Diligent Graphics > Uncategorized > Release v2.4.g: Ray Tracing comes to Diligent Engine
Release v2.4.g: Ray Tracing comes to Diligent Engine
The latest release v2.4.g adds support for arguably the most innovative GPU capability of recent years: hardware-accelerated ray tracing. Ray tracing is supported in D3D12 and Vulkan backends and is exposed through common easy-to use yet fully exhaustive API: exactly the same host code works in both backends. Similar to other shader types, ray-tracing shaders authored in HLSL will work in both backends verbatim. Vulkan backend also supports GLSL as well as SPIRV bytecode.
A new tutorial demonstrates how ray tracing API in Diligent Engine can be used to simulate physics-based light transport in a scene to render soft shadows, multiple-bounce reflections and refractions, and dispersion.
API Changes
- Enabled ray tracing (API Version 240080)
- Added IDeviceContext::GetFrameNumber method (API Version 240079)
- Added ShaderResourceQueries device feature and EngineGLCreateInfo::ForceNonSeparablePrograms parameter (API Version 240078)
- Renamed USAGE_STATIC to USAGE_IMMUTABLE (API Version 240077)
- Renamed static samplers into immutable samplers (API Version 240076)
- Renamed StaticSamplerDesc -> ImmutableSamplerDesc
- Renamed PipelineResourceLayoutDesc::NumStaticSamplers -> PipelineResourceLayoutDesc::NumImmutableSamplers
- Renamed PipelineResourceLayoutDesc::StaticSamplers -> PipelineResourceLayoutDesc::ImmutableSamplers
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- Refactored pipeline state creation (API Version 240075)
- Replaced PipelineStateCreateInfo with GraphicsPipelineStateCreateInfo and ComputePipelineStateCreateInfo
- Replaced IRenderDevice::CreatePipelineState with IRenderDevice::CreateGraphicsPipelineState and IRenderDevice::CreateComputePipelineState
- pVS , pGS , pHS , pDS , pPS , pAS , pMS were moved from GraphicsPipelineDesc to GraphicsPipelineStateCreateInfo
- GraphicsPipelineDesc GraphicsPipeline was moved from PipelineStateDesc to GraphicsPipelineStateCreateInfo
- pCS is now a member of ComputePipelineStateCreateInfo, ComputePipelineDesc was removed
- Added IPipelineState::GetGraphicsPipelineDesc method
Old API for graphics pipeline initialization:
1 2 3 4 5 6 7 |
PipelineStateCreateInfo PSOCreateInfo; PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; PSODesc.GraphicsPipeline.pVS = pVS; PSODesc.GraphicsPipeline.pPS = pVS; // ... Device->CreatePipelineState(PSOCreateInfo, &pPSO); |
New API for graphics pipeline initialization:
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GraphicsPipelineStateCreateInfo PSOCreateInfo; // ... PSOCreateInfo.pVS = pVS; PSOCreateInfo.pPS = pVS; Device->CreateGraphicsPipelineState(PSOCreateInfo, &pPSO); |
Old API for compute pipeline initialization:
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PipelineStateCreateInfo PSOCreateInfo; PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; PSODesc.ComputePipeline.pCS = pCS; // ... Device->CreatePipelineState(PSOCreateInfo, &pPSO); |
New API for compute pipeline initialization:
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ComputePipelineStateCreateInfo PSOCreateInfo; PSOCreateInfo.pCS = pCS; Device->CreateComputePipelineState(PSOCreateInfo, &pPSO); |
- Added
ShaderInt8
,ResourceBuffer8BitAccess
, andUniformBuffer8BitAccess
device features. (API Version 240074) - Added
ShaderFloat16
,ResourceBuffer16BitAccess
,UniformBuffer16BitAccess
, andShaderInputOutput16
device features. (API Version 240073)
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