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authorYong He <yonghe@outlook.com>2023-08-31 15:02:16 -0700
committerGitHub <noreply@github.com>2023-08-31 15:02:16 -0700
commitb7d19330c2d42937835d674758a05af3891e025b (patch)
tree13281b5fcc7b0b30d7e3a32088d74f5ad2187c40 /tests/bugs
parentcc412af89e54b04ead508ca84825a18d001b92d0 (diff)
Inline all RayQuery/HitObject typed functions when targeting GLSL. (#3172)
* Inline all RayQuery/HitObject typed functions when targeting GLSL. * update test. --------- Co-authored-by: Yong He <yhe@nvidia.com>
Diffstat (limited to 'tests/bugs')
-rw-r--r--tests/bugs/ray-query-in-generic.slang2
1 files changed, 0 insertions, 2 deletions
diff --git a/tests/bugs/ray-query-in-generic.slang b/tests/bugs/ray-query-in-generic.slang
index fdbafe8fc..3de92b775 100644
--- a/tests/bugs/ray-query-in-generic.slang
+++ b/tests/bugs/ray-query-in-generic.slang
@@ -38,8 +38,6 @@ struct Ray
RaytracingAccelerationStructure sceneBVH;
-// TODO: remove force inline here will result in an error.
-[ForceInline]
bool traceSceneVisibilityRayImpl<let Flags : int>(const bool useAlphaTest, inout RayQuery<Flags> q, const Ray ray, uint rayFlags, uint instanceInclusionMask)
{
var rayDesc = ray.toRayDesc();