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//TEST:SIMPLE(filecheck=CHECK): -target hlsl -stage raygeneration -entry main
RaytracingAccelerationStructure as;
RWStructuredBuffer<float> outputBuffer1;
// addComplexity ensures the code does not optimize any `someInData1`
void addComplexity1(inout float someInData1)
{
someInData1 = outputBuffer1[1];
}
void addComplexity2(float dataIn)
{
outputBuffer1[2] = dataIn;
}
void main()
{
RayDesc ray;
ray.Origin = float3(0);
ray.TMin = 1e-6;
ray.Direction = float3(0,0,1);
ray.TMax = 100.0f;
// CHECK: RayPayload_t{{_[0-9]}} rayPayload{{_[0-9]}};
float someInData1 = 5.0f;
addComplexity1(someInData1);
// CHECK: rayPayload{{_[0-9]}}.data{{_[0-9]}} = {{.*}}
// CHECK: TraceRay(
// CHECK: rayPayload{{.*}}.data{{.*}};
TraceRay(as,
1,
0xff,
0,
0,
2,
ray,
someInData1);
outputBuffer1[0] = outputBuffer1[0]+someInData1;
// CHECK: rayPayload{{_[0-9]}}.data{{_[0-9]}} = rayPayload{{.*}}.data{{.*}};
// CHECK: TraceMotionRay(
// CHECK: rayPayload{{.*}}.data{{.*}};
TraceMotionRay(as,
1,
0xff,
0,
0,
2,
ray,
0.0f,
someInData1);
outputBuffer1[0] = outputBuffer1[0]+someInData1;
// CHECK: rayPayload{{_[0-9]}}.data{{_[0-9]}} = {{.*}}
// CHECK: NvTraceRayHitObject(
// CHECK: rayPayload{{.*}}.data{{.*}};
HitObject::TraceRay(as,
1,
0xff,
0,
0,
2,
ray,
someInData1);
outputBuffer1[0] = outputBuffer1[0]+someInData1;
// CHECK: rayPayload{{_[0-9]}}.data{{_[0-9]}} = {{.*}}
// CHECK: TraceMotionRay(
// CHECK: rayPayload{{.*}}.data{{.*}};
HitObject::TraceMotionRay(as,
1,
0xff,
0,
0,
2,
ray,
0.0f,
someInData1);
outputBuffer1[0] = outputBuffer1[0]+someInData1;
// CHECK: rayPayload{{_[0-9]}}.data{{_[0-9]}} = {{.*}}
// CHECK: NvInvokeHitObject(
// CHECK: rayPayload{{.*}}.data{{.*}};
HitObject hitObject_HitOrMiss;
HitObject::Invoke(
as,
hitObject_HitOrMiss,
someInData1);
outputBuffer1[0] = outputBuffer1[0]+someInData1;
addComplexity2(someInData1);
}
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