Corrections + warning notices
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1 changed files with 8 additions and 4 deletions
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@ -1368,10 +1368,9 @@ itself, but hit groups can comprise up to 3 shaders (intersection, any hit, clos
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The ray generation and closest hit shaders can trace rays, making the ray tracing a potentially recursive process. To
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The ray generation and closest hit shaders can trace rays, making the ray tracing a potentially recursive process. To
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allow the underlying RTX layer to optimize the pipeline we indicate the maximum recursion depth used by our shaders. For
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allow the underlying RTX layer to optimize the pipeline we indicate the maximum recursion depth used by our shaders. For
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the simplistic shaders we currently have, we set this depth to 1, meaning that even if the shaders would trigger
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the simplistic shaders we currently have, we set this depth to 1, meaning that we must not trigger
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recursion (ie. a hit shader calling `TraceRayEXT()`), this recursion would be prevented by setting the result of this trace
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recursion at all (i.e. a hit shader calling `TraceRayEXT()`). Note that it is preferable to keep the recursion level
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call as a miss. Note that it is preferable to keep the recursion level as low as possible, replacing it by a loop
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as low as possible, replacing it by a loop formulation instead.
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formulation instead.
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```` C
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```` C
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rayPipelineInfo.setMaxPipelineRayRecursionDepth(1); // Ray depth
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rayPipelineInfo.setMaxPipelineRayRecursionDepth(1); // Ray depth
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@ -2161,6 +2160,11 @@ At the end of the method, we destroy the shader module for the shadow miss shade
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m_device.destroy(shadowmissSM);
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m_device.destroy(shadowmissSM);
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````
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````
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!!! WARNING Recursion Limit
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The spec does not guarantee a recursion check at runtime. If you exceed either
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the recursion depth you reported in the raytrace pipeline create info, or the
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physical device recursion limit, undefined behaviour results.
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## `traceRaysKHR`
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## `traceRaysKHR`
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The addition of the new miss shader group has modified our shader binding table, which now looks like:
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The addition of the new miss shader group has modified our shader binding table, which now looks like:
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