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Multiple Closest Hit Shaders - Tutorial
Tutorial (Setup)
This is an extension of the Vulkan ray tracing tutorial.
The ray tracing tutorial only uses one closest hit shader, but it is also possible to have multiple closest hit shaders. For example, this could be used to give different models different shaders, or to use a less complex shader when tracing reflections.
Setting up the Scene
For this example, we will load the wuson model and create another translated instance of it.
Then you can change the helloVk.loadModel calls to the following:
// Creation of the example
helloVk.loadModel(nvh::findFile("media/scenes/wuson.obj", defaultSearchPaths, true),
nvmath::translation_mat4(nvmath::vec3f(-1, 0, 0)));
helloVk.m_instances.push_back({nvmath::translation_mat4(nvmath::vec3f(1, 0, 0)), 0}); // Adding an instance of the Wuson
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
Adding a new Closest Hit Shader
We will need to create a new closest hit shader (CHIT), to add it to the raytracing pipeline, and to indicate which instance will use this shader.
raytrace2.rchit
We can make a very simple shader to differentiate this closest hit shader from the other one.
As an example, create a new file called raytrace2.rchit, and add it to Visual Studio's shaders filter with the other shaders.
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(location = 0) rayPayloadInEXT hitPayload prd;
void main()
{
prd.hitValue = vec3(1,0,0);
}
createRtPipeline
This new shader needs to be added to the raytracing pipeline. So, in createRtPipeline in hello_vulkan.cpp, load the new closest hit shader immediately after loading the first one.
enum StageIndices
{
eRaygen,
eMiss,
eMiss2,
eClosestHit,
eClosestHit2,
eShaderGroupCount
};
// ...
stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/raytrace2.rchit.spv", true, defaultSearchPaths, true));
stage.stage = VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR;
stages[eClosestHit2] = stage;
Then add a new hit group group immediately after adding the first hit group:
// Hit 2
group.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR;
group.generalShader = VK_SHADER_UNUSED_KHR;
group.closestHitShader = eClosestHit2;
m_rtShaderGroups.push_back(group);
raytrace.rgen
As a test, you can try changing the sbtRecordOffset parameter of the traceRayEXT call in raytrace.rgen.
If you set the offset to 1, then all ray hits will use the new CHIT, and the raytraced output should look like the image below:
⚠️ After testing this out, make sure to revert this change in raytrace.rgen before continuing.
hello_vulkan.h
In the ObjInstance structure, we will add a new member hitgroup variable that specifies which hit shader the instance will use:
struct ObjInstance
{
nvmath::mat4f transform; // Matrix of the instance
uint32_t objIndex{0}; // Model index reference
int hitgroup{0}; // Hit group of the instance
};
hello_vulkan.cpp
Finally, we need to tell the top-level acceleration structure which hit group to use for each instance. In createTopLevelAS()
in hello_vulkan.cpp, we will offset the record of the shading binding table (SBT) with the hit group.
rayInst.instanceShaderBindingTableRecordOffset = inst.hitgroup; // Using the hit group set in main
Choosing the Hit shader
Back in main.cpp, after loading the scene's models, we can now have both wuson models use the new CHIT by adding the following:
helloVk.m_instances[0].hitgroup = 1;
helloVk.m_instances[1].hitgroup = 1;
Shader Record Data shaderRecordKHR
When creating the Shader Binding Table, see previous, each entry in the table consists of a handle referring to the shader that it invokes. We have packed all data to the size of shaderGroupHandleSize, but each entry could be made larger, to store data that can later be referenced by a shaderRecordKHR block in the shader.
This information can be used to pass extra information to a shader, for each entry in the SBT.
⚠️ Note: Since each entry in an SBT group must have the same size, each entry of the group has to have enough space to accommodate the largest element in the entire group.
