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| author | Yong He <yonghe@outlook.com> | 2023-08-24 16:32:33 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-08-24 16:32:33 -0700 |
| commit | 0470ea05a42d6c3f35d81a433fefdd440500cdbd (patch) | |
| tree | 25feb7bfd539013bfa64d8ff7698262932e39110 /tests/vkray | |
| parent | c515bf9edf0ceefa9a0c9b36626ea7c8f72ce36f (diff) | |
Misc. SPIRV Fixes, Part 2. (#3147)
* Misc. SPIRV Fixes, Part 2.
* Fix up.
* Fix.
* Add system smenatic values.
* 16 bit int and floats, matrix/vector reshape, bool ops.
* Fix.
* Fix.
* Allow push constant entry point params.
* entrypoint params.
* swizzleSet and swizzledStore.
* packoffset.
* string hash.
* Fix.
* Matrix arithmetics.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
Diffstat (limited to 'tests/vkray')
| -rw-r--r-- | tests/vkray/raygen.slang.glsl | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/tests/vkray/raygen.slang.glsl b/tests/vkray/raygen.slang.glsl index 28bd5956b..69dc74c53 100644 --- a/tests/vkray/raygen.slang.glsl +++ b/tests/vkray/raygen.slang.glsl @@ -2,24 +2,6 @@ #extension GL_EXT_ray_tracing : require layout(row_major) uniform; layout(row_major) buffer; -struct ReflectionRay_0 -{ - float color_1; -}; - -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; @@ -49,7 +31,32 @@ layout(std140) uniform _S1 vec4 viewPos_0; mat4x4 view_0; mat4x4 model_0; -} ubo_0; +}ubo_0; +layout(binding = 5) +uniform accelerationStructureEXT as_0; + +layout(rgba32f) +layout(binding = 4) +uniform image2D outputImage_0; + +struct ReflectionRay_0 +{ + float color_1; +}; + +layout(location = 0) +rayPayloadEXT +ReflectionRay_0 p_0; + +struct ShadowRay_0 +{ + float hitDistance_0; +}; + +layout(location = 1) +rayPayloadEXT +ShadowRay_0 p_1; + struct RayDesc_0 { vec3 Origin_0; @@ -74,18 +81,11 @@ void TraceRay_1(accelerationStructureEXT AccelerationStructure_1, uint RayFlags_ return; } -layout(binding = 5) -uniform accelerationStructureEXT as_0; - float saturate_0(float x_0) { return clamp(x_0, 0.0, 1.0); } -layout(rgba32f) -layout(binding = 4) -uniform image2D outputImage_0; - void main() { uvec3 _S2 = ((gl_LaunchIDEXT)); |
