Shader Execution Reordering (SER)
Slang provides preliminary support for Shader Execution Reordering (SER). The API hasn’t been finalized and may change in the future.
The feature is available on D3D12 via NVAPI and on Vulkan through the GL_NV_shader_invocation_reorder extension.
Vulkan
SER as implemented on Vulkan has extra limitations on usage. On D3D via NvAPI HitObject
variables are like regular variables. They can be assigned, passed to functions and so forth. Using GL_NV_shader_invocation_reorder
on Vulkan, this isn’t the case and HitObject
variables are special and act is if their introduction allocates a single unique entry. One implication of this is there are limitations on Vulkan around HitObject with flow control, and assignment to HitObject variables.
TODO: Examples and discussion around these limitation.
Links
Preliminary API
The API is preliminary and based on the NvAPI SER interface. It may change with future Slang versions.
Free Functions
struct HitObject
Description
Immutable data type representing a ray hit or a miss. Can be used to invoke hit or miss shading, or as a key in ReorderThread. Created by one of several methods described below. HitObject and its related functions are available in raytracing shader types only.
Methods
- TraceRay
- TraceMotionRay
- MakeMiss
- MakeHit
- MakeMotionHit
- MakeMotionMiss
- MakeNop
- Invoke
- IsMiss
- IsHit
- IsNop
- GetRayDesc
- GetShaderTableIndex
- GetInstanceIndex
- GetInstanceID
- GetGeometryIndex
- GetPrimitiveIndex
- GetHitKind
- LoadLocalRootTableConstant
HitObject.TraceRay
Description
Executes ray traversal (including anyhit and intersection shaders) like TraceRay, but returns the resulting hit information as a HitObject and does not trigger closesthit or miss shaders.
Signature
static HitObject HitObject.TraceRay<payload_t>(
RaytracingAccelerationStructure AccelerationStructure,
uint RayFlags,
uint InstanceInclusionMask,
uint RayContributionToHitGroupIndex,
uint MultiplierForGeometryContributionToHitGroupIndex,
uint MissShaderIndex,
RayDesc Ray,
inout payload_t Payload);
HitObject.TraceMotionRay
Description
Executes motion ray traversal (including anyhit and intersection shaders) like TraceRay, but returns the resulting hit information as a HitObject and does not trigger closesthit or miss shaders.
Signature
static HitObject HitObject.TraceMotionRay<payload_t>(
RaytracingAccelerationStructure AccelerationStructure,
uint RayFlags,
uint InstanceInclusionMask,
uint RayContributionToHitGroupIndex,
uint MultiplierForGeometryContributionToHitGroupIndex,
uint MissShaderIndex,
RayDesc Ray,
float CurrentTime,
inout payload_t Payload);
HitObject.MakeHit
Description
Creates a HitObject representing a hit based on values explicitly passed as arguments, without tracing a ray. The primitive specified by AccelerationStructure, InstanceIndex, GeometryIndex, and PrimitiveIndex must exist. The shader table index is computed using the formula used with TraceRay. The computed index must reference a valid hit group record in the shader table. The Attributes parameter must either be an attribute struct, such as BuiltInTriangleIntersectionAttributes, or another HitObject to copy the attributes from.
Signature
static HitObject HitObject.MakeHit<attr_t>(
RaytracingAccelerationStructure AccelerationStructure,
uint InstanceIndex,
uint GeometryIndex,
uint PrimitiveIndex,
uint HitKind,
uint RayContributionToHitGroupIndex,
uint MultiplierForGeometryContributionToHitGroupIndex,
RayDesc Ray,
attr_t attributes);
static HitObject HitObject.MakeHit<attr_t>(
uint HitGroupRecordIndex,
RaytracingAccelerationStructure AccelerationStructure,
uint InstanceIndex,
uint GeometryIndex,
uint PrimitiveIndex,
uint HitKind,
RayDesc Ray,
attr_t attributes);
HitObject.MakeMotionHit
Description
See MakeHit but handles Motion Currently only supported on VK
Signature
static HitObject HitObject.MakeMotionHit<attr_t>(
RaytracingAccelerationStructure AccelerationStructure,
uint InstanceIndex,
uint GeometryIndex,
uint PrimitiveIndex,
uint HitKind,
uint RayContributionToHitGroupIndex,
uint MultiplierForGeometryContributionToHitGroupIndex,
RayDesc Ray,
float CurrentTime,
attr_t attributes);
static HitObject HitObject.MakeMotionHit<attr_t>(
uint HitGroupRecordIndex,
RaytracingAccelerationStructure AccelerationStructure,
uint InstanceIndex,
uint GeometryIndex,
uint PrimitiveIndex,
uint HitKind,
RayDesc Ray,
float CurrentTime,
attr_t attributes);
HitObject.MakeMiss
Description
Creates a HitObject representing a miss based on values explicitly passed as arguments, without tracing a ray. The provided shader table index must reference a valid miss record in the shader table.
