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/* Copyright (c) 2023-2025 The Khronos Group Inc.
* Copyright (c) 2023-2025 Valve Corporation
* Copyright (c) 2023-2025 LunarG, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "../framework/layer_validation_tests.h"
#include "../framework/pipeline_helper.h"
#include "../framework/descriptor_helper.h"
#include "../framework/ray_tracing_objects.h"
void GpuAVRayQueryTest::InitGpuAVRayQuery(std::vector<VkLayerSettingEXT> layer_settings) {
SetTargetApiVersion(VK_API_VERSION_1_2);
AddRequiredExtensions(VK_KHR_RAY_QUERY_EXTENSION_NAME);
AddRequiredFeature(vkt::Feature::rayQuery);
AddRequiredFeature(vkt::Feature::accelerationStructure);
AddRequiredFeature(vkt::Feature::bufferDeviceAddress);
RETURN_IF_SKIP(InitGpuAvFramework(layer_settings));
RETURN_IF_SKIP(InitState());
}
class PositiveGpuAVRayQuery : public GpuAVRayQueryTest {};
TEST_F(PositiveGpuAVRayQuery, ComputeBasic) {
TEST_DESCRIPTION("Ray query in a compute shader");
RETURN_IF_SKIP(InitGpuAVRayQuery());
char const *shader_source = R"glsl(
#version 460
#extension GL_EXT_ray_query : require
layout(set = 0, binding = 0) uniform accelerationStructureEXT tlas;
void main() {
rayQueryEXT query;
rayQueryInitializeEXT(query, tlas, gl_RayFlagsTerminateOnFirstHitEXT, 0xff, vec3(0), 0.1, vec3(0,0,1), 1000.0);
rayQueryProceedEXT(query);
}
)glsl";
CreateComputePipelineHelper pipeline(*this);
pipeline.cs_ = VkShaderObj(this, shader_source, VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_2);
pipeline.dsl_bindings_[0] = {0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_COMPUTE_BIT, nullptr};
pipeline.CreateComputePipeline();
// Add TLAS binding
vkt::as::BuildGeometryInfoKHR tlas = vkt::as::blueprint::BuildOnDeviceTopLevel(*m_device, *m_default_queue, m_command_buffer);
pipeline.descriptor_set_.WriteDescriptorAccelStruct(0, 1, &tlas.GetDstAS()->handle());
pipeline.descriptor_set_.UpdateDescriptorSets();
m_command_buffer.Begin();
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline.pipeline_layout_, 0, 1,
&pipeline.descriptor_set_.set_, 0, nullptr);
vk::CmdDispatch(m_command_buffer, 1, 1, 1);
m_command_buffer.End();
m_default_queue->Submit(m_command_buffer);
m_device->Wait();
}
TEST_F(PositiveGpuAVRayQuery, ComputeDynamicTminTmax) {
TEST_DESCRIPTION("Ray query in a compute shader, with dynamically set t_min and t_max");
RETURN_IF_SKIP(InitGpuAVRayQuery());
char const *shader_source = R"glsl(
#version 460
#extension GL_EXT_ray_query : require
layout(set = 0, binding = 0) uniform accelerationStructureEXT tlas;
layout(set = 0, binding = 1) uniform Uniforms {
float t_min;
float t_max;
} trace_rays_params;
void main() {
rayQueryEXT query;
rayQueryInitializeEXT(query, tlas, gl_RayFlagsTerminateOnFirstHitEXT, 0xff, vec3(100000),
trace_rays_params.t_min, vec3(0,1,0), trace_rays_params.t_max);
rayQueryProceedEXT(query);
}
)glsl";
CreateComputePipelineHelper pipeline(*this);
pipeline.cs_ = VkShaderObj(this, shader_source, VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_2);
pipeline.dsl_bindings_ = {{0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_COMPUTE_BIT, nullptr},
{1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_COMPUTE_BIT, nullptr}};
pipeline.CreateComputePipeline();
// Add TLAS binding
vkt::as::BuildGeometryInfoKHR tlas = vkt::as::blueprint::BuildOnDeviceTopLevel(*m_device, *m_default_queue, m_command_buffer);
pipeline.descriptor_set_.WriteDescriptorAccelStruct(0, 1, &tlas.GetDstAS()->handle());
// Add uniform buffer binding
vkt::Buffer uniform_buffer(*m_device, 4096, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, kHostVisibleMemProps);
pipeline.descriptor_set_.WriteDescriptorBufferInfo(1, uniform_buffer, 0, VK_WHOLE_SIZE);
pipeline.descriptor_set_.UpdateDescriptorSets();
// Ray query with t_min dynamically set to 0
auto uniform_buffer_ptr = static_cast<float *>(uniform_buffer.Memory().Map());
{
uniform_buffer_ptr[0] = 0.0f; // t_min
uniform_buffer_ptr[1] = 42.0f; // t_max
}
