 c0bcfaf3ba
			
		
	
	
		c0bcfaf3ba
		
			
		
	
	
	
	
		
			
			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
		
			
				
	
	
		
			46 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			46 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| #version 460
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| #extension GL_EXT_ray_query : require
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| 
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| layout(local_size_x = 16, local_size_y = 8, local_size_z = 1) in;
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| 
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| layout(binding = 0, set = 0) uniform accelerationStructureEXT tlas;
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| 
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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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| 
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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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| 
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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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