Shader Execution Reordering (SER)

Making it easier to work with shaders


Shader Execution Reordering (SER)

Slang provides support for Shader Execution Reordering (SER) across multiple backends:

Platform Notes

Vulkan (NV Extension)

With GL_NV_shader_invocation_reorder, HitObject variables have special allocation semantics with limitations around flow control and assignment.

Vulkan (EXT Extension)

The cross-vendor GL_EXT_shader_invocation_reorder extension provides broader compatibility. Note that MakeHit and MakeMotionHit are NV-only and not available with the EXT extension.

D3D12 (DXR 1.3)

Native DXR 1.3 support (SM 6.9) provides HitObject without requiring NVAPI.

API Reference

The HitObject API provides cross-platform SER functionality. The API is based on the NvAPI/DXR 1.3 interface.

Free Functions

Fused Functions (Vulkan EXT only)


struct HitObject

Description

Immutable data type representing a ray hit or a miss. Can be used to invoke hit or miss shading, or as a key in ReorderThread. Created by one of several methods described below. HitObject and its related functions are available in raytracing shader types only.

Methods


HitObject.TraceRay

Description

Executes ray traversal (including anyhit and intersection shaders) like TraceRay, but returns the resulting hit information as a HitObject and does not trigger closesthit or miss shaders.

Signature

static HitObject HitObject.TraceRay<payload_t>(
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 RayFlags,
    uint                 InstanceInclusionMask,
    uint                 RayContributionToHitGroupIndex,
    uint                 MultiplierForGeometryContributionToHitGroupIndex,
    uint                 MissShaderIndex,
    RayDesc              Ray,
    inout payload_t      Payload);

HitObject.TraceMotionRay

Description

Executes motion ray traversal (including anyhit and intersection shaders) like TraceRay, but returns the resulting hit information as a HitObject and does not trigger closesthit or miss shaders.

Note: Requires motion blur support. Available on Vulkan (NV/EXT) and CUDA.

Signature

static HitObject HitObject.TraceMotionRay<payload_t>(
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 RayFlags,
    uint                 InstanceInclusionMask,
    uint                 RayContributionToHitGroupIndex,
    uint                 MultiplierForGeometryContributionToHitGroupIndex,
    uint                 MissShaderIndex,
    RayDesc              Ray,
    float                CurrentTime,
    inout payload_t      Payload);

HitObject.MakeHit

Description

Creates a HitObject representing a hit based on values explicitly passed as arguments, without tracing a ray. The primitive specified by AccelerationStructure, InstanceIndex, GeometryIndex, and PrimitiveIndex must exist. The shader table index is computed using the formula used with TraceRay. The computed index must reference a valid hit group record in the shader table. The Attributes parameter must either be an attribute struct, such as BuiltInTriangleIntersectionAttributes, or another HitObject to copy the attributes from.

Note: This function is NV-only and not available with the cross-vendor EXT extension.

Signature

static HitObject HitObject.MakeHit<attr_t>(
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 InstanceIndex,
    uint                 GeometryIndex,
    uint                 PrimitiveIndex,
    uint                 HitKind,
    uint                 RayContributionToHitGroupIndex,
    uint                 MultiplierForGeometryContributionToHitGroupIndex,
    RayDesc              Ray,
    attr_t               attributes);
static HitObject HitObject.MakeHit<attr_t>(
    uint                 HitGroupRecordIndex,
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 InstanceIndex,
    uint                 GeometryIndex,
    uint                 PrimitiveIndex,
    uint                 HitKind,
    RayDesc              Ray,
    attr_t               attributes);

HitObject.MakeMotionHit

Description

See MakeHit but handles Motion.

Note: This function is NV-only and not available with the cross-vendor EXT extension.

Signature

static HitObject HitObject.MakeMotionHit<attr_t>(
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 InstanceIndex,
    uint                 GeometryIndex,
    uint                 PrimitiveIndex,
    uint                 HitKind,
    uint                 RayContributionToHitGroupIndex,
    uint                 MultiplierForGeometryContributionToHitGroupIndex,
    RayDesc              Ray,
    float                CurrentTime,
    attr_t               attributes);
static HitObject HitObject.MakeMotionHit<attr_t>(
    uint                 HitGroupRecordIndex,
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 InstanceIndex,
    uint                 GeometryIndex,
    uint                 PrimitiveIndex,
    uint                 HitKind,
    RayDesc              Ray,
    float                CurrentTime,
    attr_t               attributes);

HitObject.MakeMiss

Description

Creates a HitObject representing a miss based on values explicitly passed as arguments, without tracing a ray. The provided shader table index must reference a valid miss record in the shader table.

