// acceleration-structure-in-compute.slang // Test for using ray-tracing acceleration structures as a shader input // in non-ray-tracing shader code (that never actually traces rays) //TEST:CROSS_COMPILE:-target spirv-asm -stage compute -profile glsl_460+spirv_1_4 -entry main uniform RaytracingAccelerationStructure gScene; int helper(RaytracingAccelerationStructure a, int b) { return b; } [shader("compute")] void main( uniform RaytracingAccelerationStructure x) { helper(x, 1); }