m_command_buffer.Begin();
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline.pipeline_layout_, 0, 1,
&pipeline.descriptor_set_.set_, 0, nullptr);
vk::CmdDispatch(m_command_buffer, 1, 1, 1);
m_command_buffer.End();
m_default_queue->Submit(m_command_buffer);
m_device->Wait();
// Ray query with both t_min and t_max dynamically set to 42
{
uniform_buffer_ptr[0] = 42.0f; // t_min
uniform_buffer_ptr[1] = 42.0f; // t_max
}
m_default_queue->Submit(m_command_buffer);
m_device->Wait();
}
TEST_F(PositiveGpuAVRayQuery, ComputeDynamicRayFlags) {
TEST_DESCRIPTION("Ray query in a compute shader, with dynamically set ray flags");
RETURN_IF_SKIP(InitGpuAVRayQuery());
char const *shader_source = R"glsl(
#version 460
#extension GL_EXT_ray_query : require
layout(set = 0, binding = 0) uniform accelerationStructureEXT tlas;
layout(set = 0, binding = 1) uniform Uniforms {
uint ray_query_flags;
} trace_rays_params;
void main() {
rayQueryEXT query;
rayQueryInitializeEXT(query, tlas, trace_rays_params.ray_query_flags, 0xff, vec3(0), 0.1, vec3(0,0,1), 42.0);
rayQueryProceedEXT(query);
}
)glsl";
CreateComputePipelineHelper pipeline(*this);
pipeline.cs_ = VkShaderObj(this, shader_source, VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_2);
pipeline.dsl_bindings_ = {{0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_COMPUTE_BIT, nullptr},
{1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_COMPUTE_BIT, nullptr}};
pipeline.CreateComputePipeline();
// Add TLAS binding
vkt::as::BuildGeometryInfoKHR tlas = vkt::as::blueprint::BuildOnDeviceTopLevel(*m_device, *m_default_queue, m_command_buffer);
pipeline.descriptor_set_.WriteDescriptorAccelStruct(0, 1, &tlas.GetDstAS()->handle());
// Add uniform buffer binding
vkt::Buffer uniform_buffer(*m_device, 4096, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, kHostVisibleMemProps);
pipeline.descriptor_set_.WriteDescriptorBufferInfo(1, uniform_buffer, 0, VK_WHOLE_SIZE);
pipeline.descriptor_set_.UpdateDescriptorSets();
// Ray query with t_min dynamically set to 0
{
auto uniform_buffer_ptr = static_cast<uint32_t *>(uniform_buffer.Memory().Map());
uniform_buffer_ptr[0] = 4u | 16u; // gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsCullBackFacingTrianglesEXT
}
m_command_buffer.Begin();
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline.pipeline_layout_, 0, 1,
&pipeline.descriptor_set_.set_, 0, nullptr);
vk::CmdDispatch(m_command_buffer, 1, 1, 1);
m_command_buffer.End();
m_default_queue->Submit(m_command_buffer);
m_device->Wait();
}
TEST_F(PositiveGpuAVRayQuery, ComputeDynamicRayFlagsSkipTriangles) {
TEST_DESCRIPTION("Ray query in a compute shader, with dynamically set ray flags containing gl_RayFlagsSkipTrianglesEXT");
AddRequiredExtensions(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME);
AddRequiredFeature(vkt::Feature::rayTraversalPrimitiveCulling);
RETURN_IF_SKIP(InitGpuAVRayQuery());
char const *shader_source = R"glsl(
#version 460
#extension GL_EXT_ray_query : require
layout(set = 0, binding = 0) uniform accelerationStructureEXT tlas;
layout(set = 0, binding = 1) uniform Uniforms {
uint ray_query_flags;
} trace_rays_params;
void main() {
rayQueryEXT query;
rayQueryInitializeEXT(query, tlas, trace_rays_params.ray_query_flags, 0xff, vec3(0), 0.1, vec3(0,0,1), 42.0);
rayQueryProceedEXT(query);
}
)glsl";
CreateComputePipelineHelper pipeline(*this);
pipeline.cs_ = VkShaderObj(this, shader_source, VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_2);
pipeline.dsl_bindings_ = {{0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_COMPUTE_BIT, nullptr},
{1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_COMPUTE_BIT, nullptr}};
pipeline.CreateComputePipeline();
// Add TLAS binding
vkt::as::BuildGeometryInfoKHR tlas = vkt::as::blueprint::BuildOnDeviceTopLevel(*m_device, *m_default_queue, m_command_buffer);
pipeline.descriptor_set_.WriteDescriptorAccelStruct(0, 1, &tlas.GetDstAS()->handle());
// Add uniform buffer binding
