// RUN: %dxc -T ds_6_5 -E main -fspv-target-env=vulkan1.2 // CHECK: OpCapability RayQueryKHR // CHECK: OpExtension "SPV_KHR_ray_query" struct VSSceneIn { float3 pos : POSITION; }; struct PSSceneIn { float4 pos : SV_Position; }; ////////////////////////////////////////////////////////////////////////////////////////// // Simple forwarding Tessellation shaders struct HSPerVertexData { // This is just the original vertex verbatim. In many real life cases this would be a // control point instead PSSceneIn v; }; struct HSPerPatchData { // We at least have to specify tess factors per patch // As we're tesselating triangles, there will be 4 tess factors // In real life case this might contain face normal, for example float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; RaytracingAccelerationStructure AccelerationStructure : register(t0); RayDesc MakeRayDesc() { RayDesc desc; desc.Origin = float3(0,0,0); desc.Direction = float3(1,0,0); desc.TMin = 0.0f; desc.TMax = 9999.0; return desc; } void doInitialize(RayQuery query, RayDesc ray) { query.TraceRayInline(AccelerationStructure,RAY_FLAG_FORCE_NON_OPAQUE,0xFF,ray); } // domain shader that actually outputs the triangle vertices [domain("tri")] PSSceneIn main(const float3 bary : SV_DomainLocation, const OutputPatch patch, const HSPerPatchData perPatchData) { PSSceneIn v; v.pos = patch[0].v.pos * bary.x + patch[1].v.pos * bary.y + patch[2].v.pos * bary.z + perPatchData.edges[1]; RayQuery q; RayDesc ray = MakeRayDesc(); // CHECK: [[accel:%\d+]] = OpLoad %accelerationStructureNV %AccelerationStructure // CHECK: OpRayQueryInitializeKHR [[rayquery]] [[accel]] %uint_1 %uint_255 {{%\d+}} %float_0 {{%\d+}} %float_9999 q.TraceRayInline(AccelerationStructure,RAY_FLAG_FORCE_OPAQUE, 0xFF, ray); // CHECK: OpRayQueryInitializeKHR [[rayquery]] [[accel]] %uint_3 %uint_255 {{%\d+}} %float_0 {{%\d+}} %float_9999 doInitialize(q, ray); return v; }