[VK] Add ray tracing pipeline, SBT, and DispatchRays bring-up#1273
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…rce allocation Introduce the foundational types for ray tracing acceleration structures: abstract `AccelerationStructure` base class, geometry/instance descriptors, BLAS/TLAS build-request structs with size queries, the `AccelerationStructureBuildFlags` bitmask (using `LLVM_DECLARE_ENUM_AS_BITMASK` since `TextureUsage` already uses the intrusive `LLVM_MARK_AS_BITMASK_ENUM`; `TextureUsage` also gains its previously-missing `LLVM_ENABLE_BITMASK_ENUMS_IN_NAMESPACE()`), and AS resource allocation across DX12, Vulkan, and Metal. Recording build commands lands in a follow-up commit on top of the ComputeEncoder abstraction. Vulkan device creation switches to a single `vkGetPhysicalDeviceFeatures2` call covering every extension feature struct we care about (atomic-int64, mesh-shader, acceleration-structure, BDA on 1.1): each struct is chained into `pNext` before the query, and post-query we verify the gating bool and clear the sub-features we don't enable (capture-replay, indirect-build, multiview, etc.). Drive-by: rather than letting `vkCreateDevice` reject the device with a generic `VK_ERROR_FEATURE_NOT_PRESENT`, the code now returns a descriptive `llvm::Error` naming the extension and the bool that came back zero — pinpointing the case where a driver advertises an extension but reports its base feature as `VK_FALSE`. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…lper
Move acceleration-structure build commands behind the abstract
ComputeEncoder interface so the orchestration (data upload, build-request
creation, AS allocation, build recording) can live in one place rather
than splitting across three backends.
ComputeEncoder gains a single batchBuildAS(ArrayRef<ASBuildItem>) method.
Each item carries an AccelerationStructure plus a BLAS or TLAS build
request via PointerUnion. The caller guarantees no inter-item memory
dependencies inside a batch — backends record the whole batch with one
barrier slot, no per-element barriers.
- Vulkan: single vkCmdBuildAccelerationStructuresKHR call covering the
whole batch. TLAS items serialize VkAccelerationStructureInstanceKHR
into a device-address upload buffer, BLAS items pull addresses from
each VulkanBuffer (new getDeviceAddress accessor). Storage buffers
transparently gain SHADER_DEVICE_ADDRESS + ACCEL_BUILD_INPUT_READ_ONLY
flags when ray tracing is supported, with the matching
VkMemoryAllocateFlagsInfo chained on every allocation.
- DX12: loop calling BuildRaytracingAccelerationStructure per item with
no intermediate barriers; D3D12_RAYTRACING_INSTANCE_DESC is
bit-identical to the Vulkan instance struct.
- Metal: lazy transition to MTL::AccelerationStructureCommandEncoder,
deduplicates BLAS handles into the
MTL::InstanceAccelerationStructureDescriptor's instancedAccelera-
tionStructures array (Metal references BLASes by index, not GPU
address).
Each backend's CommandBuffer now carries a back-pointer to its owning
Device so the encoder can reach device-loaded entry points and helpers,
plus a keep-alive list for AS scratch and instance buffers.
A shared helper buildPipelineAccelerationStructures in lib/API/Device.cpp
walks Pipeline::AccelStructs, uploads vertex/index data via the new
createBufferWithData, builds requests, allocates AS objects, and issues
two batchBuildAS calls (BLAS batch then TLAS batch — VUID-03403 forbids
referencing a sibling dstAccelerationStructure in one command). Each
backend's executeProgram calls this helper to build the pipeline's AS
objects.
