SPIRV-Cross/reference/shaders-msl/comp/ray-query.spv14.vk.ios.msl24.comp

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#include <metal_stdlib>
#include <simd/simd.h>
#if __METAL_VERSION__ >= 230
#include <metal_raytracing>
using namespace metal::raytracing;
#endif
using namespace metal;
struct Params
{
uint ray_flags;
uint cull_mask;
char _m2_pad[8];
packed_float3 origin;
float tmin;
packed_float3 dir;
float tmax;
float thit;
};
kernel void main0(constant Params& _18 [[buffer(1)]], acceleration_structure<instancing> AS0 [[buffer(0)]], acceleration_structure<instancing> AS1 [[buffer(2)]])
{
intersection_query<instancing, triangle_data> q;
q.reset(ray(_18.origin, _18.dir, _18.tmin, _18.tmax), AS0, intersection_params());
intersection_query<instancing, triangle_data> q2[2];
q2[1].reset(ray(_18.origin, _18.dir, _18.tmin, _18.tmax), AS1, intersection_params());
bool _63 = q.next();
bool res = _63;
q2[0].abort();
q.commit_bounding_box_intersection(_18.thit);
q2[1].commit_triangle_intersection();
float _71 = q.get_ray_min_distance();
float fval = _71;
float3 _74 = q.get_world_space_ray_origin();
float3 fvals = _74;
float3 _75 = q.get_world_space_ray_direction();
fvals = _75;
uint _80 = uint(q2[1].get_committed_intersection_type());
uint type = _80;
uint _83 = uint(q2[0].get_candidate_intersection_type()) - 1;
type = _83;
bool _85 = q2[1].is_candidate_non_opaque_bounding_box();
res = _85;
float _87 = q2[1].get_committed_distance();
fval = _87;
float _89 = q2[1].get_candidate_triangle_distance();
fval = _89;
int _92 = q.get_committed_user_instance_id();
int ival = _92;
int _94 = q2[0].get_candidate_instance_id();
ival = _94;
int _96 = q2[1].get_candidate_geometry_id();
ival = _96;
int _97 = q.get_committed_primitive_id();
ival = _97;
float2 _100 = q2[0].get_candidate_triangle_barycentric_coord();
fvals = float3(_100.x, _100.y, fvals.z);
bool _103 = q.is_committed_triangle_front_facing();
res = _103;
float3 _104 = q.get_candidate_ray_direction();
fvals = _104;
float3 _106 = q2[0].get_committed_ray_origin();
fvals = _106;
float4x3 _110 = q.get_candidate_object_to_world_transform();
float4x3 matrices = _110;
float4x3 _112 = q2[1].get_committed_world_to_object_transform();
matrices = _112;
}