From 9c11a87f8f811a9a110d73a24ab93443ea347506 Mon Sep 17 00:00:00 2001 From: Yong He Date: Fri, 1 Sep 2023 01:25:31 -0700 Subject: Fix GLSL code gen around RayQuery and HitObject types. (#3173) * Update slang-llvm. * Fix. * fix. * Fix unit tests for multi-thread execution. * Fix tests. * fixes. * update tests. * Add gfx-smoke to linux expected failure list. * Try fix test. --------- Co-authored-by: Yong He --- tests/bugs/ray-query-in-generic.slang | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'tests/bugs') diff --git a/tests/bugs/ray-query-in-generic.slang b/tests/bugs/ray-query-in-generic.slang index 3de92b775..62cbf11b6 100644 --- a/tests/bugs/ray-query-in-generic.slang +++ b/tests/bugs/ray-query-in-generic.slang @@ -38,6 +38,11 @@ struct Ray RaytracingAccelerationStructure sceneBVH; +uint getCommittedStatus(RayQuery q) +{ + return q.CommittedStatus(); +} + bool traceSceneVisibilityRayImpl(const bool useAlphaTest, inout RayQuery q, const Ray ray, uint rayFlags, uint instanceInclusionMask) { var rayDesc = ray.toRayDesc(); @@ -47,7 +52,7 @@ bool traceSceneVisibilityRayImpl(const bool useAlphaTest, inout 0xff, rayDesc); q.Proceed(); - if (q.CommittedStatus() == COMMITTED_TRIANGLE_HIT) + if (getCommittedStatus(q) == COMMITTED_TRIANGLE_HIT) { q.CommittedRayT(); return true; -- cgit v1.2.3