コード例 #1
0
        public unsafe AccelerationStructureBuffers CreateTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource pBottomLevelAS, ref long tlasSize)
        {
            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount = 1;
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
            tlasSize         = info.ResultDataMaxSizeInBytes;

            // The instance desc should be inside a buffer, create and map the buffer
            buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>(), ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
            FixedRaytracingInstanceDescription pInstanceDesc;

            // Initialize the instance desc. We only have a single instance
            pInstanceDesc.InstanceID = 0;                          // This value will be exposed to the shader via InstanceID()
            pInstanceDesc.InstanceContributionToHitGroupIndex = 0; // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
            pInstanceDesc.Flags                 = (byte)RaytracingInstanceFlags.None;
            pInstanceDesc.Transform             = Matrix4x4.Identity.ToMatrix3x4();
            pInstanceDesc.AccelerationStructure = pBottomLevelAS.GPUVirtualAddress;
            pInstanceDesc.InstanceMask          = 0xff;

            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, pInstanceDesc, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>());
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
コード例 #2
0
        private AccelerationStructureBuffers CreateBottomLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource vb, uint vbCount, ID3D12Resource ib, uint ibCount)
        {
            int geometryCount = 1;

            RaytracingGeometryDescription[] geomDesc = new RaytracingGeometryDescription[geometryCount];

            // Primitives
            geomDesc[0].Type      = RaytracingGeometryType.Triangles;
            geomDesc[0].Triangles = new RaytracingGeometryTrianglesDescription();
            geomDesc[0].Triangles.VertexBuffer = new GpuVirtualAddressAndStride();
            geomDesc[0].Triangles.VertexBuffer.StartAddress  = vb.GPUVirtualAddress;
            geomDesc[0].Triangles.VertexBuffer.StrideInBytes = Unsafe.SizeOf <VertexPositionNormalTangentTexture>();
            geomDesc[0].Triangles.VertexFormat = Format.R32G32B32_Float;
            geomDesc[0].Triangles.VertexCount  = (int)vbCount;
            geomDesc[0].Triangles.IndexBuffer  = ib.GPUVirtualAddress;
            geomDesc[0].Triangles.IndexCount   = (int)ibCount;
            geomDesc[0].Triangles.IndexFormat  = Format.R16_UInt;
            geomDesc[0].Flags = RaytracingGeometryFlags.Opaque;


            // Get the size requirements for the scratch and AS buffers
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout               = ElementsLayout.Array;
            inputs.Flags                = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount     = geometryCount;
            inputs.GeometryDescriptions = geomDesc;
            inputs.Type = RaytracingAccelerationStructureType.BottomLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers. They need to support UAV, and since we are going to immediately use them, we create them with an unordered-access state
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);