The following diagram represents our current SBT, with the addition of some data to HitGroup1. As mentioned in the note, even if
HitGroup0 doesn't have any shader record data, it still needs to have the same size as HitGroup1, the largest of the hit group.
| Group | Handle |
|---|---|
| RayGen | Handle 0 |
| Miss0 | Handle 1 |
| Miss1 | Handle 2 |
| HitGroup0 | Handle 3 -Empty- |
| HitGroup1 | Handle 4 Data 0 |
hello_vulkan.h
In the HelloVulkan class, we will add a structure to hold the hit group data.
struct HitRecordBuffer
{
nvmath::vec4f color;
};
std::vector<HitRecordBuffer> m_hitShaderRecord;
raytrace2.rchit
In the closest hit shader, we can retrieve the shader record using the layout(shaderRecordEXT) descriptor
layout(shaderRecordEXT) buffer sr_ { vec4 shaderRec; };
and use this information to return the color:
void main()
{
prd.hitValue = shaderRec.rgb;
}
⚠️ Note: Adding a new shader requires to rerun CMake to added to the project compilation system.
main.cpp
In main, after we set which hit group an instance will use, we can add the data we want to set through the shader record.
helloVk.m_hitShaderRecord.resize(1);
helloVk.m_hitShaderRecord[0].color = nvmath::vec4f(1, 1, 0, 0); // Yellow
HelloVulkan::createRtShaderBindingTable
⭐NEW⭐
The creation of the shading binding table as it was done, was using hardcoded offsets and potentially could lead to errors.
Instead, the new code uses the nvvk::SBTWraper that uses the ray tracing pipeline and the VkRayTracingPipelineCreateInfoKHR to
create the SBT information.
The wrapper will find the handles for each group and will add the
data m_hitShaderRecord to the Hit group.
// Find handle indices and add data
m_sbtWrapper.addIndices(rayPipelineInfo);
m_sbtWrapper.addData(SBTWrapper::eHit, 1, m_hitShaderRecord[0]);
m_sbtWrapper.addData(SBTWrapper::eHit, 2, m_hitShaderRecord[1]);
m_sbtWrapper.create(m_rtPipeline);
The buffer for Hit will have the following layout
| handle | handle,data | handle,data |
The wrapper will make sure the stride covers the largest data and is aligned based on the GPU properties.
OLD - for reference
Since we are no longer compacting all handles in a continuous buffer, we need to fill the SBT as described above.
After retrieving the handles of all 5 groups (raygen, miss, miss shadow, hit0, and hit1)
using getRayTracingShaderGroupHandlesKHR, store the pointers to easily retrieve them.
// Retrieve the handle pointers
std::vector<uint8_t*> handles(groupCount);
for(uint32_t i = 0; i < groupCount; i++)
{
handles[i] = &shaderHandleStorage[i * groupHandleSize];
}
The size of each group can be described as follows:
// Sizes
uint32_t rayGenSize = baseAlignment;
uint32_t missSize = baseAlignment;
uint32_t hitSize =
ROUND_UP(groupHandleSize + static_cast<int>(sizeof(HitRecordBuffer)), baseAlignment);
uint32_t newSbtSize = rayGenSize + 2 * missSize + 2 * hitSize;
Then write the new SBT like this, where only Hit 1 has extra data.