Descriptor binding for AS resources is intentionally still missing — the
tests progress past AS-build now and surface only the descriptor-write
gap.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wire up acceleration-structure descriptor binding end-to-end across all three backends so shaders can actually consume the TLAS that buildPipelineAccelerationStructures produced — completing the stack and promoting the three InlineRT tests from XFAIL to passing. Vulkan: createDescriptorPool counts AS descriptors in a separate scalar (the KHR enum value 1000150000 doesn't fit in the indexed array used for the core types) and emits one VkDescriptorPoolSize for them. createDescriptorSets resolves each AS resource via Resource::TLASPtr, locates the matching VulkanAccelerationStructure in InvocationState::AccelStructs (BLASes-then-TLASes layout, matching the helper's documented declaration order), and writes the handle through a VkWriteDescriptorSetAccelerationStructureKHR chained on the descriptor write's pNext. The dispatch's pre-barrier dst access now includes VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR so the prior AS-build's writes are made visible to the shader's RayQuery reads. Device creation also enables VK_KHR_ray_query when supported so the RayQuery shader instructions actually function. DX12: writes a D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE SRV with the AS GPU virtual address as Location into the heap slot that createBuffers reserved (CreateShaderResourceView with a null resource — the AS data lives in the buffer pointed to by Location). Metal: the Metal shader converter doesn't bind the AS directly; the shader reads a buffer containing an IRRaytracingAccelerationStructure- GPUHeader that holds the AS's gpuResourceID plus a pointer to an instance-contributions array. createBuffers allocates and fills both buffers per AS-descriptor entry, then points the descriptor at the header buffer's GPU address. The TLAS itself is built with the UserID instance-descriptor variant so HLSL CommittedInstanceID() returns the YAML-specified per-instance ID instead of the array index. The three InlineRT tests now actually exercise the AS end-to-end: TraceRayInline issues a RayQuery against `Scene` and writes a hit-dependent value into `Output` (the instance ID for multi-instance, 1/0 otherwise). The catch-all `XFAIL: *` is dropped; `XFAIL: Clang` remains. The test shaders gain explicit `[[vk::binding]]` annotations since their `t0`/`u0` registers would otherwise collide under the default dxc HLSL→SPIR-V mapping. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Second per-backend bring-up in the PSO raytracing series (llvm#1268). Mirrors PR llvm#1273 for D3D12: builds an ID3D12StateObject from the YAML schema, hands out shader identifiers via ID3D12StateObjectProperties, lays out the SBT in an upload heap, and routes DispatchRays through ID3D12GraphicsCommandList4 (same query path the AS build already uses). DXRayTracingPipelineState derives from DXPipelineState with an IsRayTracing flag on the base for classof — matching the VulkanPipelineState pattern. It carries the ID3D12StateObject + a cached ID3D12StateObjectProperties + a StringMap<const void *> that resolves each shader EntryPoint or hit-group Name to its 32-byte shader identifier blob. The identifiers are driver-owned and stay alive for the Properties COM lifetime, so the PSO keeps Properties alive. DXShaderBindingTable holds a single upload-heap buffer plus four pre-built D3D12_DISPATCH_RAYS_DESC ranges (raygen, miss, hit-group, callable) — `RANGE` for raygen since it's always one record, and `RANGE_AND_STRIDE` for the others. createPipelineRT builds a CD3DX12_STATE_OBJECT_DESC with subobjects for the DXIL library (one export per Shader entry), per-hit-group subobjects with closest-hit / any-hit / intersection imports, the pipeline shader config (max payload + max attribute bytes), pipeline config (max recursion depth), and a global root signature subobject. The root signature comes from the library's embedded RTS0 part when present, falling back to the BindingsDesc path (matching the existing compute / raster pipeline behaviour). Wide strings for the subobject exports live in a SmallVector that outlives the SODesc, since the helper classes store pointers into the strings rather than copying. createShaderBindingTable lays out each