glslang/Test/spv.nv.hitobject-allops.rgen

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#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_NV_shader_invocation_reorder : enable
#extension GL_NV_ray_tracing_motion_blur : enable
layout(location = 1) rayPayloadEXT vec4 payload;
layout(location = 2) rayPayloadEXT pBlock { vec2 val1; vec2 val2; };
layout(location = 2) hitObjectAttributeNV vec2 attr;
layout(location = 3) hitObjectAttributeNV hBlock { float attrval;};
layout(binding = 0) uniform accelerationStructureEXT as;
layout(binding = 1) buffer block {
float op;
};
void main()
{
hitObjectNV hObj;
hitObjectNV hObjHit, hObjMiss, hObjNop;
attr = vec2(1.0);
attrval = 2.0;
hitObjectTraceRayNV(hObj, as, 1U, 1U, 1U, 1U, 1U, vec3(0.5), 0.5, vec3(1), 1.0, 1);
hitObjectTraceRayMotionNV(hObj, as, 1U, 1U, 1U, 1U, 1U, vec3(0.5), 0.5, vec3(1), 1.0, 10.0, 2);
hitObjectRecordHitNV(hObj, as, 1, 1, 1, 2U, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 2);
hitObjectRecordHitMotionNV(hObj, as, 1, 1, 1, 2U, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 4.0f, 2);
hitObjectRecordHitWithIndexNV(hObjHit, as, 1, 1, 1, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 3);
hitObjectRecordHitWithIndexMotionNV(hObjHit, as, 1, 1, 1, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 4.0f, 3);
hitObjectRecordEmptyNV(hObjNop);
hitObjectRecordMissNV(hObjMiss, 1U, vec3(0.5), 2.0, vec3(1.5), 5.0);
hitObjectRecordMissMotionNV(hObjMiss, 1U, vec3(0.5), 2.0, vec3(1.5), 5.0, 8.0f);
hitObjectExecuteShaderNV(hObjHit, 1);
if (hitObjectIsHitNV(hObj)) {
op = 1.0f;
} else if (hitObjectIsMissNV(hObj)) {
op = 2.0f;
} else if (hitObjectIsEmptyNV(hObj)) {
op = 3.0f;
}
float tmin = hitObjectGetRayTMinNV(hObjHit);
float tmax = hitObjectGetRayTMaxNV(hObjHit);
vec3 orig = hitObjectGetWorldRayOriginNV(hObjHit);
vec3 dir = hitObjectGetWorldRayDirectionNV(hObjHit);
vec3 oorig = hitObjectGetObjectRayOriginNV(hObjHit);
vec3 odir = hitObjectGetObjectRayDirectionNV(hObjHit);
mat4x3 otw = hitObjectGetObjectToWorldNV(hObjHit);
mat4x3 wto = hitObjectGetWorldToObjectNV(hObjHit);
int cid = hitObjectGetInstanceCustomIndexNV(hObjMiss);
int iid = hitObjectGetInstanceIdNV(hObjNop);
int pid = hitObjectGetPrimitiveIndexNV(hObj);
int gid = hitObjectGetGeometryIndexNV(hObj);
uint hkind = hitObjectGetHitKindNV(hObj);
hitObjectGetAttributesNV(hObj, 2);
uvec2 handle = hitObjectGetShaderRecordBufferHandleNV(hObj);
uint rid = hitObjectGetShaderBindingTableRecordIndexNV(hObj);
reorderThreadNV(4,4);
reorderThreadNV(hObjHit);
reorderThreadNV(hObjHit, 4, 2);
}