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// hit-object-array.slang
//TEST:SIMPLE: -target dxil -entry rayGenerationMain -stage raygeneration -profile sm_6_5 -DNV_SHADER_EXTN_SLOT=u0
/* This doesn't work correctly currently because it produces assignments to the HitObject array in GLSL output.
But that is not valid for hitObjectNV int he extension */
//DISABLE_TEST:SIMPLE: -target glsl -entry rayGenerationMain -stage raygeneration -profile sm_6_5 -line-directive-mode none
//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: set scene = AccelerationStructure
uniform RaytracingAccelerationStructure scene;
//TEST_INPUT:set outputBuffer = out ubuffer(data=[0, 0, 0, 0], stride=4)
RWStructuredBuffer<uint> outputBuffer;
struct SomeValues
{
int a;
float b;
};
uint calcValue(HitObject hit)
{
uint r = 0;
if (hit.IsHit())
{
uint instanceIndex = hit.GetInstanceIndex();
uint instanceID = hit.GetInstanceID();
uint geometryIndex = hit.GetGeometryIndex();
uint primitiveIndex = hit.GetPrimitiveIndex();
uint hitKind = hit.GetHitKind();
r += hitKind;
r += instanceIndex;
r += instanceID;
r += geometryIndex;
r += primitiveIndex;
RayDesc ray = hit.GetRayDesc();
r += uint(ray.TMin > 0);
r += uint(ray.TMax < ray.TMin);
SomeValues objSomeValues = hit.GetAttributes<SomeValues>();
r += objSomeValues.a;
}
else if (hit.IsMiss())
{
r += 1;
}
return r;
}
void rayGenerationMain()
{
int2 launchID = int2(DispatchRaysIndex().xy);
int2 launchSize = int2(DispatchRaysDimensions().xy);
int idx = launchID.x;
SomeValues someValues = { idx, idx * 2.0f };
RayDesc ray;
ray.Origin = float3(idx, 0, 0);
ray.TMin = 0.01f;
ray.Direction = float3(0, 1, 0);
ray.TMax = 1e4f;
uint hitKind = 0;
HitObject hitObjs[2];
hitObjs[0] = HitObject::MakeHit(0, scene, idx, idx * 2, idx * 3, hitKind, ray, someValues);
{
int rayContributionToHitGroupIndex = 0;
int multiplierForGeometryContributionToHitGroupIndex = 4;
hitObjs[1] = HitObject::MakeHit(scene,
idx,
idx * 2,
idx * 3,
hitKind,
rayContributionToHitGroupIndex,
multiplierForGeometryContributionToHitGroupIndex,
ray,
someValues);
}
uint r = calcValue(hitObjs[0]) + calcValue(hitObjs[1]);
outputBuffer[idx] = r;
}
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