summaryrefslogtreecommitdiffstats
path: root/tools/gfx-unit-test/ray-tracing-test-shaders.slang
blob: c1273a717e4effc1e93604ff6edf90f2f1ac346b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
// ray-tracing-test-shaders.slang

struct [raypayload] RayPayload
{
    float4 color : read(caller) : write(caller, closesthit, miss);
};

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;
}

[shader("raygeneration")]
void rayGenShaderB()
{
    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, 1, 0, 1, ray, payload);

    resultTexture[threadIdx.xy] = payload.color;
}

[shader("miss")]
void missShaderA(inout RayPayload payload)
{
    payload.color = float4(1, 1, 1, 1);
}

[shader("miss")]
void missShaderB(inout RayPayload payload)
{
    payload.color = float4(0, 0, 0, 1);
}

[shader("closesthit")]
void closestHitShaderA(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attr)
{
    uint primitiveIndex = PrimitiveIndex();
    float4 color = float4(0, 0, 0, 1);
    color[primitiveIndex] = 1;
    payload.color = color;
}

[shader("closesthit")]
void closestHitShaderB(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attr)
{
    uint primitiveIndex = PrimitiveIndex();
    float4 color = float4(1, 1, 1, 1);
    color[primitiveIndex] = 0;
    payload.color = color;
}