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authorYong He <yonghe@outlook.com>2023-02-24 10:01:47 -0800
committerGitHub <noreply@github.com>2023-02-24 10:01:47 -0800
commitbd6306cdaa4a49344658bd026721b6532e103d09 (patch)
treebb7f666d426e6cfc7777a3ccac0a1d628588eb39 /tests/nv-extensions
parente8c08e7ecb1124f115a1d1042277776193122b57 (diff)
More control flow simplifications. (#2673)
* More control flow and Phi param simplifications. * Fix. * Fix gcc error. * Fix. * More IR cleanup. * Fix bug in phi param dce + ifelse simplify. * Propagate and DCE side-effect-free functions. * Enhance CFG simplifcation to remove loops with no side effects. * Fix. * Fixes. * Fix tests. Add [__AlwaysFoldIntoUseSite] for rayPayloadLocation. * More cleanup. * Fixes. * Fix. --------- 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.glsl84
1 files changed, 17 insertions, 67 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 724a0a241..bae5f361d 100644
--- a/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl
+++ b/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl
@@ -3,47 +3,38 @@
#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_1;
};
-
struct Uniforms_0
{
Light_0 light_0;
@@ -52,13 +43,11 @@ struct Uniforms_0
mat4x4 model_0;
};
-
layout(binding = 3)
layout(std140) uniform _S1
{
Uniforms_0 _data;
} ubo_0;
-
struct RayDesc_0
{
vec3 Origin_0;
@@ -67,115 +56,76 @@ 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_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);
-
- return _S2;
+ return clamp(x_0, 0.0, 1.0);
}
-
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_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));
-
- ivec2 launchID_0 = ivec2(_S3.xy);
- uvec3 _S4 = ((gl_LaunchSizeEXT));
-
- 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);
-
- vec2 inUV_0 = vec2(_S5, _S6);
-
- vec4 _S7 = (texture(sampler2D(samplerPosition_0,sampler_0), (inUV_0)));
-
- vec3 P_0 = _S7.xyz;
- vec4 _S8 = (texture(sampler2D(samplerNormal_0,sampler_0), (inUV_0)));
-
- vec3 N_0 = _S8.xyz * 2.0 - 1.0;
-
+ uvec3 _S2 = ((gl_LaunchIDEXT));
+ ivec2 launchID_0 = ivec2(_S2.xy);
+ uvec3 _S3 = ((gl_LaunchSizeEXT));
+ ivec2 launchSize_0 = ivec2(_S3.xy);
+
+ float _S4 = (float(launchID_0.x) + 0.5) / float(launchSize_0.x);
+ float _S5 = (float(launchID_0.y) + 0.5) / float(launchSize_0.y);
+ vec2 inUV_0 = vec2(_S4, _S5);
+ vec4 _S6 = (texture(sampler2D(samplerPosition_0,sampler_0), (inUV_0)));
+ vec3 P_0 = _S6.xyz;
+ vec4 _S7 = (texture(sampler2D(samplerNormal_0,sampler_0), (inUV_0)));
+ vec3 N_0 = _S7.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);
- float _S9 = 1.0 / (lightDist_0 * lightDist_0);
-
+ float _S8 = 1.0 / (lightDist_0 * lightDist_0);
RayDesc_0 ray_0;
ray_0.Origin_0 = P_0;
ray_0.TMin_0 = 0.00000099999999747524;
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;
-
+ atten_0 = _S8;
}
-
- vec3 _S10 = ubo_0._data.light_0.color_1.xyz;
-
- float _S11 = dot(N_0, L_0);
-
- float _S12 = saturate_0(_S11);
-
- vec3 color_2 = _S10 * _S12 * atten_0;
-
+ vec3 color_2 = ubo_0._data.light_0.color_1.xyz * saturate_0(dot(N_0, L_0)) * 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_0, 1.0));
return;
-} \ No newline at end of file
+}