entry as [identifier][LocalRootData][padding-to-stride] with per-region stride = align(D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES + max-LocalRoot- Data-in-region, D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT) and per-region size = align(count * stride, D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT). The buffer lives in an upload heap with D3D12_RESOURCE_STATE_GENERIC_READ — PR3 simplification; a staging copy into a default heap is a follow-up. dispatchRays queries the underlying CommandListX for ID3D12GraphicsCommandList4 (matching the AS-build path), binds the global root signature via SetComputeRootSignature, calls SetPipelineState1 with the state object, and issues DispatchRays with a D3D12_DISPATCH_RAYS_DESC populated from the SBT's four ranges plus the dispatch dimensions. The descriptor heap + descriptor-table bindings are set up by the existing createComputeCommands helper before the encoder is created. createComputeCommands grows an isRayTracing branch at the dispatch point so it calls dispatchRays instead of dispatch, reusing all of the descriptor-heap and root-signature wiring. InvocationState carries a ShaderBindingTable unique_ptr that's only populated for RT pipelines. executeProgram's isRayTracing branch builds a RayTracingPipelineCreate- Desc from Pipeline.Shaders / HitGroups / RTConfig, calls createPipelineRT then createShaderBindingTable, then re-enters createComputeCommands which dispatches via the new RT path. raygen-roundtrip.test's XFAIL becomes Clang, Metal — DirectX should PASS via this implementation on Windows CI (and via Wine + vkd3d-proton locally on Linux). The Clang token still catches the compile failure on clang-dxc since [shader("raygeneration")] doesn't yet lower to either DXIL libraries or SPIR-V on that path. Locally verified by cross-compiling lib/API/DX/Device.cpp via `clang++ --target=x86_64-pc-windows-msvc` against the xwin Windows SDK headers and the project's bundled DirectX-Headers. Runtime verification is left to Windows CI. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Second per-backend bring-up in the PSO raytracing series (llvm#1268). Mirrors PR llvm#1273 for D3D12: builds an ID3D12StateObject from the YAML schema, hands out shader identifiers via ID3D12StateObjectProperties, lays out the SBT in an upload heap, and routes DispatchRays through ID3D12GraphicsCommandList4 (same query path the AS build already uses). DXRayTracingPipelineState derives from DXPipelineState with an IsRayTracing flag on the base for classof — matching the VulkanPipelineState pattern. It carries the ID3D12StateObject + a cached ID3D12StateObjectProperties + a StringMap<const void *> that resolves each shader EntryPoint or hit-group Name to its 32-byte shader identifier blob. The identifiers are driver-owned and stay alive for the Properties COM lifetime, so the PSO keeps Properties alive. DXShaderBindingTable holds a single upload-heap buffer plus four pre-built D3D12_DISPATCH_RAYS_DESC ranges (raygen, miss, hit-group, callable) — `RANGE` for raygen since it's always one record, and `RANGE_AND_STRIDE` for the others. createPipelineRT builds a CD3DX12_STATE_OBJECT_DESC with subobjects for the DXIL library (one export per Shader entry), per-hit-group subobjects with closest-hit / any-hit / intersection imports, the pipeline shader config (max payload + max attribute bytes), pipeline config (max recursion depth), and a global root signature subobject. The root signature comes from the library's embedded RTS0 part when present, falling back to the BindingsDesc path (matching the existing compute / raster pipeline behaviour). Wide strings for the subobject exports live in a SmallVector that outlives the SODesc, since the helper classes store pointers into the strings rather than copying. createShaderBindingTable lays out each entry as [identifier][LocalRootData][padding-to-stride] with per-region stride = align(D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES + max-LocalRoot- Data-in-region, D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT) and per-region size = align(count * stride, D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT). The buffer lives in an upload heap with D3D12_RESOURCE_STATE_GENERIC_READ — PR3 simplification; a staging copy into a default heap is a follow-up. dispatchRays queries the underlying CommandListX