std::vector<uint8_t> sbtBuffer(newSbtSize);
{
uint8_t* pBuffer = sbtBuffer.data();
memcpy(pBuffer, handles[0], groupHandleSize); // Raygen
pBuffer += rayGenSize;
memcpy(pBuffer, handles[1], groupHandleSize); // Miss 0
pBuffer += missSize;
memcpy(pBuffer, handles[2], groupHandleSize); // Miss 1
pBuffer += missSize;
uint8_t* pHitBuffer = pBuffer;
memcpy(pHitBuffer, handles[3], groupHandleSize); // Hit 0
// No data
pBuffer += hitSize;
pHitBuffer = pBuffer;
memcpy(pHitBuffer, handles[4], groupHandleSize); // Hit 1
pHitBuffer += groupHandleSize;
memcpy(pHitBuffer, &m_hitShaderRecord[0], sizeof(HitRecordBuffer)); // Hit 1 data
pBuffer += hitSize;
}
Then change the call to m_alloc.createBuffer to create the SBT buffer from sbtBuffer:
m_rtSBTBuffer = m_alloc.createBuffer(cmdBuf, sbtBuffer, VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR);
raytrace
⭐NEW⭐
The mvvk::SBTWrapper gives use the information without having to compute the VkStridedDeviceAddressRegionKHR
auto& regions = m_sbtWrapper.getRegions();
vkCmdTraceRaysKHR(cmdBuf, ®ions[0], ®ions[1], ®ions[2], ®ions[3], m_size.width, m_size.height, 1);
OLD
Finally, since the size of the hit group is now larger than just the handle, we need to set the new value of the hit group stride in HelloVulkan::raytrace.
VkDeviceSize hitGroupSize =
nvh::align_up(m_rtProperties.shaderGroupHandleSize + sizeof(HitRecordBuffer),
m_rtProperties.shaderGroupBaseAlignment);
The stride device address will be modified like this:
using Stride = VkStridedDeviceAddressRegionKHR;
std::array<Stride, 4> strideAddresses{
Stride{sbtAddress + 0u * groupSize, groupStride, groupSize * 1}, // raygen
Stride{sbtAddress + 1u * groupSize, groupStride, groupSize * 2}, // miss
Stride{sbtAddress + 3u * groupSize, hitGroupSize, hitGroupSize * 3}, // hit
Stride{0u, 0u, 0u}}; // callable
Note:
The result should now show both wuson models with a yellow color.
Extending Hit
The SBT can be larger than the number of shading models, which could then be used to have one shader per instance with its own data. For some applications, instead of retrieving the material information as in the main tutorial using a storage buffer and indexing into it using the gl_InstanceCustomIndexEXT, it is possible to set all of the material information in the SBT.
The following modification will add another entry to the SBT with a different color per instance. The new SBT hit group (2) will use the same CHIT handle (4) as hit group 1.
| Group | Handle |
|---|---|
| RayGen | Handle 0 |
| Miss0 | Handle 1 |
| Miss1 | Handle 2 |
| HitGroup0 | Handle 3 -Empty- |
| HitGroup1 | Handle 4 Data 0 |
| HitGroup1 | Handle 4 Data 1 |
main.cpp
In the description of the scene in main, we will tell the wuson models to use hit groups 1 and 2 respectively, and to have different colors.
// Hit shader record info
helloVk.m_hitShaderRecord.resize(2);
helloVk.m_hitShaderRecord[0].color = nvmath::vec4f(0, 1, 0, 0); // Green
helloVk.m_hitShaderRecord[1].color = nvmath::vec4f(0, 1, 1, 0); // Cyan
helloVk.m_instances[0].hitgroup = 1; // wuson 0
helloVk.m_instances[1].hitgroup = 2; // wuson 1
createRtShaderBindingTable
⭐NEW⭐
If you are using the SBT wrapper, this part is automatically handled.
OLD
The size of the SBT will now account for its 3 hit groups:
uint32_t newSbtSize = rayGenSize + 2 * missSize + 3 * hitSize;
Finally, we need to add the new entry as well at the end of the buffer, reusing the handle of the second Hit Group and setting a different color.
pHitBuffer = pBuffer;
memcpy(pHitBuffer, handles[4], groupHandleSize); // Hit 2
pHitBuffer += groupHandleSize;
memcpy(pHitBuffer, &m_hitShaderRecord[1], sizeof(HitRecordBuffer)); // Hit 2 data
pBuffer += hitSize;
Note:
Adding entries like this can be error-prone and inconvenient for decent
scene sizes. Instead, it is recommended to wrap the storage of handles, data,
and size per group in a SBT utility to handle this automatically.



