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authorYong He <yonghe@outlook.com>2023-02-16 13:55:32 -0800
committerGitHub <noreply@github.com>2023-02-16 13:55:32 -0800
commit4c4826d47eeef4675daae4ae53ff76f4d5ebd84a (patch)
treeed4af0ded878e4f06e9641ce61d26ffd7c89ccbc /tests/nv-extensions
parenteda88e513e8b1e2abc05e9dc8555f237d96472df (diff)
Overhaul global inst deduplication and cpp/cuda backend. (#2654)
* Overhaul global inst deduplication and cpp/cuda backend. * Update IR documentation. --------- Co-authored-by: Yong He <yhe@nvidia.com>
Diffstat (limited to 'tests/nv-extensions')
-rw-r--r--tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl81
1 files changed, 53 insertions, 28 deletions
diff --git a/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl b/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl
index 79c6232f3..724a0a241 100644
--- a/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl
+++ b/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl
@@ -1,26 +1,49 @@
-//TEST_IGNORE_FILE:
-
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_NV_ray_tracing_motion_blur : require
layout(row_major) uniform;
layout(row_major) buffer;
+struct ReflectionRay_0
+{
+ float color_0;
+};
+
+
+layout(location = 0)
+rayPayloadEXT
+ReflectionRay_0 p_0;
+
+
+struct ShadowRay_0
+{
+ float hitDistance_0;
+};
+
+
+layout(location = 1)
+rayPayloadEXT
+ShadowRay_0 p_1;
+
+
layout(binding = 0)
uniform texture2D samplerPosition_0;
+
layout(binding = 2)
uniform sampler sampler_0;
+
layout(binding = 1)
uniform texture2D samplerNormal_0;
struct Light_0
{
vec4 position_0;
- vec4 color_0;
+ vec4 color_1;
};
+
struct Uniforms_0
{
Light_0 light_0;
@@ -29,21 +52,13 @@ struct Uniforms_0
mat4x4 model_0;
};
+
layout(binding = 3)
layout(std140) uniform _S1
{
Uniforms_0 _data;
} ubo_0;
-struct ShadowRay_0
-{
- float hitDistance_0;
-};
-
-layout(location = 0)
-rayPayloadEXT
-ShadowRay_0 p_0;
-
struct RayDesc_0
{
vec3 Origin_0;
@@ -52,18 +67,22 @@ struct RayDesc_0
float TMax_0;
};
+
void TraceMotionRay_0(accelerationStructureEXT AccelerationStructure_0, uint RayFlags_0, uint InstanceInclusionMask_0, uint RayContributionToHitGroupIndex_0, uint MultiplierForGeometryContributionToHitGroupIndex_0, uint MissShaderIndex_0, RayDesc_0 Ray_0, float CurrentTime_0, inout ShadowRay_0 Payload_0)
{
- p_0 = Payload_0;
- traceRayMotionNV(AccelerationStructure_0, RayFlags_0, InstanceInclusionMask_0, RayContributionToHitGroupIndex_0, MultiplierForGeometryContributionToHitGroupIndex_0, MissShaderIndex_0, Ray_0.Origin_0, Ray_0.TMin_0, Ray_0.Direction_0, Ray_0.TMax_0, CurrentTime_0, (0));
- Payload_0 = p_0;
+ p_1 = Payload_0;
+ traceRayMotionNV(AccelerationStructure_0, RayFlags_0, InstanceInclusionMask_0, RayContributionToHitGroupIndex_0, MultiplierForGeometryContributionToHitGroupIndex_0, MissShaderIndex_0, Ray_0.Origin_0, Ray_0.TMin_0, Ray_0.Direction_0, Ray_0.TMax_0, CurrentTime_0, (1));
+
+ Payload_0 = p_1;
return;
}
+
layout(binding = 5)
uniform accelerationStructureEXT as_0;
+
float saturate_0(float x_0)
{
float _S2 = clamp(x_0, 0.0, 1.0);
@@ -71,28 +90,23 @@ float saturate_0(float x_0)
return _S2;
}
-struct ReflectionRay_0
-{
- float color_1;
-};
-
-layout(location = 1)
-rayPayloadEXT
-ReflectionRay_0 p_1;
void TraceRay_0(accelerationStructureEXT AccelerationStructure_1, uint RayFlags_1, uint InstanceInclusionMask_1, uint RayContributionToHitGroupIndex_1, uint MultiplierForGeometryContributionToHitGroupIndex_1, uint MissShaderIndex_1, RayDesc_0 Ray_1, inout ReflectionRay_0 Payload_1)
{
- p_1 = Payload_1;
- traceRayEXT(AccelerationStructure_1, RayFlags_1, InstanceInclusionMask_1, RayContributionToHitGroupIndex_1, MultiplierForGeometryContributionToHitGroupIndex_1, MissShaderIndex_1, Ray_1.Origin_0, Ray_1.TMin_0, Ray_1.Direction_0, Ray_1.TMax_0, (1));
- Payload_1 = p_1;
+ p_0 = Payload_1;
+ traceRayEXT(AccelerationStructure_1, RayFlags_1, InstanceInclusionMask_1, RayContributionToHitGroupIndex_1, MultiplierForGeometryContributionToHitGroupIndex_1, MissShaderIndex_1, Ray_1.Origin_0, Ray_1.TMin_0, Ray_1.Direction_0, Ray_1.TMax_0, (0));
+
+ Payload_1 = p_0;
return;
}
+
layout(rgba32f)
layout(binding = 4)
uniform image2D outputImage_0;
+
void main()
{
uvec3 _S3 = ((gl_LaunchIDEXT));
@@ -102,6 +116,7 @@ void main()
ivec2 launchSize_0 = ivec2(_S4.xy);
+
float _S5 = (float(launchID_0.x) + 0.5) / float(launchSize_0.x);
float _S6 = (float(launchID_0.y) + 0.5) / float(launchSize_0.y);
@@ -114,6 +129,7 @@ void main()
vec3 N_0 = _S8.xyz * 2.0 - 1.0;
+
vec3 lightDelta_0 = ubo_0._data.light_0.position_0.xyz - P_0;
float lightDist_0 = length(lightDelta_0);
vec3 L_0 = normalize(lightDelta_0);
@@ -125,22 +141,30 @@ void main()
ray_0.Direction_0 = lightDelta_0;
ray_0.TMax_0 = lightDist_0;
+
ShadowRay_0 shadowRay_0;
shadowRay_0.hitDistance_0 = 0.0;
+
+
+
TraceMotionRay_0(as_0, 1U, 255U, 0U, 0U, 2U, ray_0, 1.0, shadowRay_0);
float atten_0;
if(shadowRay_0.hitDistance_0 < lightDist_0)
{
+
atten_0 = 0.0;
+
}
else
{
+
atten_0 = _S9;
+
}
- vec3 _S10 = ubo_0._data.light_0.color_0.xyz;
+ vec3 _S10 = ubo_0._data.light_0.color_1.xyz;
float _S11 = dot(N_0, L_0);
@@ -148,9 +172,10 @@ void main()
vec3 color_2 = _S10 * _S12 * atten_0;
+
ReflectionRay_0 reflectionRay_0;
TraceRay_0(as_0, 1U, 255U, 0U, 0U, 2U, ray_0, reflectionRay_0);
- imageStore((outputImage_0), ivec2((uvec2(launchID_0))), vec4(color_2 + reflectionRay_0.color_1, 1.0));
+ imageStore((outputImage_0), ivec2((uvec2(launchID_0))), vec4(color_2 + reflectionRay_0.color_0, 1.0));
return;
} \ No newline at end of file