To create an acceleration structure, call:
// Provided by VK_KHR_acceleration_structure VkResult vkCreateAccelerationStructureKHR( VkDevice device, const VkAccelerationStructureCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkAccelerationStructureKHR* pAccelerationStructure);
deviceis the logical device that creates the acceleration structure object.
pCreateInfois a pointer to a VkAccelerationStructureCreateInfoKHR structure containing parameters affecting creation of the acceleration structure.
pAllocatorcontrols host memory allocation as described in the Memory Allocation chapter.
pAccelerationStructureis a pointer to a
VkAccelerationStructureKHRhandle in which the resulting acceleration structure object is returned.
Similar to other objects in Vulkan, the acceleration structure creation merely creates an object with a specific “shape”. The type and quantity of geometry that can be built into an acceleration structure is determined by the parameters of VkAccelerationStructureCreateInfoKHR.
Populating the data in the object after allocating and binding memory is done with commands such as vkCmdBuildAccelerationStructuresKHR, vkBuildAccelerationStructuresKHR, vkCmdCopyAccelerationStructureKHR, and vkCopyAccelerationStructureKHR.
The input buffers passed to acceleration structure build commands will be referenced by the implementation for the duration of the command. After the command completes, the acceleration structure may hold a reference to any acceleration structure specified by an active instance contained therein. Apart from this referencing, acceleration structures must be fully self-contained. The application may re-use or free any memory which was used by the command as an input or as scratch without affecting the results of ray traversal.
For more information, see the Vulkan Specification
This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.