            // Create the bottom-level AS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="BuildRaytracingAccelerationStructureDescription"/> struct.
 /// </summary>
 /// <param name="destinationAccelerationStructureData">
 /// Location to store resulting acceleration structure. <see cref="ID3D12Device5.GetRaytracingAccelerationStructurePrebuildInfo(BuildRaytracingAccelerationStructureInputs)"/> reports the amount of memory required for the result here given a set of acceleration structure build parameters.
 /// The address must be aligned to 256 bytes, defined as <see cref="D3D12.RaytracingAccelerationStructureByteAlignment"/>.
 /// The memory pointed to must be in state <see cref="ResourceStates.RaytracingAccelerationStructure"/>.
 /// </param>
 /// <param name="inputs">Description of the input data for the acceleration structure build. This is data is stored in a separate structure because it is also used with <see cref="ID3D12Device5.GetRaytracingAccelerationStructurePrebuildInfo(BuildRaytracingAccelerationStructureInputs)"/>.</param>
 /// <param name="sourceAccelerationStructureData">Address of an existing acceleration structure if an acceleration structure update (an incremental build) is being requested, by setting <see cref="RaytracingAccelerationStructureBuildFlags.PerformUpdate"/> in the Flags parameter. Otherwise this address must be 0.</param>
 /// <param name="scratchAccelerationStructureData">Location where the build will store temporary data. <see cref="ID3D12Device5.GetRaytracingAccelerationStructurePrebuildInfo(BuildRaytracingAccelerationStructureInputs)"/> reports the amount of scratch memory the implementation will need for a given set of acceleration structure build parameters.</param>
 public BuildRaytracingAccelerationStructureDescription(
     long destinationAccelerationStructureData,
     BuildRaytracingAccelerationStructureInputs inputs,
     long sourceAccelerationStructureData,
     long scratchAccelerationStructureData)
 {
     DestinationAccelerationStructureData = destinationAccelerationStructureData;
     Inputs = inputs;
     SourceAccelerationStructureData  = sourceAccelerationStructureData;
     ScratchAccelerationStructureData = scratchAccelerationStructureData;
 }
        private AccelerationStructureBuffers CreateBottomLevelAS(ID3D12Device5 device, ID3D12GraphicsCommandList4 commandList,
                                                                 ID3D12Resource[] vertexBuffers, int[] vertexCounts, int geometryCount)
        {
            RaytracingGeometryDescription[] descs = new RaytracingGeometryDescription[geometryCount];
            for (int i = 0; i < descs.Length; i++)
            {
                descs[i]           = new RaytracingGeometryDescription();
                descs[i].Type      = RaytracingGeometryType.Triangles;
                descs[i].Triangles = new RaytracingGeometryTrianglesDescription();
                descs[i].Triangles.VertexBuffer = new GpuVirtualAddressAndStride();
                descs[i].Triangles.VertexBuffer.StartAddress  = vertexBuffers[i].GPUVirtualAddress;
                descs[i].Triangles.VertexBuffer.StrideInBytes = 3 * 4;
                descs[i].Triangles.VertexFormat = Format.R32G32B32_Float;
                descs[i].Triangles.VertexCount  = vertexCounts[i];
                descs[i].Flags = RaytracingGeometryFlags.Opaque;
            }

            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout               = ElementsLayout.Array;
            inputs.Flags                = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount     = geometryCount;
            inputs.GeometryDescriptions = descs;
            inputs.Type = RaytracingAccelerationStructureType.BottomLevel;

            RaytracingAccelerationStructurePrebuildInfo info = device.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            HeapProperties properties = new HeapProperties(HeapType.Default, CpuPageProperty.Unknown, MemoryPool.Unknown, 0, 0);

            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.Scratch = CreateBuffer(device, info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, properties);
            buffers.Result  = CreateBuffer(device, info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, properties);

            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.DestinationAccelerationStructureData = buffers.Result.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.Scratch.GPUVirtualAddress;

            commandList.BuildRaytracingAccelerationStructure(asDesc);

            commandList.ResourceBarrier(ResourceBarrier.BarrierUnorderedAccessView(buffers.Result));

            return(buffers);
        }
コード例 #5
0
        public unsafe AccelerationStructureBuffers CreateTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, AccelerationStructureBuffers[] pBottomLevelAS, ref long tlasSize)
        {
            int instances = 2;

            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount = instances;
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
            tlasSize         = info.ResultDataMaxSizeInBytes;

            // The instance desc should be inside a buffer, create and map the buffer
            buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)(Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * instances), ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
            FixedRaytracingInstanceDescription[] pInstanceDesc = new FixedRaytracingInstanceDescription[instances];

