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* 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>
17 lines
721 B
GLSL
17 lines
721 B
GLSL
#version 460
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#pragma use_vulkan_memory_model
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#extension GL_EXT_ray_tracing : enable
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#extension GL_NV_shader_sm_builtins : enable
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#extension GL_KHR_shader_subgroup_ballot : enable
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#extension GL_ARB_shader_ballot : enable
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#extension GL_NV_shader_sm_builtins : enable
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layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
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layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
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void main()
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{
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traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
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incomingPayload.x = float(gl_SubgroupInvocationID) + float(gl_SubGroupGeMaskARB) +
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float(gl_SubgroupGtMask) + float(gl_SubgroupLeMask) +
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float(gl_SubGroupLtMaskARB) + float(gl_SMIDNV);
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}
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