The title might be a bit hyperbolic here, but we’re indeed exploring a first step in that direction with radv. The impetus here is the ExecuteIndirect command in Direct3D 12 and some games that are using it in non-trivial ways. (e.g. Halo Infinite)
I am back with another status update on raytracing in RADV. And the good news is that things are finally starting to come together. After ~9 months of on and off work we’re now having games working with raytracing. Working on first try after getting all the required functionality was Control:
I have not talked about raytracing in RADV for a while, but after some procrastination being focused on some other things I recently got back to it and achieved my next milestone.
Given that the new RDNA2 GPUs provide some support for hardware accelerated raytracing and there is even a new shiny Vulkan extension for it, it may not be a surprise that we’re working on implementing raytracing support in RADV.
This is the first post of this blog and with it being past midnight I couldn’t be bothered making one about a technical topic. So instead here is an explanation of my plans with the blog.