glslang/Test/spv.ext.RayGenShader.rgen
Daniel Koch ffccefddfd
Updates for final Vulkan ray tracing extensions (#2466)
* Fix traceRay/executeCallable to have id instead of constant.

Update to final (non-provisional) SPIR-V capabilities
(includes review feedback)
- Change visibilty of findLinkerObjects.

See merge request GLSL/glslang!78

* Add support for OpConvertUToAccelerationStructureKHR.

GLSL : https://gitlab.khronos.org/GLSL/GLSL/-/merge_requests/60

SPV : https://gitlab.khronos.org/spirv/spirv-extensions/-/merge_requests/182

See merge request GLSL/glslang!77

* Add volatile qualifier to certain builtins for ray tracing.

See merge request GLSL/glslang!81

* make gl_RayTmaxEXT volatile in intersection shader

Vulkan Issue #2268

* Add testing for layouts on SBT

vulkan/vulkan#2230

- no layout specified should be same as std430
- explicitly test std140, std430, scalar layouts

See merge request GLSL/glslang!86

* Support for new opcodes OpIgnoreIntersectionKHR and OpTerminateRayKHR

vulkan/vulkan#2374

Add support for ignoreIntersectionEXT and terminateRayEXT as block
terminator statements.

See merge request GLSL/glslang!87

* Fix code-generation issues with global ray query variables

See merge request GLSL/glslang!88

* update dependencies for spirv-headers and tools

And update mesh shader results

* Fix indeterminate argument ordering

Authored-by: David Neto <dneto@google.com>

Co-authored-by: Ashwin Lele (NVIDIA Corporation) <alele@nvidia.com>
Co-authored-by: Neslisah <Neslisah.Torosdagli@amd.com>
2020-11-23 13:41:27 -07:00

23 lines
738 B
Plaintext

#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_ray_flags_primitive_culling : enable
layout(binding = 0) uniform accelerationStructureEXT accEXT0;
layout(binding = 1, set = 0) uniform accelerationStructureEXT accEXT1; // Unused
layout(binding = 2, r32ui) shadercallcoherent uniform uimage2D imageu;
layout(location = 1) rayPayloadEXT vec4 payload;
layout(shaderRecordEXT) buffer block
{
vec3 dir;
vec3 origin;
};
layout(primitive_culling);
void main()
{
uint lx = gl_LaunchIDEXT.x;
uint ly = gl_LaunchIDEXT.y;
uint sx = gl_LaunchSizeEXT.x;
uint sy = gl_LaunchSizeEXT.y;
traceRayEXT(accEXT0, lx, ly, sx, sy, gl_RayFlagsSkipTrianglesEXT | gl_RayFlagsSkipAABBEXT, origin, 0.5f, dir, 0.75f, 1);
}