Signature

static HitObject HitObject.MakeMiss(
    uint                 MissShaderIndex,
    RayDesc              Ray);

HitObject.MakeMotionMiss

Description

See MakeMiss but handles Motion. Available on Vulkan (NV and EXT extensions).

Signature

static HitObject HitObject.MakeMotionMiss(
    uint                 MissShaderIndex,
    RayDesc              Ray,
    float                CurrentTime);

HitObject.MakeNop

Description

Creates a HitObject representing “NOP” (no operation) which is neither a hit nor a miss. Invoking a NOP hit object using HitObject::Invoke has no effect. Reordering by hit objects using ReorderThread will group NOP hit objects together. This can be useful in some reordering scenarios where future control flow for some threads is known to process neither a hit nor a miss.

Signature

static HitObject HitObject.MakeNop();

HitObject.FromRayQuery

Description

Creates a HitObject from a committed RayQuery hit. The RayQuery must have a committed hit (either triangle or procedural). If the RayQuery has no committed hit, the resulting HitObject will represent a miss or NOP depending on the query state.

Note: DXR 1.3 only. Also available on Vulkan EXT via hitObjectRecordFromQueryEXT.

Signature

static HitObject HitObject.FromRayQuery<RayQuery_t>(
    RayQuery_t           Query);
static HitObject HitObject.FromRayQuery<RayQuery_t, attr_t>(
    RayQuery_t           Query,
    uint                 CommittedCustomHitKind,
    attr_t               CommittedCustomAttribs);

HitObject.Invoke

Description

Invokes closesthit or miss shading for the specified hit object. In case of a NOP HitObject, no shader is invoked.

Signature

static void HitObject.Invoke<payload_t>(
    RaytracingAccelerationStructure AccelerationStructure,
    HitObject            HitOrMiss,
    inout payload_t      Payload);

// DXR 1.3 overload (without AccelerationStructure)
static void HitObject.Invoke<payload_t>(
    HitObject            HitOrMiss,
    inout payload_t      Payload);

HitObject.IsMiss

Description

Returns true if the HitObject encodes a miss, otherwise returns false.

Signature

bool HitObject.IsMiss();

HitObject.IsHit

Description

Returns true if the HitObject encodes a hit, otherwise returns false.

Signature

bool HitObject.IsHit();

HitObject.IsNop

Description

Returns true if the HitObject encodes a nop, otherwise returns false.

Signature

bool HitObject.IsNop();

HitObject.GetRayDesc

Description

Queries ray properties from HitObject. Valid if the hit object represents a hit or a miss.

Signature

RayDesc HitObject.GetRayDesc();

HitObject.GetRayFlags

Description

Returns the ray flags used when tracing the ray. Valid if the hit object represents a hit or a miss.

Note: DXR 1.3 and Vulkan EXT.

Signature

uint HitObject.GetRayFlags();

HitObject.GetRayTMin

Description

Returns the minimum T value of the ray. Valid if the hit object represents a hit or a miss.

Note: DXR 1.3 and Vulkan EXT.

Signature

float HitObject.GetRayTMin();

HitObject.GetRayTCurrent

Description

Returns the current T value (hit distance) of the ray. Valid if the hit object represents a hit or a miss.

Note: DXR 1.3 and Vulkan EXT (called GetRayTMax in GLSL/SPIR-V).

Signature

float HitObject.GetRayTCurrent();

HitObject.GetWorldRayOrigin

Description

Returns the ray origin in world space. Valid if the hit object represents a hit or a miss.

Note: DXR 1.3 and Vulkan EXT.

Signature

float3 HitObject.GetWorldRayOrigin();

HitObject.GetWorldRayDirection

Description

Returns the ray direction in world space. Valid if the hit object represents a hit or a miss.

Note: DXR 1.3 and Vulkan EXT.

Signature

float3 HitObject.GetWorldRayDirection();

HitObject.GetShaderTableIndex

Description

Queries shader table index from HitObject. Valid if the hit object represents a hit or a miss.

