To query the opaque handles of shaders in the ray tracing pipeline, call:
// Provided by VK_KHR_ray_tracing_pipeline VkResult vkGetRayTracingShaderGroupHandlesKHR( VkDevice device, VkPipeline pipeline, uint32_t firstGroup, uint32_t groupCount, size_t dataSize, void* pData);
or the equivalent command
// Provided by VK_NV_ray_tracing VkResult vkGetRayTracingShaderGroupHandlesNV( VkDevice device, VkPipeline pipeline, uint32_t firstGroup, uint32_t groupCount, size_t dataSize, void* pData);
deviceis the logical device containing the ray tracing pipeline.
pipelineis the ray tracing pipeline object containing the shaders.
groupCountis the number of shader handles to retrieve.
dataSizeis the size in bytes of the buffer pointed to by
pDatais a pointer to a user-allocated buffer where the results will be written.
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.