Issue #2483 According to GLSL spec the prototype is: uint rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(rayQueryEXT q, bool committed); but that was incorrectly getting translated to SPIRV as an `int`, and this was causing SPIR-V validation errors when used. Added explicit testing for the return types of all the builtin functions in GL_EXT_ray_query
		
			
				
	
	
		
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			2.3 KiB
		
	
	
	
		
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			46 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#version 460
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#extension GL_EXT_ray_query : require
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layout(local_size_x = 16, local_size_y = 8, local_size_z = 1) in;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT tlas;
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void main()
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{
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  rayQueryEXT rayQuery;
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  rayQueryInitializeEXT(rayQuery,       // Ray query
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                        tlas,           // Top-level acceleration structure
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                        0,              // Ray flags
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                        0xFF,           // 8-bit instance mask
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                        vec3(0),        // Ray origin
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                        0.0,            // Minimum t-value
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                        vec3(1, 0, 0),  // Ray direction
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                        10000.0);       // Maximum t-value
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  // yes this is silly, just want to verify the return types
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  bool rq_proceed = rayQueryProceedEXT(rayQuery);
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  while(rq_proceed)
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  {
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    rq_proceed = rayQueryProceedEXT(rayQuery);
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  }
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  const uint intersectionType = rayQueryGetIntersectionTypeEXT(rayQuery, true);
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  const float rayTMin = rayQueryGetRayTMinEXT(rayQuery);
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  const uint rayFlags = rayQueryGetRayFlagsEXT(rayQuery);
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  const vec3 worldRayOrigin = rayQueryGetWorldRayOriginEXT(rayQuery);
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  const vec3 worldDirection = rayQueryGetWorldRayDirectionEXT(rayQuery);
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  const float intersectionT = rayQueryGetIntersectionTEXT(rayQuery, true);
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  const int customIndex = rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true);
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  const int instanceId = rayQueryGetIntersectionInstanceIdEXT(rayQuery, true);
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  const uint sbtOffset = rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(rayQuery, true);
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  const int geometryIndex = rayQueryGetIntersectionGeometryIndexEXT(rayQuery, true);
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  const int primitiveIndex = rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
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  const vec2 barys = rayQueryGetIntersectionBarycentricsEXT(rayQuery, true);
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  const bool frontface = rayQueryGetIntersectionFrontFaceEXT(rayQuery, true);
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  const bool aabbOpaque = rayQueryGetIntersectionCandidateAABBOpaqueEXT(rayQuery);
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  const vec3 objRayDirection = rayQueryGetIntersectionObjectRayDirectionEXT(rayQuery, true);
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  const vec3 objRayOrigin = rayQueryGetIntersectionObjectRayOriginEXT(rayQuery, true);
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  const mat4x3 objToWorld = rayQueryGetIntersectionObjectToWorldEXT(rayQuery, true);
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  const mat4x3 worldToObj = rayQueryGetIntersectionWorldToObjectEXT(rayQuery, true);
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}
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