# Ray Tracing Extensions 🧪Experimental🧪 `wgpu` supports an experimental version of ray tracing which is subject to change. The extensions allow for acceleration structures to be created and built (with `Features::EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTURE` enabled) and interacted with in shaders. Currently `naga` only supports ray queries (accessible with `Features::EXPERIMENTAL_RAY_QUERY` enabled in wgpu). **Note**: The features documented here may have major bugs in them and are expected to be subject to breaking changes, suggestions for the API exposed by this should be posted on [the ray-tracing issue](https://github.com/gfx-rs/wgpu/issues/1040). Large changes may mean that this documentation may be out of date. ***This is not*** an introduction to raytracing, and assumes basic prior knowledge, to look at the fundamentals look at an [introduction](https://developer.nvidia.com/blog/introduction-nvidia-rtx-directx-ray-tracing/). ## `wgpu`'s raytracing API: The documentation and specific details of the functions and structures provided can be found with their definitions. A [`Blas`] can be created with [`Device::create_blas`]. A [`Tlas`] can be created with [`Device::create_tlas`]. The [`Tlas`] reference can be placed in a bind group to be used in a shader. A reference to a [`Blas`] can be used to create [`TlasInstance`] alongside a transformation matrix, a custom index (this can be any data that should be given to the shader on a hit) which only the first 24 bits may be set, and a mask to filter hits in the shader. A [`Blas`] must be built in either the same build as any [`Tlas`] it is used to build or an earlier build call. Before a [`Tlas`] is used in a shader it must - have been built - have all [`Blas`]es that it was last built with to have last been built in either the same build as this [`Tlas`] or an earlier build call. ### [`Blas`] compaction Once a [`Blas`] has been built, it can be compacted. Acceleration structures are allocated conservatively, without knowing the exact data that is inside them. Once a [`Blas`] has been built, the driver can make data specific optimisations to make the [`BLAS`] smaller. To begin compaction call [`Blas::prepare_compaction_async`] on it. This method waits until all builds operating on the [`Blas`] are finished, prepares the [`Blas`] to be compacted, and runs the given callback. To check whether the [`Blas`] is ready, you can also call [`Blas::ready_for_compaction`] instead of waiting for the callback (useful if you are asynchronously compacting a large number of [`Blas`]es). Submitting a rebuild of a [`Blas`] terminates any [`Blas::prepare_compaction_async`], preventing the callback from being called, and making the [`Blas`] no longer ready to compact. Once a [`Blas`] is ready for compaction, it can be compacted using [`Queue::compact_blas`] this returns the new compacted [`Blas`], which is independent of the [`Blas`] passed in. The other [`Blas`] can be used for other things, including being rebuilt without affecting the new [`Blas`]. The returned [`Blas`] behaves largely like the [`Blas`] it was created from, except that it can be neither rebuilt, nor compacted again. An example of compaction being run when [`Blas`]es are ready, this would be in a situation when memory was not a major problem, otherwise (e.g. if you get an out of memory error) you should compact immediately (and switching all non-compacted [`Blas`]es to compacted ones). ```rust use std::iter; use wgpu::Blas; struct BlasToBeCompacted { blas: Blas, /// The index into the TlasInstance this BLAS is used in. tlas_index: usize, } fn render(/*whatever args you need to render*/) { /* additional code to prepare the renderer */ //An iterator of whatever BLASes you have called `prepare_compaction_async` on. let blas_s_pending_compaction: impl Iterator = iter::empty(); for blas_to_be_compacted in blas_s_pending_compaction { if blas_to_be_compacted.blas.ready_for_compaction() { let compacted_blas = queue.compact_blas(&blas_to_be_compacted.blas); tlas_instance[blas_to_be_compacted.tlas_index].set_blas(&compacted_blas); } } let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); /* do other preparations on th TlasInstance.