After watching videos and reading the documentation on DXR and DX12, I'm still not sure how to manage resources for DX12 raytracing (DXR).
There is quite a difference between rasterizing and raytracing in terms of resource management, the main difference being that rasterizing has a lot of temporal resources that can be bound on the fly, and raytracing being in need of all resources being ready to go at the time of casting rays. The reason is obvious, a ray can hit anything in the whole scene, so we need to have every shader, every texture, every heap ready and filled with data before we cast a single ray.
So far so good.
My first test was adding all resources to a single heap - based on some DXR tutorials. The problem with this approach arises with objects having the same shaders but different textures. I defined 1 shader root signature for my single hit group, which I had to prepare before raytracing. But when creating a root signature, we have to exactly tell which position in the heap corresponds to the SRV where the texture is located. Since there are many textures with different positions in the heap, I would need to create 1 root signature per object with different textures. This of course is not preferred, since based on documentation and common sense, we should keep the root signature amount as small as possible. Therefore, I discarded this test.
My second approach was creating a descriptor heap per object, which contained all local descriptors for this particular object (Textures, Constants etc..). The global resources = TLAS (Top Level Acceleration Structure), and the output and camera constant buffer were kept global in a separate heap. In this approach, I think I misunderstood the documentation by thinking I can add multiple heaps to a root signature. As I'm writing this post, I could not find a way of adding 2 separate heaps to a single root signature. If this is possible, I would love to know how, so any help is appreciated.
Here the code I'm usign for my root signature (using dx12 helpers):
bool PipelineState::CreateHitSignature(Microsoft::WRL::ComPtr<ID3D12RootSignature>& signature)
{
const auto device = RaytracingModule::GetInstance()->GetDevice();
if (device == nullptr)
{
return false;
}
nv_helpers_dx12::RootSignatureGenerator rsc;
rsc.AddRootParameter(D3D12_ROOT_PARAMETER_TYPE_SRV,0); // "t0" vertices and colors
// Add a single range pointing to the TLAS in the heap
rsc.AddHeapRangesParameter({
{2 /*t2*/, 1, 0, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1}, /* 2nd slot of the first heap */
{3 /*t3*/, 1, 0, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 3}, /* 4nd slot of the first heap. Per-instance data */
});
signature = rsc.Generate(device, true);
return signature.Get() != nullptr;
}
Now my last approach would be to create a heap containing all necessary resources -> TLAS, CBVs, SRVs (Textures) etc per object = 1x heap per object effectively. Again, as I was reading documentation, this was not advised, and documentation was stating that we should group resources to global heaps. At this point, I have a feeling I'm mixing DX12 and DXR documentation and best practices, by using proposals from DX12 in the DXR domain, which is probably wrong.
I also read partly through Nvidia Falcor source code and they seem to have 1 resource heap per descriptor type effectively limiting the number of descriptor heaps to a minimum (makes total sense) but I did not jet find how a root signature is created with multiple separate heaps.
I feel like I'm missing one last puzzle part to this mystery before it all falls into place and creates a beautiful image. So if anyone could explain how the resource management (heaps, descriptors etc.. ) should be handled in DXR if we want to have many objects which different resources, it would help me a lot.
So thanks in advance! Jakub