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authorMukund Keshava <mkeshava@nvidia.com>2025-03-01 12:19:26 +0530
committerGitHub <noreply@github.com>2025-02-28 22:49:26 -0800
commitb86925c1929186c122536b9a7ed75131faceddb7 (patch)
tree86f1078bffd1001bcafe6fbaa2d0da297389b997 /tests/vkray
parentdd9d24d29c4a9e05a4510eb9959fafa0ed36618b (diff)
Consolidate multiple inouts/outs into struct (#6435)
* Consolidate multiple inout/outs into struct Fixes #5121 VUID-StandaloneSpirv-IncomingRayPayloadKHR-04700 requires that there be only one IncomingRayPayloadKHR per entry point. This change does two things: 1. If an entry point has the one inout or out, or has only ins, then stay with current implementation. 2. If there are multiple outs/inouts, then create a new structure to consolidate these fields and emit this structure. These two code paths are split into two separate functions for clarity. This patch also adds a new test: multipleinout.slang to test this. * Address review comments * Refactor code as per review comments * format code * fix failing tests --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com> Co-authored-by: Yong He <yonghe@outlook.com>
Diffstat (limited to 'tests/vkray')
-rw-r--r--tests/vkray/multipleinout.slang36
1 files changed, 36 insertions, 0 deletions
diff --git a/tests/vkray/multipleinout.slang b/tests/vkray/multipleinout.slang
new file mode 100644
index 000000000..52e1758b0
--- /dev/null
+++ b/tests/vkray/multipleinout.slang
@@ -0,0 +1,36 @@
+//TEST:SIMPLE(filecheck=CHECK): -stage closesthit -entry main -target spirv -emit-spirv-directly
+
+// This test checks whether the spirv generated when there are multiple inout or out variables, they
+// all get consolidated into one IncomingRayPayloadKHR.
+
+struct ReflectionRay
+{
+ float4 color;
+};
+
+StructuredBuffer<float4> colors;
+
+[shader("closesthit")]
+void main(
+ BuiltInTriangleIntersectionAttributes attributes,
+ inout ReflectionRay ioPayload,
+ out float3 dummy)
+{
+ uint materialID = (InstanceIndex() << 1)
+ + InstanceID()
+ + PrimitiveIndex()
+ + HitKind();
+
+ ioPayload.color = colors[materialID];
+ dummy = HitTriangleVertexPosition(0);
+}
+
+// CHECK: OpEntryPoint ClosestHitKHR %main "main" %{{.*}} %{{.*}} %gl_PrimitiveID %{{.*}} %gl_InstanceID %colors %{{.*}}
+// CHECK: %_struct_{{.*}} = OpTypeStruct %ReflectionRay %v3float
+// CHECK: %_ptr_IncomingRayPayloadKHR__struct_{{.*}} = OpTypePointer IncomingRayPayloadKHR %_struct_{{.*}}
+// CHECK: %main = OpFunction %void None %{{.*}}
+// CHECK: %materialID = OpIAdd %uint %{{.*}} %{{.*}}
+// CHECK: %{{.*}} = OpAccessChain %_ptr_StorageBuffer_v4float %colors %int_0 %materialID
+// CHECK: %{{.*}} = OpLoad %v4float %{{.*}}
+// CHECK: %{{.*}} = OpAccessChain %_ptr_Input_v3float %{{.*}} %uint_0
+// CHECK: %{{.*}} = OpLoad %v3float %{{.*}}