for ID3D12GraphicsCommandList4 (matching the AS-build path), binds the global root signature via SetComputeRootSignature, calls SetPipelineState1 with the state object, and issues DispatchRays with a D3D12_DISPATCH_RAYS_DESC populated from the SBT's four ranges plus the dispatch dimensions. The descriptor heap + descriptor-table bindings are set up by the existing createComputeCommands helper before the encoder is created. createComputeCommands grows an isRayTracing branch at the dispatch point so it calls dispatchRays instead of dispatch, reusing all of the descriptor-heap and root-signature wiring. InvocationState carries a ShaderBindingTable unique_ptr that's only populated for RT pipelines. executeProgram's isRayTracing branch builds a RayTracingPipelineCreate- Desc from Pipeline.Shaders / HitGroups / RTConfig, calls createPipelineRT then createShaderBindingTable, then re-enters createComputeCommands which dispatches via the new RT path. raygen-roundtrip.test's XFAIL becomes Clang, Metal — DirectX should PASS via this implementation on Windows CI (and via Wine + vkd3d-proton locally on Linux). The Clang token still catches the compile failure on clang-dxc since [shader("raygeneration")] doesn't yet lower to either DXIL libraries or SPIR-V on that path. Locally verified by cross-compiling lib/API/DX/Device.cpp via `clang++ --target=x86_64-pc-windows-msvc` against the xwin Windows SDK headers and the project's bundled DirectX-Headers. Runtime verification is left to Windows CI. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Foundational bring-up for PSO-based raytracing tracked in llvm#1268. Lays out the framework-side surface (stage enums, pipeline kind, YAML schema, lit infrastructure) so subsequent per-backend bring-up PRs (VK → DX12 → Metal) only have to fill in pipeline-state-object creation, SBT construction, and DispatchRays. No backend can run an RT pipeline yet — each one's executeProgram gains a terminal `else if (P.isRayTracing())` that returns a "not yet supported" error. Pipeline.h gets six new Stages (RayGeneration, Miss, ClosestHit, AnyHit, Intersection, Callable), `ShaderPipelineKind::RayTracing`, an `isRayTracingStage` predicate, and `Pipeline::isRayTracing()`. The declarative YAML schema for an RT pipeline lives alongside the existing AccelerationStructureDescs: a `HitGroup` (Triangles | Procedural, with ClosestHit + optional AnyHit / Intersection entries), a `RayTracingPipelineConfig` block (MaxTraceRecursionDepth, MaxPayloadSizeInBytes, MaxAttributeSizeInBytes, optional PipelineFlags), and a `ShaderBindingTable` block with raygen / miss / hit-group / callable record arrays. SBTEntry carries an optional `LocalRootData` byte array reserved for the upcoming local-root-signature work. validatePipelineKind grows an RT branch: it allows multiple shaders of the same RT stage (a pipeline can have several misses or hit groups — the existing duplicate check would have rejected them), requires at least one RayGeneration, and rejects mixing RT with Compute/Vertex/Mesh. The reverse check rejects HitGroups / RTConfig / SBT on any non-RT pipeline. validateDispatchParameters reinterprets DispatchGroupCount as {Width, Height, Depth} for the eventual DispatchRays and forbids VertexCount on RT. Existing Stages switches grow the six new cases: * VK: getShaderStageFlag maps each RT stage to its VK_SHADER_STAGE_*_KHR bit so PR 2 can build VkPipelineShaderStageCreateInfos for the RT pipeline. * Metal: getShaderStage unreachables on RT (the metal-irconverter RT path takes a different route from the IRShaderStage one). * TraditionalRasterPipelineCreateDesc::setShader adds the RT stages to its existing "not a raster stage" unreachable group. test/lit.cfg.py adds a `%dxc_target_lib` substitution (same compiler, distinct name to signal `-T lib_6_x` library targets at a glance) and a `raytracing-pipeline` available-feature. On DX it tracks RaytracingTier >= 1.0; on Vulkan it aliases off the VK_KHR_ray_tracing_pipeline extension already reported by the device. The extension isn't enabled on the VkDevice yet — that lands in PR 2 — but the lit-level capability detection is independent of what the backend currently consumes, so a developer on a VK box can already see the foundational test routed through the RT path. The foundational test `Feature/RT/raygen-roundtrip.test` exercises the full RT YAML schema in one shape: raygen + miss + closest-hit shaders, a BLAS/TLAS pair, a HitGroups list, RayTracingPipelineConfig, and a ShaderBindingTable. `# REQUIRES: raytracing-pipeline` and `# XFAIL: *` keep it expectedly failing until the per-backend PRs drop entries from the XFAIL list as each one starts dispatching real rays. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