Signature
static HitObject HitObject.MakeMiss(
uint MissShaderIndex,
RayDesc Ray);
HitObject.MakeMotionMiss
Description
See MakeMiss but handles Motion Currently only supported on VK
Signature
static HitObject HitObject.MakeMotionMiss(
uint MissShaderIndex,
RayDesc Ray,
float CurrentTime);
HitObject.MakeNop
Description
Creates a HitObject representing “NOP” (no operation) which is neither a hit nor a miss. Invoking a NOP hit object using HitObject::Invoke has no effect. Reordering by hit objects using ReorderThread will group NOP hit objects together. This can be useful in some reordering scenarios where future control flow for some threads is known to process neither a hit nor a miss.
Signature
static HitObject HitObject.MakeNop();
HitObject.Invoke
Description
Invokes closesthit or miss shading for the specified hit object. In case of a NOP HitObject, no shader is invoked.
Signature
static void HitObject.Invoke<payload_t>(
RaytracingAccelerationStructure AccelerationStructure,
HitObject HitOrMiss,
inout payload_t Payload);
HitObject.IsMiss
Description
Returns true if the HitObject encodes a miss, otherwise returns false.
Signature
bool HitObject.IsMiss();
HitObject.IsHit
Description
Returns true if the HitObject encodes a hit, otherwise returns false.
Signature
bool HitObject.IsHit();
HitObject.IsNop
Description
Returns true if the HitObject encodes a nop, otherwise returns false.
Signature
bool HitObject.IsNop();
HitObject.GetRayDesc
Description
Queries ray properties from HitObject. Valid if the hit object represents a hit or a miss.
Signature
RayDesc HitObject.GetRayDesc();
HitObject.GetShaderTableIndex
Description
Queries shader table index from HitObject. Valid if the hit object represents a hit or a miss.
Signature
uint HitObject.GetShaderTableIndex();
HitObject.GetInstanceIndex
Description
Returns the instance index of a hit. Valid if the hit object represents a hit.
Signature
uint HitObject.GetInstanceIndex();
HitObject.GetInstanceID
Description
Returns the instance ID of a hit. Valid if the hit object represents a hit.
Signature
uint HitObject.GetInstanceID();
HitObject.GetGeometryIndex
Description
Returns the geometry index of a hit. Valid if the hit object represents a hit.
Signature
uint HitObject.GetGeometryIndex();
HitObject.GetPrimitiveIndex
Description
Returns the primitive index of a hit. Valid if the hit object represents a hit.
Signature
uint HitObject.GetPrimitiveIndex();
HitObject.GetHitKind
Description
Returns the hit kind. Valid if the hit object represents a hit.
Signature
uint HitObject.GetHitKind();
HitObject.GetAttributes
Description
Returns the attributes of a hit. Valid if the hit object represents a hit or a miss.
Signature
attr_t HitObject.GetAttributes<attr_t>();
HitObject.LoadLocalRootTableConstant
Description
Loads a root constant from the local root table referenced by the hit object. Valid if the hit object represents a hit or a miss. RootConstantOffsetInBytes must be a multiple of 4.
Signature
uint HitObject.LoadLocalRootTableConstant(uint RootConstantOffsetInBytes);
ReorderThread
Description
Reorders threads based on a coherence hint value. NumCoherenceHintBits indicates how many of the least significant bits of CoherenceHint should be considered during reordering (max: 16). Applications should set this to the lowest value required to represent all possible values in CoherenceHint. For best performance, all threads should provide the same value for NumCoherenceHintBits. Where possible, reordering will also attempt to retain locality in the thread’s launch indices (DispatchRaysIndex in DXR).
ReorderThread(HitOrMiss)
is equivalent to
void ReorderThread( HitObject HitOrMiss, uint CoherenceHint, uint NumCoherenceHintBitsFromLSB );
With CoherenceHint and NumCoherenceHintBitsFromLSB as 0, meaning they are ignored.
Signature
void ReorderThread(
uint CoherenceHint,
uint NumCoherenceHintBitsFromLSB);
void ReorderThread(
HitObject HitOrMiss,
uint CoherenceHint,
uint NumCoherenceHintBitsFromLSB);
void ReorderThread(HitObject HitOrMiss);