vkt::Buffer uniform_buffer(*m_device, 4096, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, kHostVisibleMemProps);
pipeline.descriptor_set_.WriteDescriptorBufferInfo(1, uniform_buffer, 0, VK_WHOLE_SIZE);
pipeline.descriptor_set_.UpdateDescriptorSets();
{
auto uniform_buffer_ptr = static_cast<uint32_t *>(uniform_buffer.Memory().Map());
uniform_buffer_ptr[0] = 4u | 0x100; // gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipTrianglesEXT
}
m_command_buffer.Begin();
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline.pipeline_layout_, 0, 1,
&pipeline.descriptor_set_.set_, 0, nullptr);
vk::CmdDispatch(m_command_buffer, 1, 1, 1);
m_command_buffer.End();
m_default_queue->Submit(m_command_buffer);
m_device->Wait();
}
TEST_F(PositiveGpuAVRayQuery, GraphicsBasic) {
TEST_DESCRIPTION("Ray query in a vertex shader");
RETURN_IF_SKIP(InitGpuAVRayQuery());
InitRenderTarget();
char const *vertex_source = R"glsl(
#version 460
#extension GL_EXT_ray_query : require
layout(set = 0, binding = 0) uniform accelerationStructureEXT tlas;
void main() {
rayQueryEXT query;
rayQueryInitializeEXT(query, tlas, gl_RayFlagsTerminateOnFirstHitEXT, 0xff, vec3(0), 0.1, vec3(0,0,1), 1000.0);
rayQueryProceedEXT(query);
gl_Position = vec4(1);
}
)glsl";
VkShaderObj vs(this, vertex_source, VK_SHADER_STAGE_VERTEX_BIT, SPV_ENV_VULKAN_1_2);
CreatePipelineHelper pipeline(*this);
pipeline.shader_stages_ = {vs.GetStageCreateInfo(), pipeline.fs_->GetStageCreateInfo()};
pipeline.dsl_bindings_[0] = {0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_VERTEX_BIT, nullptr};
pipeline.CreateGraphicsPipeline();
// Add TLAS binding
vkt::as::BuildGeometryInfoKHR tlas = vkt::as::blueprint::BuildOnDeviceTopLevel(*m_device, *m_default_queue, m_command_buffer);
pipeline.descriptor_set_->WriteDescriptorAccelStruct(0, 1, &tlas.GetDstAS()->handle());
pipeline.descriptor_set_->UpdateDescriptorSets();
m_command_buffer.Begin();
m_command_buffer.BeginRenderPass(m_renderPassBeginInfo);
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.pipeline_layout_, 0, 1,
&pipeline.descriptor_set_->set_, 0, nullptr);
vk::CmdDraw(m_command_buffer, 1, 1, 0, 0);
m_command_buffer.EndRenderPass();
m_command_buffer.End();
m_default_queue->Submit(m_command_buffer);
m_device->Wait();
}
TEST_F(PositiveGpuAVRayQuery, RayTracingBasic) {
TEST_DESCRIPTION("Ray query in a ray generation shader");
AddRequiredExtensions(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME);
AddRequiredFeature(vkt::Feature::rayTracingPipeline);
RETURN_IF_SKIP(InitGpuAVRayQuery());
vkt::rt::Pipeline pipeline(*this, m_device);
// Set ray gen shader
const char *ray_gen = R"glsl(
#version 460
#extension GL_EXT_ray_query : require
layout(binding = 0, set = 0) uniform accelerationStructureEXT tlas;
void main() {
rayQueryEXT query;
rayQueryInitializeEXT(query, tlas, gl_RayFlagsTerminateOnFirstHitEXT, 0xff, vec3(0), 0.1, vec3(0,0,1), 1000.0);
rayQueryProceedEXT(query);
}
)glsl";
pipeline.SetGlslRayGenShader(ray_gen);
pipeline.AddBinding(VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 0);
pipeline.CreateDescriptorSet();
vkt::as::BuildGeometryInfoKHR tlas(vkt::as::blueprint::BuildOnDeviceTopLevel(*m_device, *m_default_queue, m_command_buffer));
pipeline.GetDescriptorSet().WriteDescriptorAccelStruct(0, 1, &tlas.GetDstAS()->handle());
pipeline.GetDescriptorSet().UpdateDescriptorSets();
// Build pipeline
pipeline.Build();
// Bind descriptor set, pipeline, and trace rays
m_command_buffer.Begin();
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline.GetPipelineLayout(), 0, 1,
&pipeline.GetDescriptorSet().set_, 0, nullptr);
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline);
vkt::rt::TraceRaysSbt trace_rays_sbt = pipeline.GetTraceRaysSbt();
vk::CmdTraceRaysKHR(m_command_buffer, &trace_rays_sbt.ray_gen_sbt, &trace_rays_sbt.miss_sbt, &trace_rays_sbt.hit_sbt,
&trace_rays_sbt.callable_sbt, 1, 1, 1);
m_command_buffer.End();
m_default_queue->Submit(m_command_buffer);
m_device->Wait();
}
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