// hit-object-assign.slang //TEST:SIMPLE: -target dxil -entry rayGenerationMain -stage raygeneration -profile sm_6_5 -DNV_SHADER_EXTN_SLOT=u0 //TEST:SIMPLE(filecheck=SPIRV): -target spirv -entry rayGenerationMain -stage raygeneration -profile glsl_460+GL_EXT_ray_tracing -O0 -line-directive-mode none //TEST:SIMPLE(filecheck=SPIRV): -target spirv -entry rayGenerationMain -stage raygeneration -O0 -emit-spirv-directly //DISABLE_TEST:COMPARE_COMPUTE_EX:-slang -compute -dx12 -output-using-type -profile sm_6_5 -nvapi-slot u0 //DISABLE_TEST(compute):COMPARE_COMPUTE:-d3d12 -output-using-type -profile sm_6_5 -render-feature ray-query //DISABLE_TEST(compute):COMPARE_COMPUTE:-vk -output-using-type -render-feature ray-query //TEST_INPUT:ubuffer(data=[0 0 0 0 0], stride=4):out,name=outputBuffer RWStructuredBuffer outputBuffer; // SPIRV: OpHitObjectRecordMissNV // SPIRV: OpHitObjectIsMissNV void rayGenerationMain() { int2 launchID = int2(DispatchRaysIndex().xy); int2 launchSize = int2(DispatchRaysDimensions().xy); int idx = int(launchID.x); RayDesc ray; ray.Origin = float3(idx, 0, 0); ray.TMin = 0.01f; ray.Direction = float3(0, 1, 0); ray.TMax = 1e4f; HitObject hit = HitObject::MakeMiss(idx, ray); // Let's try assigning. This should work on VK // because it will SSA out such there isn't an assignment in GLSL output. hit = HitObject::MakeMiss(idx + 1, ray); int r = int(hit.IsMiss()); outputBuffer[idx] = r; }