First per-backend bring-up in the PSO raytracing series (llvm#1268). Adds the API surface (ComputeEncoder::dispatchRays, Device::createPipelineRT, Device::createShaderBindingTable, RayTracingPipelineCreateDesc) plus the Vulkan implementation behind it. D3D12 and Metal stub the new methods with not-yet-supported errors; their bring-up lands in follow-up PRs. The pre-existing YAML schema struct from PR llvm#1270 is renamed ShaderBindingTable -> ShaderBindingTableDesc so the bare name is free for the runtime resource class (parallel to BLASDesc / TLASDesc vs AccelerationStructure). A new include/API/ShaderBindingTable.h holds the abstract runtime base; concrete backend SBT classes derive from it with LLVM-style classof / cast<>. The VulkanDevice's prior `RaytracingFunctions RT` lumped AS and RT pipeline entry points together. They split into two structs — `ASFunctions AS` and `RTPipelineFunctions RT` — matching the actual feature-gate split (AS+ray-query is a complete configuration on its own, RT pipeline is layered on top). `HasRayTracingSupport` renames to `HasASSupport`, and a separate `HasRTPipelineSupport` tracks the new VK_KHR_ray_tracing_pipeline extension. Vulkan bring-up: - Extension: VK_KHR_ray_tracing_pipeline is requested when reported, with VkPhysicalDeviceRayTracingPipelineFeaturesKHR chained into the pre-create feature query. After the query the gating rayTracingPipeline bool is checked; capture-replay / trace-rays- indirect / traversal-primitive-culling sub-features are cleared since the tests don't exercise them. - Function pointers: vkCreateRayTracingPipelinesKHR, vkGetRayTracingShaderGroupHandlesKHR, vkCmdTraceRaysKHR. - Properties: VkPhysicalDeviceRayTracingPipelinePropertiesKHR is cached at device-create time for SBT handle size / alignment / base-alignment. - VKRayTracingPipelineState derives from VulkanPipelineState; an IsRayTracing flag on the base lets the existing Vulkan cast<> path stay polymorphic without adding a new GPUAPI value. classof tests both the API and the flag. The derived class also carries a StringMap<uint32_t> resolving each shader EntryPoint or HitGroup Name to its index in the pipeline's group array, plus per-bucket counts so the SBT builder can slice the contiguous handle blob into raygen / miss / hit / callable regions. - createPipelineRT builds a single VkShaderModule (the DXIL library compiles to one SPIR-V module with multiple OpEntryPoints), then one VkPipelineShaderStageCreateInfo per Shader entry and one VkRayTracingShaderGroupCreateInfoKHR per general shader / hit group. Pipeline layout is shared with the compute path via createPipelineLayout, gated on all six RT stage flags so any binding can be consumed from any RT shader. - createShaderBindingTable allocates a host-visible coherent buffer big enough for four regions and lays out each entry as [handle bytes][localRootData bytes][padding-to-stride]. Per-region stride = align(handleSize + max-local-root-data-in-region, handleAlignment); per-region size = align(count * stride, baseAlignment). LocalRootData support comes free from the PR1 SBT schema; the test doesn't exercise it yet. Each region's VkStridedDeviceAddressRegionKHR derives from the buffer's vkGetBufferDeviceAddress. - dispatchRays binds the pipeline at VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, emits a pre-barrier with AS_READ + SHADER_READ/WRITE dst access into RAY_TRACING_SHADER_BIT_KHR, then calls vkCmdTraceRaysKHR with the SBT's four region structs. - createCommands picks the new bind point for RT pipelines so vkCmdBindDescriptorSets binds to the right point. executeProgram's isRayTracing branch builds a RayTracingPipelineCreateDesc from the YAML, calls createPipelineRT then createShaderBindingTable, and keeps both on InvocationState for the dispatch. raygen-roundtrip.test now expects DirectX/Metal/Clang to XFAIL; on a DXC + Vulkan combo with VK_KHR_ray_tracing_pipeline supported the test should PASS via this implementation. On the user's Linux + clang-dxc loop the test still XFAILs because clang-dxc doesn't yet lower [shader("raygeneration")] entry points to SPIR-V, so the Clang XFAIL token catches the compile failure. CI on a working DXC install will exercise the runtime path. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Second per-backend bring-up in the PSO raytracing series (llvm#1268). Mirrors PR llvm#1273 for D3D12: builds an ID3D12StateObject from the YAML schema, hands out shader identifiers via ID3D12StateObjectProperties, lays out the SBT in an upload heap, and routes DispatchRays through ID3D12GraphicsCommandList4 (same query path the AS build already uses). DXRayTracingPipelineState derives from DXPipelineState with an IsRayTracing flag on the base for classof — matching the VulkanPipelineState pattern. It carries the ID3D12StateObject + a cached ID3D12StateObjectProperties + a StringMap<const void *> that resolves each shader EntryPoint or hit-group Name to its 32-byte shader identifier blob. The identifiers are driver-owned and stay alive for the Properties COM lifetime, so the PSO keeps Properties alive. DXShaderBindingTable holds a single upload-heap buffer plus four pre-built D3D12_DISPATCH_RAYS_DESC ranges (raygen, miss, hit-group, callable) — `RANGE` for raygen since it's always one record, and `RANGE_AND_STRIDE` for the others. createPipelineRT builds a CD3DX12_STATE_OBJECT_DESC with subobjects for the DXIL library (one export per Shader entry), per-hit-group subobjects with closest-hit / any-hit / intersection imports, the pipeline shader config (max payload + max attribute bytes), pipeline config (max recursion depth), and a global root signature subobject. The root signature comes from the library's embedded RTS0 part when present, falling back to the BindingsDesc path (matching the existing compute / raster pipeline behaviour). Wide strings for the subobject exports live in a SmallVector that outlives the SODesc, since the helper classes store pointers into the strings rather than copying. createShaderBindingTable lays out each entry as [identifier][LocalRootData][padding-to-stride] with per-region stride = align(D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES + max-LocalRoot- Data-in-region, D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT) and per-region size = align(count * stride, D3D12_RAYTRACING_SHADER_TABLE_BYTE_ALIGNMENT). The buffer lives in an upload heap with D3D12_RESOURCE_STATE_GENERIC_READ — PR3 simplification; a staging copy into a default heap is a follow-up. dispatchRays queries the underlying CommandListX for ID3D12GraphicsCommandList4 (matching the AS-build path), binds the global root signature via SetComputeRootSignature, calls SetPipelineState1 with the state object, and issues DispatchRays with a D3D12_DISPATCH_RAYS_DESC populated from the SBT's four ranges plus the dispatch dimensions. The descriptor heap + descriptor-table bindings are set up by the existing createComputeCommands helper before the encoder is created. createComputeCommands grows an isRayTracing branch at the dispatch point so it calls dispatchRays instead of dispatch, reusing all of the descriptor-heap and root-signature wiring. InvocationState carries a ShaderBindingTable unique_ptr that's only populated for RT pipelines. executeProgram's isRayTracing branch builds a RayTracingPipelineCreate- Desc from Pipeline.Shaders / HitGroups / RTConfig, calls createPipelineRT then createShaderBindingTable, then re-enters createComputeCommands which dispatches via the new RT path. raygen-roundtrip.test's XFAIL becomes Clang, Metal — DirectX should PASS via this implementation on Windows CI (and via Wine + vkd3d-proton locally on Linux). The Clang token still catches the compile failure on clang-dxc since [shader("raygeneration")] doesn't yet lower to either DXIL libraries or SPIR-V on that path. Locally verified by cross-compiling lib/API/DX/Device.cpp via `clang++ --target=x86_64-pc-windows-msvc` against the xwin Windows SDK headers and the project's bundled DirectX-Headers. Runtime verification is left to Windows CI. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Depends on #1270
Summary
First per-backend bring-up in the PSO raytracing series (#1268). Stacks on top of #1270 (foundational schema + lit infrastructure + XFAILed test). Adds the API surface needed by the upcoming D3D12 and Metal PRs plus the Vulkan implementation behind it.
