Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Task list for Vulkan Ray Tracing Provisional release #1205

Closed
27 tasks done
dgkoch opened this issue Mar 17, 2020 · 12 comments
Closed
27 tasks done

Task list for Vulkan Ray Tracing Provisional release #1205

dgkoch opened this issue Mar 17, 2020 · 12 comments
Assignees

Comments

@dgkoch
Copy link
Contributor

dgkoch commented Mar 17, 2020

Today the Khronos Vulkan Ray Tracing Task Sub Group (TSG) is announcing the public release of the provisional Vulkan Ray Tracing extensions. See the Press Release for the announcement.

The provisional version of Vulkan Ray Tracing that we are releasing today consists of 3 Vulkan, 2 SPIR-V, and 2 GLSL extensions. See the introductory blog post for more details and an overview of the functionality.

Vulkan Specifications:

SPIR-V Specifications:

GLSL Extension Specifications:

Khronos welcomes feedback on the Vulkan Ray Tracing set of provisional specifications from the developer and content creation communities through the Khronos Developer Slack and Vulkan GitHub Issues Tracker. Developers are also encouraged to share comments with their preferred hardware vendors.
Your feedback is critical to enable us to finalize the first version of Vulkan Ray Tracing and make it genuinely meet your needs!

However, as this is a provisional release, some functionality is likely to change before the final release, consequently we are asking that driver vendors not ship it in production drivers and that ISVs not use the provisional version in production applications.

Applications using the provisional functionality must specifically opt into the interfaces being defined in the Vulkan header using one of the following techniques (similar to the process for enabling the windowing system extensions), either by:

#define VK_ENABLE_BETA_EXTENSIONS
#include <vulkan/vulkan.h>

or by

#include <vulkan/vulkan_core.h>
#include <vulkan/vulkan_beta.h>

and should also check for the exact Vulkan extension version that they are expecting.

Although we do not have a specific timeframe to announce for specification finalization, we want to move forward as quickly as we can, while ensuring the developer community is happy and we have a completed set of conformance tests and at least two implementations that can pass those tests.

The task list for the Vulkan Ray Tracing provisional release is:

Public installable Vulkan Ray Tracing Provisional (aka Beta) drivers are available for download from the following vendors at the supplied URLs:

@Perksey

This comment has been minimized.

@dgkoch

This comment has been minimized.

@mikew-lunarg
Copy link

I've updated SDK release to "first half of April", which depends on updates from other upstream repos.

@starbucksDave
Copy link

Slight error in this post: the macro to enable the beta extensions is VK_ENABLE_BETA_EXTENSIONS and not VK_ENABLE_BETA_EXTENSIONS_KHR. Sorry for the nitpick!

@dgkoch
Copy link
Contributor Author

dgkoch commented Mar 19, 2020

@dgkoch Ah ok understood. As to not further clog up this issue with an unrelated thread, please can you use the Hide function instead of the Delete function (as I do still want to receive notifications as well as I want people to see why comments have been deleted)

Done. I was unaware of that option. Thanks for pointing it out.

@dgkoch
Copy link
Contributor Author

dgkoch commented Mar 19, 2020

Slight error in this post: the macro to enable the beta extensions is VK_ENABLE_BETA_EXTENSIONS and not VK_ENABLE_BETA_EXTENSIONS_KHR. Sorry for the nitpick!

🤦‍♂ Doh. That was a last minute change I forgot to reflect in the documentation. Corrected above (and soon in the blog post as well).

@dneto0
Copy link

dneto0 commented Mar 19, 2020

I updated Shaderc's known-good branch with a build with necessary support from SPIRV-Tools, SPIRV-Headers, Glslang, and Shaderc itself. google/shaderc#1006

@dgkoch
Copy link
Contributor Author

dgkoch commented Mar 24, 2020

Validation layer support has been merged.

@dgkoch
Copy link
Contributor Author

dgkoch commented Mar 25, 2020

I updated Shaderc's known-good branch with a build with necessary support from SPIRV-Tools, SPIRV-Headers, Glslang, and Shaderc itself. google/shaderc#1006

@dneto0 can we get another shaderc update to include KhronosGroup/glslang#2139 ?

@dgkoch
Copy link
Contributor Author

dgkoch commented Mar 25, 2020

I updated Shaderc's known-good branch with a build with necessary support from SPIRV-Tools, SPIRV-Headers, Glslang, and Shaderc itself. google/shaderc#1006

@dneto0 can we get another shaderc update to include KhronosGroup/glslang#2139 ?

See google/shaderc#1018

@mikew-lunarg
Copy link

SDK is live

https://vulkan.lunarg.com/sdk/home

@dgkoch
Copy link
Contributor Author

dgkoch commented May 11, 2020

DXC support for ray query has been merged.
microsoft/DirectXShaderCompiler#2834

This completes the provisional release.

@dgkoch dgkoch closed this as completed May 11, 2020
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

5 participants