yum-mirror/slang

Making it easier to work with shaders

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

Harsh Aggarwal (NVIDIA)Support for Payload Access Qualifiers (#3448) (#6595)ce87ab925

master
959 B35 linesraw
1//TEST:SIMPLE(filecheck=CHECK): -target hlsl -profile lib_6_6 -stage raygeneration -entry rayGenShaderA
2//TEST:SIMPLE(filecheck=DXIL): -target dxil -profile lib_6_6 -stage raygeneration -entry rayGenShaderA
3
4// CHECK: struct RayPayload
5// CHECK: float4 color
6// DXIL: define void @
7struct RayPayload
8{
9    float4 color;
10};
11
12uniform RWTexture2D resultTexture;
13uniform RaytracingAccelerationStructure sceneBVH;
14
15[shader("raygeneration")]
16void rayGenShaderA()
17{
18    int2 threadIdx = DispatchRaysIndex().xy;
19
20    float3 rayDir = float3(0, 0, 1);
21    float3 rayOrigin = 0;
22    rayOrigin.x = (threadIdx.x * 2) - 1;
23    rayOrigin.y = (threadIdx.y * 2) - 1;
24
25    // Trace the ray.
26    RayDesc ray;
27    ray.Origin = rayOrigin;
28    ray.Direction = rayDir;
29    ray.TMin = 0.001;
30    ray.TMax = 10000.0;
31    RayPayload payload = { float4(0, 0, 0, 0) };
32    TraceRay(sceneBVH, RAY_FLAG_NONE, ~0, 0, 0, 0, ray, payload);
33
34    resultTexture[threadIdx.xy] = payload.color;
35}