diff options
| author | Yong He <yonghe@outlook.com> | 2023-02-16 13:55:32 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-02-16 13:55:32 -0800 |
| commit | 4c4826d47eeef4675daae4ae53ff76f4d5ebd84a (patch) | |
| tree | ed4af0ded878e4f06e9641ce61d26ffd7c89ccbc /tests/nv-extensions | |
| parent | eda88e513e8b1e2abc05e9dc8555f237d96472df (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.glsl | 81 |
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; }
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