Other Extension Metadata
- Last Modified Date
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2023-02-17 
- Interactions and External Dependencies
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This extension provides API support for GLSL_EXT_ray_tracing_position_fetch
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Interacts with VK_KHR_ray_tracing_pipeline
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Interacts with VK_KHR_ray_query
 
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- Contributors
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Eric Werness, NVIDIA 
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Stu Smith, AMD 
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Yuriy O’Donnell, Epic Games 
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Ralph Potter, Samsung 
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Joshua Barczak, Intel 
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Lionel Landwerlin, Intel 
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Andrew Garrard, Imagination Technologies 
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Alex Bourd, Qualcomm 
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Yunpeng Zhu, Huawei Technologies 
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Marius Bjorge, Arm 
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Daniel Koch, NVIDIA 
 
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Description
VK_KHR_ray_tracing_position_fetch adds the ability to fetch the vertex
positions in the shader from a hit triangle as stored in the acceleration
structure.
An application adds
VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_BIT_KHR to the
acceleration structure at build time.
Then, if the hit is a triangle geometry, the shader (any-hit or closest hit
for ray pipelines or using ray query) can fetch the three, three-component
vertex positions in object space, of the triangle which was hit.
New Enum Constants
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VK_KHR_RAY_TRACING_POSITION_FETCH_EXTENSION_NAME
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VK_KHR_RAY_TRACING_POSITION_FETCH_SPEC_VERSION
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Extending VkBuildAccelerationStructureFlagBitsKHR: - 
VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_BIT_KHR
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VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_KHR
 
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Extending VkStructureType: - 
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_POSITION_FETCH_FEATURES_KHR
 
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Document Notes
For more information, see the Vulkan Specification
This page is a generated document. Fixes and changes should be made to the generator scripts, not directly.