Implement the ObjectRayDirection
HLSL Function
#99190
Labels
backend:DirectX
backend:SPIR-V
bot:HLSL
HLSL
HLSL Language Support
metabug
Issue to collect references to a group of similar or related issues.
ObjectRayDirection
clang builtin,ObjectRayDirection
clang builtin withhlsl_intrinsics.h
ObjectRayDirection
toCheckHLSLBuiltinFunctionCall
inSemaChecking.cpp
ObjectRayDirection
toEmitHLSLBuiltinExpr
inCGBuiltin.cpp
clang/test/CodeGenHLSL/builtins/ObjectRayDirection.hlsl
clang/test/SemaHLSL/BuiltIns/ObjectRayDirection-errors.hlsl
int_dx_ObjectRayDirection
intrinsic inIntrinsicsDirectX.td
DXILOpMapping
ofint_dx_ObjectRayDirection
to150
inDXIL.td
ObjectRayDirection.ll
andObjectRayDirection_errors.ll
tests inllvm/test/CodeGen/DirectX/
int_spv_ObjectRayDirection
intrinsic inIntrinsicsSPIRV.td
ObjectRayDirection
lowering and map it toint_spv_ObjectRayDirection
inSPIRVInstructionSelector::selectIntrinsic
.llvm/test/CodeGen/SPIRV/hlsl-intrinsics/ObjectRayDirection.ll
DirectX
SPIR-V
ObjectRayDirectionKHR
Short Description
ObjectRayDirectionKHR - Ray direction in object space
Description
ObjectRayDirectionKHR
A variable decorated with the
ObjectRayDirectionKHR
decoration willspecify the direction of the ray being processed, in object space.
Valid Usage
VUID-ObjectRayDirectionKHR-ObjectRayDirectionKHR-04299
The
ObjectRayDirectionKHR
decoration must be used only withinthe
IntersectionKHR
,AnyHitKHR
, orClosestHitKHR
Execution
Model
VUID-ObjectRayDirectionKHR-ObjectRayDirectionKHR-04300
The variable decorated with
ObjectRayDirectionKHR
must bedeclared using the
Input
Storage
Class
VUID-ObjectRayDirectionKHR-ObjectRayDirectionKHR-04301
The variable decorated with
ObjectRayDirectionKHR
must bedeclared as a three-component vector of 32-bit floating-point values
Test Case(s)
Example 1
SPIRV Example(s):
Example 2
HLSL:
The object-space direction for the current ray. Object-space refers to the space of the current bottom-level acceleration structure.
Syntax
Remarks
This function can be called from the following raytracing shader types:
See also
Direct3D 12 Raytracing HLSL Reference
The text was updated successfully, but these errors were encountered: