Add support for GL_NV_shader_invocation_reorder. (#3054)
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61
Test/spv.nv.hitobject-allops.rgen
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61
Test/spv.nv.hitobject-allops.rgen
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_NV_shader_invocation_reorder : enable
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#extension GL_NV_ray_tracing_motion_blur : enable
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layout(location = 1) rayPayloadEXT vec4 payload;
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layout(location = 2) rayPayloadEXT pBlock { vec2 val1; vec2 val2; };
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layout(location = 2) hitObjectAttributeNV vec2 attr;
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layout(location = 3) hitObjectAttributeNV hBlock { float attrval;};
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layout(binding = 0) uniform accelerationStructureEXT as;
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layout(binding = 1) buffer block {
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float op;
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};
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void main()
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{
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hitObjectNV hObj;
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hitObjectNV hObjHit, hObjMiss, hObjNop;
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attr = vec2(1.0);
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attrval = 2.0;
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hitObjectTraceRayNV(hObj, as, 1U, 1U, 1U, 1U, 1U, vec3(0.5), 0.5, vec3(1), 1.0, 1);
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hitObjectTraceRayMotionNV(hObj, as, 1U, 1U, 1U, 1U, 1U, vec3(0.5), 0.5, vec3(1), 1.0, 10.0, 2);
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hitObjectRecordHitNV(hObj, as, 1, 1, 1, 2U, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 2);
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hitObjectRecordHitMotionNV(hObj, as, 1, 1, 1, 2U, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 4.0f, 2);
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hitObjectRecordHitWithIndexNV(hObjHit, as, 1, 1, 1, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 3);
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hitObjectRecordHitWithIndexMotionNV(hObjHit, as, 1, 1, 1, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 4.0f, 3);
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hitObjectRecordEmptyNV(hObjNop);
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hitObjectRecordMissNV(hObjMiss, 1U, vec3(0.5), 2.0, vec3(1.5), 5.0);
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hitObjectRecordMissMotionNV(hObjMiss, 1U, vec3(0.5), 2.0, vec3(1.5), 5.0, 8.0f);
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hitObjectExecuteShaderNV(hObjHit, 1);
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if (hitObjectIsHitNV(hObj)) {
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op = 1.0f;
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} else if (hitObjectIsMissNV(hObj)) {
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op = 2.0f;
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} else if (hitObjectIsEmptyNV(hObj)) {
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op = 3.0f;
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}
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float tmin = hitObjectGetRayTMinNV(hObjHit);
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float tmax = hitObjectGetRayTMaxNV(hObjHit);
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vec3 orig = hitObjectGetWorldRayOriginNV(hObjHit);
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vec3 dir = hitObjectGetWorldRayDirectionNV(hObjHit);
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vec3 oorig = hitObjectGetObjectRayOriginNV(hObjHit);
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vec3 odir = hitObjectGetObjectRayDirectionNV(hObjHit);
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mat4x3 otw = hitObjectGetObjectToWorldNV(hObjHit);
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mat4x3 wto = hitObjectGetWorldToObjectNV(hObjHit);
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int cid = hitObjectGetInstanceCustomIndexNV(hObjMiss);
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int iid = hitObjectGetInstanceIdNV(hObjNop);
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int pid = hitObjectGetPrimitiveIndexNV(hObj);
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int gid = hitObjectGetGeometryIndexNV(hObj);
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uint hkind = hitObjectGetHitKindNV(hObj);
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hitObjectGetAttributesNV(hObj, 2);
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uvec2 handle = hitObjectGetShaderRecordBufferHandleNV(hObj);
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uint rid = hitObjectGetShaderBindingTableRecordIndexNV(hObj);
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reorderThreadNV(4,4);
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reorderThreadNV(hObjHit);
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reorderThreadNV(hObjHit, 4, 2);
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}
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