Signature

uint HitObject.GetShaderTableIndex();

HitObject.GetInstanceIndex

Description

Returns the instance index of a hit. Valid if the hit object represents a hit.

Signature

uint HitObject.GetInstanceIndex();

HitObject.GetInstanceID

Description

Returns the instance ID of a hit. Valid if the hit object represents a hit.

Signature

uint HitObject.GetInstanceID();

HitObject.GetGeometryIndex

Description

Returns the geometry index of a hit. Valid if the hit object represents a hit.

Signature

uint HitObject.GetGeometryIndex();

HitObject.GetPrimitiveIndex

Description

Returns the primitive index of a hit. Valid if the hit object represents a hit.

Signature

uint HitObject.GetPrimitiveIndex();

HitObject.GetHitKind

Description

Returns the hit kind. Valid if the hit object represents a hit.

Signature

uint HitObject.GetHitKind();

HitObject.GetAttributes

Description

Returns the attributes of a hit. Valid if the hit object represents a hit or a miss.

Signature

attr_t HitObject.GetAttributes<attr_t>();

HitObject.GetTriangleVertexPositions

Description

Returns the world-space vertex positions of the triangle that was hit. Valid if the hit object represents a triangle hit.

Note: Vulkan EXT only. Requires SPV_KHR_ray_tracing_position_fetch capability.

Signature

void HitObject.GetTriangleVertexPositions(out float3 positions[3]);

HitObject.LoadLocalRootTableConstant

Description

Loads a root constant from the local root table referenced by the hit object. Valid if the hit object represents a hit or a miss. RootConstantOffsetInBytes must be a multiple of 4.

Note: D3D12/HLSL only.

Signature

uint HitObject.LoadLocalRootTableConstant(uint RootConstantOffsetInBytes);

HitObject.SetShaderTableIndex

Description

Sets the shader table index of the hit object. Used to modify which shader gets invoked during HitObject.Invoke. EXT extension only (not available with NV extension).

Signature

void HitObject.SetShaderTableIndex(uint RecordIndex);

HitObject.GetWorldToObject

Description

Returns the world-to-object transformation matrix. Valid if the hit object represents a hit.

Signature

float4x3 HitObject.GetWorldToObject();

// DXR 1.3 layout variants
float3x4 HitObject.GetWorldToObject3x4();
float4x3 HitObject.GetWorldToObject4x3();

HitObject.GetObjectToWorld

Description

Returns the object-to-world transformation matrix. Valid if the hit object represents a hit.

Signature

float4x3 HitObject.GetObjectToWorld();

// DXR 1.3 layout variants
float3x4 HitObject.GetObjectToWorld3x4();
float4x3 HitObject.GetObjectToWorld4x3();

HitObject.GetCurrentTime

Description

Returns the current time for motion blur. Valid if the hit object represents a motion hit or miss.

Note: Requires motion blur support. Available on Vulkan (NV/EXT).

Signature

float HitObject.GetCurrentTime();

HitObject.GetObjectRayOrigin

Description

Returns the ray origin in object space. Valid if the hit object represents a hit.

Signature

float3 HitObject.GetObjectRayOrigin();

HitObject.GetObjectRayDirection

Description

Returns the ray direction in object space. Valid if the hit object represents a hit.

Signature

float3 HitObject.GetObjectRayDirection();

HitObject.GetShaderRecordBufferHandle

Description

Returns the shader record buffer handle. Valid if the hit object represents a hit or a miss.

Signature

uint2 HitObject.GetShaderRecordBufferHandle();

HitObject.GetClusterID

Description

Returns the cluster ID for cluster acceleration structures. Valid if the hit object represents a hit.

Note: NV-only (requires GL_NV_cluster_acceleration_structure).

Signature

int HitObject.GetClusterID();

HitObject.GetSpherePositionAndRadius

Description

Returns the position and radius of a sphere primitive. Valid if the hit object represents a sphere hit.

Note: NV-only.

Signature

float4 HitObject.GetSpherePositionAndRadius();

HitObject.GetLssPositionsAndRadii

Description

Returns the positions and radii of a linear swept sphere primitive. Valid if the hit object represents an LSS hit.

Note: NV-only.

