yum-mirror/slang

Making it easier to work with shaders

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

ArielG-NVImplement raytracing extension(s); resolves #3560 for GLSL & SPIR-V targets (#3675)9b434e50f

master
1.0 KiB34 linesraw
1//TEST:SIMPLE(filecheck=CHECK_GLSL): -allow-glsl -stage raygeneration -entry main -target glsl
2//TEST:SIMPLE(filecheck=CHECK_SPV): -allow-glsl -emit-spirv-directly -stage raygeneration -entry main -target spirv-assembly
3
4// CHECK_GLSL-DAG: hitObjectAttributeNV
5// CHECK_SPV-DAG: HitObjectAttributeNV
6
7layout(binding = 0) uniform accelerationStructureEXT as;
8
9//TEST_INPUT:ubuffer(data=[0], stride=4):out,name=outputBuffer
10buffer MyBlockName
11{
12    uint data[];
13} outputBuffer;
14
15layout(location = 2) hitObjectAttributeNV vec4 attrMain;
16
17bool testHitObjectRecord() {
18    hitObjectNV hit;
19    // CHECK_GLSL: hitObjectRecordHitNV
20    // CHECK_SPV: OpHitObjectRecordHitNV
21    hitObjectRecordHitNV(hit, as, 0, 0, 0, gl_HitKindFrontFacingTriangleEXT, 0, 0, vec3(0.1, 0.1, 0.0), 0.01f, vec3(0, 0, 1), 1e4f, 2);
22    return true
23           // CHECK_GLSL: hitObjectIsHitNV
24           // CHECK_SPV: OpHitObjectIsHitNV
25           && hitObjectIsHitNV(hit) == true
26        ;
27}
28
29void main()
30{
31    outputBuffer.data[0] = true
32        && testHitObjectRecord();
33    //BUF: 1
34}