VkAccelerationStructureSRTMotionInstanceNV(3)

# VkAccelerationStructureSRTMotionInstanceNV(3) Manual Page

## Name

VkAccelerationStructureSRTMotionInstanceNV - Structure specifying a single acceleration structure SRT motion instance for building into an acceleration structure geometry

## C Specification

An acceleration structure SRT motion instance is defined by the structure:

    // Provided by VK_NV_ray_tracing_motion_blur
    typedef struct VkAccelerationStructureSRTMotionInstanceNV {
        VkSRTDataNV                   transformT0;
        VkSRTDataNV                   transformT1;
        uint32_t                      instanceCustomIndex:24;
        uint32_t                      mask:8;
        uint32_t                      instanceShaderBindingTableRecordOffset:24;
        VkGeometryInstanceFlagsKHR    flags:8;
        uint64_t                      accelerationStructureReference;
    } VkAccelerationStructureSRTMotionInstanceNV;

## Members

- `transformT0` is a VkSRTDataNV structure describing a transformation to be applied to the acceleration structure at time 0.

- `transformT1` is a VkSRTDataNV structure describing a transformation to be applied to the acceleration structure at time 1.

- `instanceCustomIndex` is a 24-bit application-specified index value accessible to ray shaders in the `InstanceCustomIndexKHR` built-in.

- `mask` is an 8-bit visibility mask for the geometry. The instance may only be hit if `Cull Mask & instance.mask != 0`

- `instanceShaderBindingTableRecordOffset` is a 24-bit offset used in calculating the hit shader binding table index.

- `flags` is an 8-bit mask of VkGeometryInstanceFlagBitsKHR values to apply to this instance.

- `accelerationStructureReference` is either:

  - a device address containing the value obtained from vkGetAccelerationStructureDeviceAddressKHR or vkGetAccelerationStructureHandleNV (used by device operations which reference acceleration structures) or,

  - a VkAccelerationStructureKHR object (used by host operations which reference acceleration structures).

## Description

The C language specification does not define the ordering of bit-fields, but in practice, this structure produces the correct layout with existing compilers. The intended bit pattern is for the following:

- `instanceCustomIndex` and `mask` occupy the same memory as if a single `uint32_t` was specified in their place

  - `instanceCustomIndex` occupies the 24 least significant bits of that memory

  - `mask` occupies the 8 most significant bits of that memory

- `instanceShaderBindingTableRecordOffset` and `flags` occupy the same memory as if a single `uint32_t` was specified in their place

  - `instanceShaderBindingTableRecordOffset` occupies the 24 least significant bits of that memory

  - `flags` occupies the 8 most significant bits of that memory

If a compiler produces code that diverges from that pattern, applications must employ another method to set values according to the correct bit pattern.

The transform for a SRT motion instance at a point in time is derived from component-wise linear interpolation of the two SRT transforms. That is, for a `time` in [0,1] the resulting transform is

  `transformT0` × (1 - `time`) + `transformT1` × `time`

Valid Usage (Implicit)

- VUID-VkAccelerationStructureSRTMotionInstanceNV-flags-parameter
  `flags` must be a valid combination of VkGeometryInstanceFlagBitsKHR values

## See Also

VK_NV_ray_tracing_motion_blur, VkAccelerationStructureMotionInstanceDataNV, VkGeometryInstanceFlagsKHR, VkSRTDataNV

## Document Notes

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.

## Copyright

Copyright 2014-2026 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0