The RTX examples I found (like
https://iorange.github.io/p01/HappyTriangle.html) use a VK command
(similar to a compute dispatch) to trigger the ray tracing:
|void vkCmdTraceRaysNVX(VkCommandBuffer commandBuffer, VkBuffer
raygenShaderBindingTableBuffer, VkDeviceSize raygenShaderBindingOffset,
VkBuffer missShaderBindingTableBuffer, VkDeviceSize
missShaderBindingOffset, VkDeviceSize missShaderBindingStride, VkBuffer
hitShaderBindingTableBuffer, VkDeviceSize hitShaderBindingOffset,
VkDeviceSize hitShaderBindingStride, uint32_t width, uint32_t height); |
This function posts the ray tracing command to a VK command queue.
Finally, the main ray tracing shader "stores" the ray tracing result in
an image using imageStore.
I don't know about mixing an OpenGL context and the VK counterpart
(device, physical device, command queue, images...). It is maybe
possible but like the CUDA /GL interoperability, it may require
expansive synchronization mechanisms.
On 21/02/2019 15:19, Chris Hanson wrote:
So, you'd need a shared GL/Vk context in order to Vk load the data and
then GL trace it, if I understand correctly?
We could probably bring VSG into play to load the data. I think
there's enough working code there already to do so. Or, really, we
could just us what VSG has already and compose and execute the RTX
commands without OSG, but copying already-composed scene data over
from the OSG side.
On Thu, Feb 21, 2019 at 3:15 PM Lionel Lagarde
<lionel.laga...@oktal-se.fr <mailto:lionel.laga...@oktal-se.fr>> wrote:
Hi,
It is a GLSL extension, the ray tracing functions use some input
data (like the acceleration structure) that can only be
constructed and uploaded using the vk API.
On 21/02/2019 13:34, Chris Hanson wrote:
One of my guys pointed out this recent addition:
https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt
On Wed, Feb 20, 2019 at 9:47 PM Chris Hanson
<xe...@alphapixel.com <mailto:xe...@alphapixel.com>> wrote:
Well, I was wondering if there was an OpenGL RTX API
anywhere, but it doesn't seem there is.
Vulkan would appear to be the way to go for the future, but
since that's not ready for the oven yet (don't even have all
the mise en place), it might be we just have to make a
utility library to shovel OSG data into OptiX and let it do
the work for now. There's always going to have to be some
kind of bridge from OSG to either Vulkan or something else if
no OpenGL support extension ever appears.
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