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