#SBT and RTPSO confusion

6 messages · Page 1 of 1 (latest)

keen solstice
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In order to use TraceRays you need a shader binding table and a ray tracing pipeline. I assume that you can only have shaders in the SBT that are also in the RTPSO.

So suppose I have a scene and materials (with custom shaders) dynamically load in and out of it. Do I need to recompile the RTPSO every time that happens? Or is there a way to add and remove shaders to the RTPSO without needing to recompile it?

fiery lava
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you indeed need to recompile the pso

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you could put all your shaders into pipeline libraries though

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then compile the library for each set of shaders you have, and every time you need to recreate the rtpso, all you do is re-link all libraries

keen solstice
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does that happen automatically if I create libraries and use them as the input? Or is there an explicit linking operation I have to do for that

fiery lava
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creating libraries and using them as input is what I meant by "linking the libraries" yes