            // The transformation matrices for the instances
            Matrix4x4[] transformation = new Matrix4x4[instances];
            transformation[0] = Matrix4x4.CreateTranslation(new Vector3(0, -1.0f, 0));
            transformation[1] = Matrix4x4.CreateScale(2.0f);

            pInstanceDesc[0].InstanceID = 0;                                                               // This value will be exposed to the shader via InstanceID()
            pInstanceDesc[0].InstanceContributionToHitGroupIndex = 0;                                      // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
            pInstanceDesc[0].Flags                 = (byte)RaytracingInstanceFlags.None;
            pInstanceDesc[0].Transform             = Matrix4x4.Transpose(transformation[0]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
            pInstanceDesc[0].AccelerationStructure = pBottomLevelAS[0].pResult.GPUVirtualAddress;
            pInstanceDesc[0].InstanceMask          = 0xff;

            for (int i = 1; i < instances; i++)
            {
                pInstanceDesc[i].InstanceID = i;                                                               // This value will be exposed to the shader via InstanceID()
                pInstanceDesc[i].InstanceContributionToHitGroupIndex = 0;                                      // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
                pInstanceDesc[i].Flags                 = (byte)RaytracingInstanceFlags.None;
                pInstanceDesc[i].Transform             = Matrix4x4.Transpose(transformation[i]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
                pInstanceDesc[i].AccelerationStructure = pBottomLevelAS[1].pResult.GPUVirtualAddress;
                pInstanceDesc[i].InstanceMask          = 0xff;
            }

            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, pInstanceDesc, (uint)(Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * instances));
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
        private void CreateTopLevelAS(ID3D12Device5 device, ID3D12GraphicsCommandList4 commandList,
                                      ID3D12Resource[] bottomLevelAS, ref long tlasSize, bool isUpdate, float rotate)
        {
            int instanceCount = 3;

            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.AllowUpdate;
            inputs.DescriptorsCount = instanceCount;
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            var info = device.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            if (isUpdate == false)
            {
                HeapProperties properties        = new HeapProperties(HeapType.Default, CpuPageProperty.Unknown, MemoryPool.Unknown, 0, 0);
                HeapProperties upload_properties = new HeapProperties(HeapType.Upload, CpuPageProperty.Unknown, MemoryPool.Unknown, 0, 0);

                long descSize = (long)Unsafe.SizeOf <MyRaytracingInstanceDescription>();

                buffers              = new AccelerationStructureBuffers();
                buffers.Scratch      = CreateBuffer(device, info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, properties);
                buffers.Result       = CreateBuffer(device, info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, properties);
                buffers.InstanceDesc = CreateBuffer(device, descSize * instanceCount, ResourceFlags.None, ResourceStates.GenericRead, upload_properties);

                tlasSize = info.ResultDataMaxSizeInBytes;
            }
            else
            {
                InsertUAVResourceBarrier(buffers.Result);
            }

            int instanceContr = 0;

            MyRaytracingInstanceDescription[] instanceDescs = new MyRaytracingInstanceDescription[instanceCount];
            for (int i = 0; i < instanceCount; i++)
            {
                instanceDescs[i] = new MyRaytracingInstanceDescription();

                float xPos = (i - 1) * 1.5f;
                float yPos = 0.0f;
                float zPos = 0.0f;
                instanceDescs[i].Transform = Matrix4x4.Identity;
                if (i != 1)
                {
                    instanceDescs[i].Transform *= Matrix4x4.CreateRotationY(rotate);
                    if (i == 2)
                    {
                        zPos = -0.5f;
                    }
                }
                instanceDescs[i].Transform *= Matrix4x4.CreateTranslation(xPos, yPos, zPos);

                instanceDescs[i].Transform  = Matrix4x4.Transpose(instanceDescs[i].Transform);
                instanceDescs[i].InstanceID = i;
                instanceDescs[i].InstanceContributionToHitGroupIndex = instanceContr;
                instanceDescs[i].Flags        = (byte)RaytracingInstanceFlags.None;
                instanceDescs[i].InstanceMask = 0xFF;
                if (i == 1)
                {
                    instanceDescs[i].AccelerationStructure = bottomLevelAS[0].GPUVirtualAddress;
                    instanceContr += 4;
                }
                else
                {
                    instanceDescs[i].AccelerationStructure = bottomLevelAS[1].GPUVirtualAddress;
                    instanceContr += 2;
                }
            }

