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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. |
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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. |
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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
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