbh I don't really know much about SBT - I haven't read up about them at all. I'm mostly looking forward to RT pipelines for access to SER, not for support for multiple materials (SBT). Will trust you to decide what to do for SBT. Might also be worthwhile looking at what Godot did: godotengine/godot#118044 |
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Holy shit, thanks so much. This is amazing. |
In that case, I will proceed with the current design. Although adding sbts would be breaking change, for the user I think it would only be a few lines for the normal use-case (one to create the default sbt and one per trace ray call). |
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Connections
Depends on #9085
Part of #6760
Description
Adds the various ray tracing pipelines and ray tracing passes to wgpu. Work in progress - the main API is finished, but there are a few outstanding questions:
CC @JMS55 who may have opinions on these questions
Testing
A test for in and out of bound pipeline indices
Squash or Rebase?
If your pull request contains multiple commits, please indicate whether
they need to be squashed into a single commit before they're merged,
or if they're ready to rebase onto
trunkas they stand. In thelatter case, please ensure that each commit passes all CI tests, so
that we can continue to bisect along
trunkto isolate bugs.Checklist
wgpumay be affected behaviorally.CHANGELOG.mdentries for the user-facing effects of this change are present.