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Implement the ObjectRayOrigin HLSL Function #99189

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12 tasks
Tracked by #99235
farzonl opened this issue Jul 16, 2024 · 0 comments
Open
12 tasks
Tracked by #99235

Implement the ObjectRayOrigin HLSL Function #99189

farzonl opened this issue Jul 16, 2024 · 0 comments
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backend:DirectX backend:SPIR-V bot:HLSL HLSL HLSL Language Support metabug Issue to collect references to a group of similar or related issues.

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@farzonl
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farzonl commented Jul 16, 2024

  • Implement ObjectRayOrigin clang builtin,
  • Link ObjectRayOrigin clang builtin with hlsl_intrinsics.h
  • Add sema checks for ObjectRayOrigin to CheckHLSLBuiltinFunctionCall in SemaChecking.cpp
  • Add codegen for ObjectRayOrigin to EmitHLSLBuiltinExpr in CGBuiltin.cpp
  • Add codegen tests to clang/test/CodeGenHLSL/builtins/ObjectRayOrigin.hlsl
  • Add sema tests to clang/test/SemaHLSL/BuiltIns/ObjectRayOrigin-errors.hlsl
  • Create the int_dx_ObjectRayOrigin intrinsic in IntrinsicsDirectX.td
  • Create the DXILOpMapping of int_dx_ObjectRayOrigin to 149 in DXIL.td
  • Create the ObjectRayOrigin.ll and ObjectRayOrigin_errors.ll tests in llvm/test/CodeGen/DirectX/
  • Create the int_spv_ObjectRayOrigin intrinsic in IntrinsicsSPIRV.td
  • In SPIRVInstructionSelector.cpp create the ObjectRayOrigin lowering and map it to int_spv_ObjectRayOrigin in SPIRVInstructionSelector::selectIntrinsic.
  • Create SPIR-V backend test case in llvm/test/CodeGen/SPIRV/hlsl-intrinsics/ObjectRayOrigin.ll

DirectX

DXIL Opcode DXIL OpName Shader Model Shader Stages
149 ObjectRayOrigin 6.3 ('library', 'intersection', 'anyhit', 'closesthit')

SPIR-V

ObjectRayOriginKHR

Short Description

ObjectRayOriginKHR - Ray origin in object space

Description

ObjectRayOriginKHR
A variable decorated with the ObjectRayOriginKHR decoration will
specify the origin of the ray being processed, in object space.

Valid Usage


  • VUID-ObjectRayOriginKHR-ObjectRayOriginKHR-04302

    The ObjectRayOriginKHR decoration must be used only within the
    IntersectionKHR , AnyHitKHR , or ClosestHitKHR
    Execution Model


  • VUID-ObjectRayOriginKHR-ObjectRayOriginKHR-04303

    The variable decorated with ObjectRayOriginKHR must be
    declared using the Input Storage Class


  • VUID-ObjectRayOriginKHR-ObjectRayOriginKHR-04304

    The variable decorated with ObjectRayOriginKHR must be
    declared as a three-component vector of 32-bit floating-point values

Test Case(s)

Example 1

//dxc ObjectRayOrigin_test.hlsl -T lib_6_8 -enable-16bit-types -O0

export float3 fn() {
    return ObjectRayOrigin();
}

SPIRV Example(s):

Example 2

//dxc ObjectRayOrigin_spirv_test.hlsl -T lib_6_8 -E fn -enable-16bit-types -spirv -fspv-target-env=universal1.5 -fcgl -O0

[shader("intersection")]
void fn() {
float3 	ret = ObjectRayOrigin();
}

HLSL:

The object-space origin for the current ray. Object-space refers to the space of the current bottom-level acceleration structure.

Syntax

float3 ObjectRayOrigin();

Remarks

This function can be called from the following raytracing shader types:

See also

Direct3D 12 Raytracing HLSL Reference

@farzonl farzonl added backend:DirectX backend:SPIR-V bot:HLSL HLSL HLSL Language Support metabug Issue to collect references to a group of similar or related issues. labels Jul 16, 2024
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