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Make the shader binding table reside in "device"-memory #21

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johannesugb opened this issue Sep 26, 2020 · 0 comments
Open

Make the shader binding table reside in "device"-memory #21

johannesugb opened this issue Sep 26, 2020 · 0 comments

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@johannesugb
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The shader binding table (SBT) is created right after the ray tracing pipeline is created by the means of vk::Device::createRayTracingPipelineKHR and put into the following buffer:

result.mShaderBindingTable = create_buffer(
	memory_usage::host_coherent, 
	vk::BufferUsageFlagBits::eRayTracingKHR,				
	generic_buffer_meta::create_from_size(shaderBindingTableSize)
);

This has been done because then there needs to be no synchronization. However, host_coherent is suboptimal => it should be device-memory. In order to store the SBT-entries in device-memory, synchronization has to be added.

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