* Add support for primitive culling layout qualifier. * Add error checks for primitive flags and negative test.
		
			
				
	
	
		
			214 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#version 460
 | 
						|
#extension GL_EXT_ray_query : enable
 | 
						|
#extension GL_EXT_ray_flags_primitive_culling : enable
 | 
						|
 | 
						|
layout(primitive_culling);
 | 
						|
struct Ray
 | 
						|
{
 | 
						|
    vec3 pos;
 | 
						|
    float tmin;
 | 
						|
    vec3 dir;
 | 
						|
    float tmax;
 | 
						|
};
 | 
						|
 | 
						|
layout(std430, set = 0, binding = 0) buffer Log
 | 
						|
{
 | 
						|
    uint x;
 | 
						|
    uint y;
 | 
						|
};
 | 
						|
 | 
						|
layout(binding = 1, set = 0) uniform accelerationStructureEXT rtas;
 | 
						|
layout(std430, set = 0, binding = 2) buffer Rays { Ray rays[]; };
 | 
						|
 | 
						|
void doSomething()
 | 
						|
{
 | 
						|
    x = 0;
 | 
						|
    y = 0;
 | 
						|
}
 | 
						|
 | 
						|
Ray makeRayDesc()
 | 
						|
{
 | 
						|
    Ray ray;
 | 
						|
    ray.pos= vec3(0,0,0);
 | 
						|
    ray.dir = vec3(1,0,0);
 | 
						|
    ray.tmin = 0.0f;
 | 
						|
    ray.tmax = 9999.0;
 | 
						|
    return ray;
 | 
						|
}
 | 
						|
 | 
						|
void main()
 | 
						|
{
 | 
						|
    Ray ray = makeRayDesc();
 | 
						|
    rayQueryEXT rayQuery;
 | 
						|
    rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsNoneEXT, 0xFF, ray.pos, ray.tmin, ray.dir, ray.tmax);
 | 
						|
 | 
						|
    mat4x3 _mat4x3;
 | 
						|
    mat3x4 _mat3x4;
 | 
						|
 | 
						|
    while (rayQueryProceedEXT(rayQuery))
 | 
						|
    {
 | 
						|
        uint candidateType = rayQueryGetIntersectionTypeEXT(rayQuery, false);
 | 
						|
        switch(candidateType)
 | 
						|
        {
 | 
						|
            case gl_RayQueryCandidateIntersectionTriangleEXT:
 | 
						|
 | 
						|
                rayQueryTerminateEXT(rayQuery);
 | 
						|
                _mat4x3 = rayQueryGetIntersectionObjectToWorldEXT(rayQuery, false);
 | 
						|
                _mat3x4 = transpose(_mat4x3);
 | 
						|
                rayQueryConfirmIntersectionEXT(rayQuery);
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionFrontFaceEXT(rayQuery, true))
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionBarycentricsEXT(rayQuery, true).x == 0)
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true) > 0)
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionInstanceIdEXT(rayQuery, true) > 0)
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionObjectRayDirectionEXT(rayQuery, true).x > 0)
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionObjectRayOriginEXT(rayQuery, true).x > 0)
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true) > 0)
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionTEXT(rayQuery, true) > 0.f)
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                if (rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(rayQuery, true) > 0)
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
                break;
 | 
						|
 | 
						|
            case gl_RayQueryCandidateIntersectionAABBEXT:
 | 
						|
            {
 | 
						|
                _mat4x3 = rayQueryGetIntersectionObjectToWorldEXT(rayQuery, false);
 | 
						|
                _mat3x4 = transpose(_mat4x3);
 | 
						|
                if (rayQueryGetIntersectionCandidateAABBOpaqueEXT(rayQuery))
 | 
						|
                {
 | 
						|
                    doSomething();
 | 
						|
                }
 | 
						|
 | 
						|
                float t = 0.5;
 | 
						|
                rayQueryGenerateIntersectionEXT(rayQuery, t);
 | 
						|
                rayQueryTerminateEXT(rayQuery);
 | 
						|
                break;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if(_mat3x4[0][0] == _mat4x3[0][0])
 | 
						|
    {
 | 
						|
        doSomething();
 | 
						|
    }
 | 
						|
 | 
						|
    uint committedStatus = rayQueryGetIntersectionTypeEXT(rayQuery, true);
 | 
						|
 | 
						|
    switch(committedStatus)
 | 
						|
    {
 | 
						|
        case gl_RayQueryCommittedIntersectionNoneEXT :
 | 
						|
            _mat4x3 = rayQueryGetIntersectionWorldToObjectEXT(rayQuery, false);
 | 
						|
            _mat3x4 = transpose(_mat4x3);
 | 
						|
            break;
 | 
						|
 | 
						|
        case gl_RayQueryCommittedIntersectionTriangleEXT :
 | 
						|
            _mat4x3 = rayQueryGetIntersectionWorldToObjectEXT(rayQuery, true);
 | 
						|
            _mat3x4 = transpose(_mat4x3);
 | 
						|
 | 
						|
            if (rayQueryGetIntersectionFrontFaceEXT(rayQuery, true))
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
 | 
						|
            if (rayQueryGetIntersectionBarycentricsEXT(rayQuery, true).y == 0)
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
            break;
 | 
						|
 | 
						|
        case gl_RayQueryCommittedIntersectionGeneratedEXT :
 | 
						|
 | 
						|
            if(rayQueryGetIntersectionGeometryIndexEXT(rayQuery, true) > 0)
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
 | 
						|
            if(rayQueryGetIntersectionInstanceIdEXT(rayQuery, true) > 0)
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
 | 
						|
            if(rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true) > 0)
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
 | 
						|
            if(rayQueryGetIntersectionObjectRayDirectionEXT(rayQuery, true).z > 0)
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
 | 
						|
            if(rayQueryGetIntersectionObjectRayOriginEXT(rayQuery, true).x > 0)
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
 | 
						|
            if(rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true) > 0)
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
 | 
						|
            if(rayQueryGetIntersectionTEXT(rayQuery, true) > 0.f)
 | 
						|
            {
 | 
						|
                doSomething();
 | 
						|
            }
 | 
						|
            break;
 | 
						|
    }
 | 
						|
 | 
						|
    if (_mat3x4[0][0] == _mat4x3[0][0])
 | 
						|
    {
 | 
						|
        doSomething();
 | 
						|
    }
 | 
						|
 | 
						|
    if (rayQueryGetRayFlagsEXT(rayQuery) > gl_RayFlagsSkipTrianglesEXT)
 | 
						|
    {
 | 
						|
        doSomething();
 | 
						|
    }
 | 
						|
 | 
						|
    if (rayQueryGetRayTMinEXT(rayQuery) > 0.0)
 | 
						|
    {
 | 
						|
        doSomething();
 | 
						|
    }
 | 
						|
 | 
						|
    vec3 o = rayQueryGetWorldRayOriginEXT(rayQuery);
 | 
						|
    vec3 d = rayQueryGetWorldRayDirectionEXT(rayQuery);
 | 
						|
 | 
						|
    if (o.x == d.z)
 | 
						|
    {
 | 
						|
        doSomething();
 | 
						|
    }
 | 
						|
}
 |