            IntPtr data = buffers.InstanceDesc.Map(0, null);

            Helpers.CopyMemory <MyRaytracingInstanceDescription>(data, new ReadOnlySpan <MyRaytracingInstanceDescription>(
                                                                     instanceDescs));
            buffers.InstanceDesc.Unmap(0, null);

            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.InstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.Result.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.Scratch.GPUVirtualAddress;

            if (isUpdate)
            {
                asDesc.Inputs.Flags |= RaytracingAccelerationStructureBuildFlags.PerformUpdate;
                asDesc.SourceAccelerationStructureData = buffers.Result.GPUVirtualAddress;
            }

            commandList.BuildRaytracingAccelerationStructure(asDesc);

            InsertUAVResourceBarrier(buffers.Result);
        }
コード例 #7
0
        public unsafe AccelerationStructureBuffers BuildTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource[] pBottomLevelAS, ref long tlasSize, float rotation, bool update, ref AccelerationStructureBuffers buffers)
        {
            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.AllowUpdate;
            inputs.DescriptorsCount = 3; // NumDescs
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            if (update)
            {
                // If this a request for an update, then the TLAS was already used in a DispatchRay() call. We need a UAV barrier to make sure the read operation ends before updating the buffer
                ResourceBarrier uavBarrier1 = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));
                pCmdList.ResourceBarrier(uavBarrier1);
            }
            else
            {
                buffers.pScratch      = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
                buffers.pResult       = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
                buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * 3, ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
                tlasSize = info.ResultDataMaxSizeInBytes;
            }

            FixedRaytracingInstanceDescription[] instanceDescs = new FixedRaytracingInstanceDescription[3];

            // The transformation matrices for the instances
            Matrix4x4[] transformation = new Matrix4x4[3];
            Matrix4x4   rotationMat    = Matrix4x4.CreateRotationY(rotation);

            transformation[0] = Matrix4x4.Identity;
            transformation[1] = rotationMat * Matrix4x4.CreateTranslation(new Vector3(-2, 0, 0));
            transformation[2] = rotationMat * Matrix4x4.CreateTranslation(new Vector3(2, 0, 0));

            // The InstanceContributionToHitGroupIndex is set based on the shader-table layout specified in createShaderTable()
            // Create the desc for the triangle/plane instance
            instanceDescs[0].InstanceID = 0;
            instanceDescs[0].InstanceContributionToHitGroupIndex = 0;
            instanceDescs[0].Flags                 = (byte)RaytracingInstanceFlags.None;
            instanceDescs[0].Transform             = Matrix4x4.Transpose(transformation[0]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
            instanceDescs[0].AccelerationStructure = pBottomLevelAS[0].GPUVirtualAddress;
            instanceDescs[0].InstanceMask          = 0xFF;

            for (int i = 1; i < 3; i++)
            {
                instanceDescs[i].InstanceID = i;                                                               // This value will be exposed to the shader via InstanceID()
                instanceDescs[i].InstanceContributionToHitGroupIndex = (i * 2) + 2;                            // The plane takes an additional entry in the shader-table, hence the +1
                instanceDescs[i].Flags                 = (byte)RaytracingInstanceFlags.None;
                instanceDescs[i].Transform             = Matrix4x4.Transpose(transformation[i]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
                instanceDescs[i].AccelerationStructure = pBottomLevelAS[1].GPUVirtualAddress;
                instanceDescs[i].InstanceMask          = 0xFF;
            }

            // Map the instance desc buffer
            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, instanceDescs, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * 3);
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            // If this is an update operation, set the source buffer and the perform_update flag
            if (update)
            {
                asDesc.Inputs.Flags |= RaytracingAccelerationStructureBuildFlags.PerformUpdate;
                asDesc.SourceAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            }

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }