Author Topic: Bringing HLSL Ray Tracing to Vulkan  (Read 1680 times)

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JeGX

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Bringing HLSL Ray Tracing to Vulkan
« on: February 26, 2020, 05:45:39 PM »
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DirectX Ray Tracing (DXR) allows you to render graphics using ray tracing instead of the traditional method of rasterization. This API was created by NVIDIA and Microsoft back in 2018.

A few months later, NVIDIA unveiled its Turing GPU architecture with native support in hardware to accelerate ray tracing workloads. Ever since, the ray-tracing ecosystem has been steadily evolving. Multiple AAA game titles using DXR have been announced and released, as well as industry standard visualization tools.

Along with DXR, NVIDIA shipped the NVIDIA VKRay Vulkan vendor extension with the same level of ray tracing functionality exposed. Several Vulkan titles use NVIDIA VKRay, including Quake2 RTX, JX3 (MMO), and Wolfenstein: Youngblood.
Porting DirectX Content to Vulkan

The Vulkan API from The Khronos Group, being cross-platform, can reach a wide audience across a diverse range of platforms and devices. Many developers port content from DirectX to Vulkan to take advantage of this broader market reach. However, porting a title requires porting both the API calls (to Vulkan) and the shaders (to SPIR-V).

While most ISVs can port 3D API calls with some reasonable effort, rewriting HLSL shaders in another shading language is a significant undertaking. Shader source code may evolve over many years. In some cases, shaders are also generated on the fly. Consequently, a cross-platform compiler that translates HLSL shader source into SPIR-V for execution by Vulkan is very attractive to developers.

One such tool developed by Google is the SPIR-V backend to Microsoft’s open source DirectXCompiler (DXC). Over the past couple of years, this compiler has become the common, production-ready solution for bringing HLSL content to Vulkan. Khronos recently discussed more background on using HLSL in Vulkan in a recent post, HLSL as a first class Vulkan Shading Language.

Now, bringing together the use of HLSL and ray tracing in Vulkan, NVIDIA has added ray tracing support to DXC’s SPIR-V backend by targeting the SPV_NV_ray_tracing extension under the NVIDIA VKRay extension. We expect that this work can also be used for a cross-vendor version of the Vulkan ray tracing extension, which is currently under discussion at Khronos.

Links:
- https://devblogs.nvidia.com/bringing-hlsl-ray-tracing-to-vulkan/
- https://www.khronos.org/blog/hlsl-first-class-vulkan-shading-language