Signature

float2x4 HitObject.GetLssPositionsAndRadii();

HitObject.IsSphereHit

Description

Returns true if the HitObject represents a hit on a sphere primitive, otherwise returns false.

Note: NV-only.

Signature

bool HitObject.IsSphereHit();

HitObject.IsLssHit

Description

Returns true if the HitObject represents a hit on a linear swept sphere primitive, otherwise returns false.

Note: NV-only.

Signature

bool HitObject.IsLssHit();

ReorderThread

Description

Reorders threads based on a coherence hint value. NumCoherenceHintBits indicates how many of the least significant bits of CoherenceHint should be considered during reordering (max: 16). Applications should set this to the lowest value required to represent all possible values in CoherenceHint. For best performance, all threads should provide the same value for NumCoherenceHintBits. Where possible, reordering will also attempt to retain locality in the thread’s launch indices (DispatchRaysIndex in DXR).

ReorderThread(HitOrMiss) is equivalent to

void ReorderThread( HitObject HitOrMiss, uint CoherenceHint, uint NumCoherenceHintBitsFromLSB );

With CoherenceHint and NumCoherenceHintBitsFromLSB as 0, meaning they are ignored.

Signature

void ReorderThread(
    uint                 CoherenceHint,
    uint                 NumCoherenceHintBitsFromLSB);
void ReorderThread(
    HitObject            HitOrMiss,
    uint                 CoherenceHint,
    uint                 NumCoherenceHintBitsFromLSB);
void ReorderThread(HitObject HitOrMiss);

ReorderExecute

Description

Fused operation that reorders threads by HitObject and then executes the shader. Equivalent to calling ReorderThread followed by HitObject.Invoke.

Note: Vulkan EXT only. Available via hitObjectReorderExecuteEXT in GLSL.

Signature

// GLSL: hitObjectReorderExecuteEXT(hitObject, payload)
void ReorderExecute<payload_t>(
    HitObject            HitOrMiss,
    inout payload_t      Payload);

// GLSL: hitObjectReorderExecuteEXT(hitObject, hint, bits, payload)
void ReorderExecute<payload_t>(
    HitObject            HitOrMiss,
    uint                 CoherenceHint,
    uint                 NumCoherenceHintBitsFromLSB,
    inout payload_t      Payload);

TraceReorderExecute

Description

Fused operation that traces a ray, reorders threads by the resulting HitObject, and executes the shader. Equivalent to calling HitObject.TraceRay, ReorderThread, and HitObject.Invoke in sequence.

Note: Vulkan EXT only. Available via hitObjectTraceReorderExecuteEXT in GLSL.

Signature

// GLSL: hitObjectTraceReorderExecuteEXT(...)
void TraceReorderExecute<payload_t>(
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 RayFlags,
    uint                 InstanceInclusionMask,
    uint                 RayContributionToHitGroupIndex,
    uint                 MultiplierForGeometryContributionToHitGroupIndex,
    uint                 MissShaderIndex,
    RayDesc              Ray,
    inout payload_t      Payload);

// With coherence hint
void TraceReorderExecute<payload_t>(
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 RayFlags,
    uint                 InstanceInclusionMask,
    uint                 RayContributionToHitGroupIndex,
    uint                 MultiplierForGeometryContributionToHitGroupIndex,
    uint                 MissShaderIndex,
    RayDesc              Ray,
    uint                 CoherenceHint,
    uint                 NumCoherenceHintBitsFromLSB,
    inout payload_t      Payload);

TraceMotionReorderExecute

Description

Fused operation for motion blur that traces a motion ray, reorders threads, and executes the shader.

Note: Vulkan EXT only. Available via hitObjectTraceMotionReorderExecuteEXT in GLSL. Requires motion blur support.

Signature

void TraceMotionReorderExecute<payload_t>(
    RaytracingAccelerationStructure AccelerationStructure,
    uint                 RayFlags,
    uint                 InstanceInclusionMask,
    uint                 RayContributionToHitGroupIndex,
    uint                 MultiplierForGeometryContributionToHitGroupIndex,
    uint                 MissShaderIndex,
    RayDesc              Ray,
    float                CurrentTime,
    uint                 CoherenceHint,
    uint                 NumCoherenceHintBitsFromLSB,
    inout payload_t      Payload);