*/ encoder.build_acceleration_structures(iter::empty(), iter::once(&tlas_package)); /* more render code */ queue.submit(Some(encoder.finish())); } ``` [`Device::create_blas`]: https://wgpu.rs/doc/wgpu/struct.Device.html#method.create_blas [`Device::create_tlas`]: https://wgpu.rs/doc/wgpu/struct.Device.html#method.create_tlas [`Tlas`]: https://wgpu.rs/doc/wgpu/struct.Tlas.html [`Blas`]: https://wgpu.rs/doc/wgpu/struct.Blas.html [`TlasInstance`]: https://wgpu.rs/doc/wgpu/struct.TlasInstance.html [`Blas::prepare_compaction_async`]: https://wgpu.rs/doc/wgpu/struct.Blas.html#method.prepare_compaction_async [`Blas::ready_for_compaction`]: https://wgpu.rs/doc/wgpu/struct.Blas.html#method.ready_for_compaction [`Queue::compact_blas`]: https://wgpu.rs/doc/wgpu/struct.Queue.html#method.compact_blas ## `naga`'s raytracing API: `naga` supports ray queries (also known as inline raytracing) only. Ray tracing pipelines are currently unsupported. Naming is mostly taken from vulkan. ```wgsl // - Initializes the `ray_query` to check where (if anywhere) the ray defined by `ray_desc` hits in `acceleration_structure rayQueryInitialize(rq: ptr, acceleration_structure: acceleration_structure, ray_desc: RayDesc) // Overload. rayQueryInitialize(rq: ptr>, acceleration_structure: acceleration_structure, ray_desc: RayDesc) // - Traces the ray in the initialized ray_query (partially) through the scene. // - Returns true if a triangle that was hit by the ray was in a `Blas` that is not marked as opaque. // - Returns false if all triangles that were hit by the ray were in `Blas`es that were marked as opaque. // - The hit is considered `Candidate` if this function returns true, and the hit is considered `Committed` if // this function returns false. // - A `Candidate` intersection interrupts the ray traversal. // - A `Candidate` intersection may happen anywhere along the ray, it should not be relied on to give the closest hit. A // `Candidate` intersection is to allow the user themselves to decide if that intersection is valid*. If one wants to get // the closest hit a `Committed` intersection should be used. // - Calling this function multiple times will cause the ray traversal to continue if it was interrupted by a `Candidate` // intersection. rayQueryProceed(rq: ptr) -> bool // Overload. rayQueryProceed(rq: ptr>) -> bool // - Generates a hit from procedural geometry at a particular distance. rayQueryGenerateIntersection(hit_t: f32) // - Commits a hit from triangular non-opaque geometry. rayQueryConfirmIntersection() // - Aborts the query. rayQueryTerminate() // - Returns intersection details about a hit considered `Committed`. rayQueryGetCommittedIntersection(rq: ptr) -> RayIntersection // Overload. rayQueryGetCommittedIntersection(rq: ptr>) -> RayIntersection // - Returns intersection details about a hit considered `Candidate`. rayQueryGetCandidateIntersection(rq: ptr) -> RayIntersection // Overload. rayQueryGetCandidateIntersection(rq: ptr>) -> RayIntersection // - Returns the vertices of the hit triangle considered `Committed`. getCommittedHitVertexPositions(rq: ptr>) -> array, 3> // - Returns the vertices of the hit triangle considered `Candidate`. getCandidateHitVertexPositions(rq: ptr>) -> array, 3> ``` > [!CAUTION] > > ### ⚠️Undefined behavior ⚠️: > - Calling `rayQueryGetCommittedIntersection` or `rayQueryGetCandidateIntersection` when `rayQueryProceed` has not been > called on this ray query since it was initialized (or if the ray query has not been previously initialized). > - Calling `rayQueryGetCommittedIntersection` when `rayQueryProceed`'s latest return on this ray query is considered > `Candidate`. > - Calling `rayQueryGetCandidateIntersection` when `rayQueryProceed`'s latest return on this ray query is considered > `Committed`. > - Calling `getCommittedHitVertexPositions` when `rayQueryProceed`'s latest return on this ray query is considered > `Candidate`. > - Calling `getCandidateHitVertexPositions` when `rayQueryProceed`'s latest return on this ray query is considered > `Committed`. > - Calling `get*HitVertexPositions` when the last `rayQueryProceed` did not hit a triangle > - Calling `rayQueryProceed` when `rayQueryInitialize` has not previously been called on this ray query > - Calling `rayQueryGenerateIntersection` on a query with last intersection kind not being > `RAY_QUERY_INTERSECTION_AABB`, > - Calling `rayQueryGenerateIntersection` with `hit_t` outside of `RayDesc::t_min .. RayDesc::t_max` range. > or when `rayQueryProceed`'s latest return on this ray query is not considered `Candidate`. > - Calling `rayQueryConfirmIntersection` on a query with last intersection kind not being > `RAY_QUERY_INTERSECTION_TRIANGLE`, > or when `rayQueryProceed`'s latest return on this ray query is not considered `Candidate`. > > *this is only known undefined behaviour, and will be worked around in the future. ```wgsl struct RayDesc { // Contains flags to use for this ray (e.g. consider all `Blas`es opaque) flags: u32, // If the bitwise and of this and any `TlasInstance`'s `mask` is not zero then the object inside // the `Blas` contained within that `TlasInstance` may be hit. cull_mask: u32, // Only points on the ray whose t is greater than this may be hit. t_min: f32, // Only points on the ray whose t is less than this may be hit. t_max: f32, // The origin of the ray. origin: vec3, // The direction of the ray, t is calculated as the length down the ray divided by the length of `dir`. dir: vec3, } struct RayIntersection { // the kind of the hit, no other member of this structure is useful if this is equal // to constant `RAY_QUERY_INTERSECTION_NONE`. kind: u32, // Distance from starting point, measured in units of `RayDesc::dir`. t: f32, // Corresponds to `instance.custom_data` where `instance` is the `TlasInstance` // that the intersected object was contained in. instance_custom_data: u32, // The index into the `TlasPackage` to get the `TlasInstance` that the hit object is in instance_index: u32, // The offset into the shader binding table. Currently, this value is always 0. sbt_record_offset: u32, // The index into the `Blas`'s build descriptor (e.g. if `BlasBuildEntry::geometry` is // `BlasGeometries::TriangleGeometries` then it is the index into that contained vector). geometry_index: u32, // The object hit's index into the provided buffer (e.g. if the object is a triangle // then this is the triangle index) primitive_index: u32, // Two of the barycentric coordinates, the third can be calculated (only useful if this is a triangle). barycentrics: vec2, // Whether the hit face is the front (only useful if this is a triangle). front_face: bool, // Matrix for converting from object-space to world-space. // // This matrix needs to be on the left side of the multiplication. Using it the other way round will not work. // Use it this way: `let transformed_vector = intersecion.object_to_world * vec4(x, y, z, transform_multiplier); object_to_world: mat4x3, // Matrix for converting from world-space to object-space // // This matrix needs to be on the left side of the multiplication. Using it the other way round will not work. // Use it this way: `let transformed_vector = intersecion.world_to_object * vec4(x, y, z, transform_multiplier); world_to_object: mat4x3, } /// -- Flags for `RayDesc::flags` -- // All `Blas`es are marked as opaque. const FORCE_OPAQUE = 0x1; // All `Blas`es are marked as non-opaque. const FORCE_NO_OPAQUE = 0x2; // Instead of searching for the closest hit return the first hit. const TERMINATE_ON_FIRST_HIT = 0x4; // Unused: implemented for raytracing pipelines. const SKIP_CLOSEST_HIT_SHADER = 0x8; // If `RayIntersection::front_face` is false do not return a hit. const CULL_BACK_FACING = 0x10; // If `RayIntersection::front_face` is true do not return a hit. const CULL_FRONT_FACING = 0x20; // If the `Blas` a intersection is checking is marked as opaque do not return a hit. const CULL_OPAQUE = 0x40; // If the `Blas` a intersection is checking is not marked as opaque do not return a hit. const CULL_NO_OPAQUE = 0x80; // If the `Blas` a intersection is checking contains triangles do not return a hit. const SKIP_TRIANGLES = 0x100; // If the `Blas` a intersection is checking contains AABBs do not return a hit. const SKIP_AABBS = 0x200; /// -- Constants for `RayIntersection::kind` -- // The ray hit nothing. const RAY_QUERY_INTERSECTION_NONE = 0; // The ray hit a triangle. const RAY_QUERY_INTERSECTION_TRIANGLE = 1; // The ray hit a custom object, this will only happen in a committed intersection // if a ray which intersected a bounding box for a custom object which was then committed. const RAY_QUERY_INTERSECTION_GENERATED = 2; // The ray hit a AABB, this will only happen in a candidate intersection // if the ray intersects the bounding box for a custom object. const RAY_QUERY_INTERSECTION_AABB = 3; ```