The fragment shader can explicitly set the depth value for the current fragment. This operation can be expensive because it can cause the early-z optimization to be disabled. However, it is needed in cases where the z-depth is modified on the fly. This functionality is exposed through theEX...
extensions.push_back("VK_EXT_blend_operation_advanced"); #endif // CTS_USES_VULKANSC for (const auto &ext : extensions)4 changes: 2 additions & 2 deletions 4 external/vulkancts/modules/vulkan/ray_tracing/vktRayTracingCallableShadersTests.cpp Original file line numberDiff line numberDiff ...
In NVIDIA Vulkan Ray Tracing Tutorial section 5.2 Top-Level Acceleration Structure I could not found the definition about gl_InstanceId and gl_InstanceCustomIndex . I only can find some describe about gl_InstanceID and gl_InstanceIndex i...
//Raytracing the sceneGLuint outRayID = m_ray.outputImage().oglId; {//Once render is complete, signal the Vulkan semaphore indicating it can start renderGLenum dstLayout = GL_LAYOUT_SHADER_READ_ONLY_EXT; GLenum srcLayout = GL_LAYOUT_COLOR_ATTACHMENT_EXT;glSignalSemaphoreEXT(m_ray.semaphore...
Ray tracing Implements a simple ray tracer using a compute shader. No primitives are rendered by the traditional pipeline except for a fullscreen quad that displays the ray traced results of the scene rendered by the compute shaders. Also implements shadows and basic reflections. Cull and LOD Ba...
A ray tracing demo is also provided as a test, but sadly it's skipped in CI because the Mesa software renderer is too slow and lacks certain OpenGL extensions for WebGL 2.0 Compute to work. [1] https://www.khronos.org/registry/webgl/specs/latest/2.0-compute/ [2] https://groups....
external/vulkancts/modules/vulkan/ray_tracing/vktRayTracingBuildLargeTests.cpp \ external/vulkancts/modules/vulkan/ray_tracing/vktRayTracingBuildTests.cpp \ external/vulkancts/modules/vulkan/ray_tracing/vktRayTracingBuiltinTests.cpp \ external/vulkancts/modules/vulkan/ray_tracing/vktRayTracingCall...
Fix size of Hit SBT in ray tracing pipeline tests Enable dynamic rendering in push descriptor with shader object tests Add missing pipeline barriers in d/s buffer-to-image copies Improve compile times of some generated glsl tests Enable required features in nested_cmd_buffer tests Check standard ...
VK_EXT_descriptor_buffer * Run pipeline cache tests for pipeline binaries * Initial implementation Ray Tracing support in Amber * Add test cases for maxPushConstantsSize queried from device * Add coverage for waiting on multiple events * Add test cases for 256 bytes PushConstantsSize * Tests ...
* Fix enabling features in bind_buffers_2 tests * Fix pWaitDstStageMask in wsi maintenance1 tests * Fix tests to use custom device interface that they've created. * Fix float comparison: ray_tracing_pipeline.callable_shader* * Add extra fast-math decoration in OpPhi tests ...