Revision fec9c42d4c61d1bdd54d020d55a3155e0d54fce7 authored by Yong He on 22 January 2024, 23:19:26 UTC, committed by GitHub on 22 January 2024, 23:19:26 UTC
* Fix GLSL legalization bug that leads to crash.

* Update diagnostic id to avoid conflict.

* Fix std140 layout logic.

---------

Co-authored-by: Yong He <yhe@nvidia.com>
1 parent c4e42ab
Raw File
ray-tracing-test-shaders.slang
// ray-tracing-test-shaders.slang

struct RayPayload
{
    float4 color;
};

uniform RWTexture2D resultTexture;
uniform RaytracingAccelerationStructure sceneBVH;

[shader("raygeneration")]
void rayGenShaderA()
{
    int2 threadIdx = DispatchRaysIndex().xy;

    float3 rayDir = float3(0, 0, 1);
    float3 rayOrigin = 0;
    rayOrigin.x = (threadIdx.x * 2) - 1;
    rayOrigin.y = (threadIdx.y * 2) - 1;

    // Trace the ray.
    RayDesc ray;
    ray.Origin = rayOrigin;
    ray.Direction = rayDir;
    ray.TMin = 0.001;
    ray.TMax = 10000.0;
    RayPayload payload = { float4(0, 0, 0, 0) };
    TraceRay(sceneBVH, RAY_FLAG_NONE, ~0, 0, 0, 0, ray, payload);

    resultTexture[threadIdx.xy] = payload.color;
}

[shader("raygeneration")]
void rayGenShaderB()
{
    int2 threadIdx = DispatchRaysIndex().xy;

    float3 rayDir = float3(0, 0, 1);
    float3 rayOrigin = 0;
    rayOrigin.x = (threadIdx.x * 2) - 1;
    rayOrigin.y = (threadIdx.y * 2) - 1;

    // Trace the ray.
    RayDesc ray;
    ray.Origin = rayOrigin;
    ray.Direction = rayDir;
    ray.TMin = 0.001;
    ray.TMax = 10000.0;
    RayPayload payload = { float4(0, 0, 0, 0) };
    TraceRay(sceneBVH, RAY_FLAG_NONE, ~0, 1, 0, 1, ray, payload);

    resultTexture[threadIdx.xy] = payload.color;
}

[shader("miss")]
void missShaderA(inout RayPayload payload)
{
    payload.color = float4(1, 1, 1, 1);
}

[shader("miss")]
void missShaderB(inout RayPayload payload)
{
    payload.color = float4(0, 0, 0, 1);
}

[shader("closesthit")]
void closestHitShaderA(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attr)
{
    uint primitiveIndex = PrimitiveIndex();
    float4 color = float4(0, 0, 0, 1);
    color[primitiveIndex] = 1;
    payload.color = color;
}

[shader("closesthit")]
void closestHitShaderB(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attr)
{
    uint primitiveIndex = PrimitiveIndex();
    float4 color = float4(1, 1, 1, 1);
    color[primitiveIndex] = 0;
    payload.color = color;
}
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