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//TEST:SIMPLE(filecheck=CHECK): -target hlsl -profile lib_6_6 -stage raygeneration -entry rayGenShaderA
//TEST:SIMPLE(filecheck=DXIL): -target dxil -profile lib_6_6 -stage raygeneration -entry rayGenShaderA
// CHECK: struct RayPayload
// CHECK: float4 color
// DXIL: define void @
struct RayPayload
{
float4 color;
};
uniform RWTexture2D resultTexture;
uniform RaytracingAccelerationStructure sceneBVH;
[shader("raygeneration")]
void rayGenShaderA()
{
int2 threadIdx = DispatchRaysIndex().xy;
float3 rayDir = float3(0, 0, 1);
float3 rayOrigin = 0;
rayOrigin.x = (threadIdx.x * 2) - 1;
rayOrigin.y = (threadIdx.y * 2) - 1;
// Trace the ray.
RayDesc ray;
ray.Origin = rayOrigin;
ray.Direction = rayDir;
ray.TMin = 0.001;
ray.TMax = 10000.0;
RayPayload payload = { float4(0, 0, 0, 0) };
TraceRay(sceneBVH, RAY_FLAG_NONE, ~0, 0, 0, 0, ray, payload);
resultTexture[threadIdx.xy] = payload.color;
}
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