xemu/subprojects/SPIRV-Reflect/tests/raytrace/rayquery_init_ds.hlsl

64 lines
2.1 KiB
HLSL

// 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<RAY_FLAG_FORCE_OPAQUE> 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<HSPerVertexData, 3> 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<RAY_FLAG_FORCE_OPAQUE> 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;
}