yum-mirror/slang

Making it easier to work with shaders

git clone https://git.yummers.dev/yum-mirror/slang

Yong HeFix SPIRV SV_TessFactor type adaptation logic. (#5010)33e8bfd43

master
1.3 KiB52 linesraw
1//TEST:SIMPLE(filecheck=CHECK): -target spirv -lang slang -D__spirv__ -emit-spirv-directly -profile ds_6_5 -entry main
2
3// CHECK: OpEntryPoint
4
5struct VSSceneIn {
6  float3 pos : POSITION;
7};
8
9struct PSSceneIn {
10  float4 pos : SV_Position;
11};
12
13struct HSPerVertexData {
14  PSSceneIn v;
15};
16
17struct HSPerPatchData {
18  float edges[3] : SV_TessFactor;
19  float inside : SV_InsideTessFactor;
20};
21
22RaytracingAccelerationStructure AccelerationStructure : register(t0);
23RayDesc MakeRayDesc()
24{
25    RayDesc desc;
26    desc.Origin = float3(0,0,0);
27    desc.Direction = float3(1,0,0);
28    desc.TMin = 0.0f;
29    desc.TMax = 9999.0;
30    return desc;
31}
32void doInitialize(out RayQuery<RAY_FLAG_FORCE_OPAQUE> query, RayDesc ray)
33{
34    query.TraceRayInline(AccelerationStructure,RAY_FLAG_FORCE_NON_OPAQUE,0xFF,ray);
35}
36
37[domain("tri")] PSSceneIn main(
38    const float3 bary : SV_DomainLocation,
39    const OutputPatch<HSPerVertexData, 3> patch,
40    const HSPerPatchData perPatchData) 
41{
42    PSSceneIn v;
43    v.pos = patch[0].v.pos * bary.x + patch[1].v.pos * bary.y + patch[2].v.pos * bary.z + perPatchData.edges[1];
44
45    RayQuery<RAY_FLAG_FORCE_OPAQUE> q;
46    RayDesc ray = MakeRayDesc();
47
48    q.TraceRayInline(AccelerationStructure,RAY_FLAG_FORCE_OPAQUE, 0xFF, ray);
49    doInitialize(q, ray);
50
51 	return v;
52}