API surface:
ComputeEncoder::dispatchRays(PSO, SBT, W, H, D)virtual on the existing compute encoder (no separateRayTracingEncoder).Device::createPipelineRT+Device::createShaderBindingTablevirtuals with a newRayTracingPipelineCreateDesccarrying the DXIL library blob, the shader entry points (Stage + EntryPoint), the hit-group list, and theRayTracingPipelineConfig.include/API/ShaderBindingTable.hholding the abstract runtime base; backend SBT classes derive from it with LLVM-styleclassof/cast<>.ShaderBindingTable→ShaderBindingTableDescso the bare name is free for the runtime class (parallel toBLASDesc/TLASDescvsAccelerationStructure). YAML key staysShaderBindingTable:.Vulkan implementation:
RaytracingFunctions RTstruct lumped AS and RT-pipeline entry points together; they split intoASFunctions AS+RTPipelineFunctions RTso the names match the actual feature-gate split (AS + ray-query is a complete configuration; RT pipeline layers on top).HasRayTracingSupportrenames toHasASSupport;HasRTPipelineSupporttracks the new extension.VK_KHR_ray_tracing_pipelineis requested when reported, withVkPhysicalDeviceRayTracingPipelineFeaturesKHRchained pre-query and the gatingrayTracingPipelinebool checked post-query (matches the AS / BDA pattern from Add RT acceleration structure abstraction with size queries and resource allocation #1232). Sub-features the tests don't exercise (capture-replay / indirect-trace / traversal-primitive-culling) are cleared.vkCreateRayTracingPipelinesKHR,vkGetRayTracingShaderGroupHandlesKHR,vkCmdTraceRaysKHRresolve once at device creation.VkPhysicalDeviceRayTracingPipelinePropertiesKHRis cached at the same time for SBT handle size / alignment / base alignment.VKRayTracingPipelineStatederives fromVulkanPipelineState; anIsRayTracingflag on the base lets the existing Vulkancast<>path stay polymorphic without adding a newGPUAPIvalue. The derived class also carries aStringMap<uint32_t>resolving each shaderEntryPointor hit-groupNameto its index in the pipeline's group array, plus per-bucket counts so the SBT builder can slice the contiguous handle blob into raygen / miss / hit / callable regions.createPipelineRTbuilds a singleVkShaderModule(the DXIL library compiles to one SPIR-V module with multipleOpEntryPoints), oneVkPipelineShaderStageCreateInfoperShaderentry, and oneVkRayTracingShaderGroupCreateInfoKHRper general shader / hit group. Pipeline layout uses the samecreatePipelineLayouthelper as the compute path, gated on all six RT stage flags so any binding can be consumed from any RT shader.createShaderBindingTableallocates a host-visible coherent buffer big enough for four regions, then lays out each entry as[handle bytes][LocalRootData bytes][padding-to-stride]. Per-region stride =align(handleSize + max-LocalRootData-in-region, handleAlignment); per-region size =align(count * stride, baseAlignment). LocalRootData support comes for free from PR Add RayTracing pipeline kind, shader stages, and YAML schema #1270's SBT schema; the test doesn't exercise it yet. Each region'sVkStridedDeviceAddressRegionKHRderives from the buffer'svkGetBufferDeviceAddress.dispatchRaysbinds the pipeline atVK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, emits a pre-barrier withACCELERATION_STRUCTURE_READ_BIT_KHR | SHADER_READ_BIT | SHADER_WRITE_BITdst access intoRAY_TRACING_SHADER_BIT_KHR, then callsvkCmdTraceRaysKHRwith the SBT's four region structs.createCommandspicks the new bind point for RT pipelines sovkCmdBindDescriptorSetsbinds to the right point.executeProgram'sisRayTracingbranch builds aRayTracingPipelineCreateDescfrom thePipeline, callscreatePipelineRTthencreateShaderBindingTable, and keeps both onInvocationStatefor the dispatch.Test side:
raygen-roundtrip.test'sXFAILbecomesClang, DirectX, Metal. On a DXC + Vulkan combo with the device reportingVK_KHR_ray_tracing_pipelinethis should PASS; the Clang token still catches the compile failure on the Linux +clang-dxcloop where[shader("raygeneration")]doesn't yet lower to SPIR-V.Test plan
clang-vklit suite unchanged: 306 PASS, 144 XFAIL, 4 pre-existing FAIL, 1 pre-existing XPASS.Feature/RT/raygen-roundtrip.teststill XFAILs on Clang as expected.raygen-roundtrip.testshould PASS now. The local Linux + Clang loop can't verify this becauseclang-dxcdoesn't lower RT entry points to SPIR-V yet, and Arch'sdxc1.8 asserts onlib_6_5. RenderDoc should showvkCmdTraceRaysKHRcalled with fourVkStridedDeviceAddressRegionKHRregions covering raygen / miss / hit / (empty) callable.VK_KHR_ray_tracing_pipeline): the test should beUNSUPPORTEDvia theREQUIRES: raytracing-pipelinegate, not run.