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//TEST:SIMPLE(filecheck=CHECK_GLSL): -allow-glsl -stage compute -entry computeMain -target glsl
//TEST:SIMPLE(filecheck=CHECK_SPV): -allow-glsl -emit-spirv-directly -stage compute -entry computeMain -target spirv-assembly
//TEST(compute):COMPARE_COMPUTE(filecheck-buffer=BUF): -allow-glsl -vk -compute -output-using-type -render-feature ray-query -entry computeMain
//TEST(compute):COMPARE_COMPUTE(filecheck-buffer=BUF): -allow-glsl -vk -compute -output-using-type -render-feature ray-query -emit-spirv-directly -entry computeMain
// note: the referenced input data is in render-test-main kVertexData; 1 triangle at {(0,0,0.5),(0,1,0.5),(1,0,0.5)}
//TEST_INPUT: set scene = AccelerationStructure
layout(binding = 0) uniform accelerationStructureEXT scene;
//TEST_INPUT:ubuffer(data=[0], stride=4):out,name=outputBuffer
buffer MyBlockName
{
uint data[];
} outputBuffer;
__generic<T : __BuiltinFloatingPointType, let N : int, let M : int>
bool equals(matrix<T, N, M> lhs, matrix<T, N, M> rhs)
{
for (int i = 0; i < N; i++)
{
for (int j = 0; j < M; j++)
{
if (
lhs[i][j]
!=
rhs[i][j]
)
{
return false;
}
}
}
return true;
}
bool testAbortRayTrace() {
rayQueryEXT q;
rayQueryInitializeEXT(q, scene, gl_RayFlagsNoneEXT, 0xff, vec3(0.1, 0.1, 0.0), 0.01f, vec3(0, 0, 1), 1e4f);
rayQueryTerminateEXT(q);
return true
&& rayQueryGetIntersectionTypeEXT(q, true) == gl_RayQueryCommittedIntersectionNoneEXT
;
}
bool testProceedRayTrace() {
rayQueryEXT q;
rayQueryInitializeEXT(q, scene, gl_RayFlagsNoneEXT, 0xff, vec3(0.1, 0.1, 0.0), 0.01f, vec3(0, 0, 1), 1e4f);
rayQueryProceedEXT(q);
return true
&& rayQueryGetIntersectionTypeEXT(q, true) == gl_RayQueryCommittedIntersectionTriangleEXT
&& rayQueryGetIntersectionTEXT(q, true) == 0.5
;
}
bool testProceedRayAuxInfo() {
rayQueryEXT q;
rayQueryInitializeEXT(q, scene, gl_RayFlagsNoneEXT, 0xff, vec3(0.1, 0.1, 0.0), 0.01f, vec3(0, 0, 1), 1e4f);
rayQueryProceedEXT(q);
return true
&& rayQueryGetRayTMinEXT(q) == 0.01f
&& rayQueryGetRayFlagsEXT(q) == gl_RayFlagsNoneEXT
&& rayQueryGetWorldRayOriginEXT(q) == vec3(0.1, 0.1, 0.0)
&& rayQueryGetWorldRayDirectionEXT(q) == vec3(0, 0, 1)
&& rayQueryGetIntersectionInstanceCustomIndexEXT(q, true) == 0
&& rayQueryGetIntersectionInstanceIdEXT(q, true) == 0
&& rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(q, true) == 0
&& rayQueryGetIntersectionGeometryIndexEXT(q, true) == 0
&& rayQueryGetIntersectionPrimitiveIndexEXT(q, true) == 0
&& rayQueryGetIntersectionBarycentricsEXT(q, true) == vec2(0.1)
&& rayQueryGetIntersectionFrontFaceEXT(q, true) == true
&& rayQueryGetIntersectionCandidateAABBOpaqueEXT(q) == true
&& rayQueryGetIntersectionObjectRayDirectionEXT(q, true) == vec3(0, 0, 1)
&& rayQueryGetIntersectionObjectRayOriginEXT(q, true) == vec3(0.1, 0.1, 0.0)
&& !equals(rayQueryGetIntersectionObjectToWorldEXT(q, true), mat4x3(0)) // some compile error to sort later
&& !equals(rayQueryGetIntersectionWorldToObjectEXT(q, true), mat4x3(0))
;
}
bool testRayTraceGenerate() {
rayQueryEXT q;
rayQueryInitializeEXT(q, scene, gl_RayFlagsNoneEXT, 0xff, vec3(0.1, 0.1, 0.0), 0.01f, vec3(0, 0, 1), 1e4f);
rayQueryGenerateIntersectionEXT(q, 0.5);
rayQueryConfirmIntersectionEXT(q);
return true
&& rayQueryGetIntersectionTypeEXT(q, true) == gl_RayQueryCommittedIntersectionTriangleEXT
;
}
// CHECK_GLSL-DAG: main
// CHECK_SPV-DAG: OpEntryPoint
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void computeMain()
{
outputBuffer.data[0] = true
&& testAbortRayTrace()
//&& testProceedRayTrace()
//&& testProceedRayAuxInfo()
//&& testRayTraceGenerate()
;
// BUF: 1
}
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