Replies: 2 comments 1 reply
-
|
Hi @wangchi87, please have a second look at the document on "Parallel Compilation Using Deferred Host Operations". This is part of the ray_tracing_advanced_compilation sample. It gives information to speed up the compilation. Basically, I think you're forgetting the fact that shaders need to be distributed across multiple pipelines. |
Beta Was this translation helpful? Give feedback.
-
|
Hi @wangchi87 the tutorial illustrates two concepts: pipeline libraries and deferred host operations. In that example, instead of building a pipeline directly from shader modules as usual, the modules are first compiled into a pipeline library object. This library is then linked into a finalized pipeline using a deferred operation. |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
-
Hi, I am working on my own ray tracing renderer.
I had a seven ray-clost-hit shader (for better performace, each shader is for different type of material), while add more shaders results in much longer time when "vkCreateRayTracingPipelinesKHR".
The advanced compilation turtorial show a way to reduce the creation time with deferred operation and multi-threading. But it does not work even when I run the tutorial.
I print some information as following ( time and return code)
As result, only ONE thread cost some time with return code VK_SUCCESS, and the rest thread cost 0 ms with return code VK_THREAD_DONE_KHR, which means the deferred operation is not run in multi-threads.
Can any one give me a hint?
PS: I worked on Intel CPU with 3080 RTX Laptop
Beta Was this translation helpful? Give feedback.
All reactions