Implement the RayTMin
HLSL Function
#99191
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.
RayTMin
clang builtin,RayTMin
clang builtin withhlsl_intrinsics.h
RayTMin
toCheckHLSLBuiltinFunctionCall
inSemaChecking.cpp
RayTMin
toEmitHLSLBuiltinExpr
inCGBuiltin.cpp
clang/test/CodeGenHLSL/builtins/RayTMin.hlsl
clang/test/SemaHLSL/BuiltIns/RayTMin-errors.hlsl
int_dx_RayTMin
intrinsic inIntrinsicsDirectX.td
DXILOpMapping
ofint_dx_RayTMin
to153
inDXIL.td
RayTMin.ll
andRayTMin_errors.ll
tests inllvm/test/CodeGen/DirectX/
int_spv_RayTMin
intrinsic inIntrinsicsSPIRV.td
RayTMin
lowering and map it toint_spv_RayTMin
inSPIRVInstructionSelector::selectIntrinsic
.llvm/test/CodeGen/SPIRV/hlsl-intrinsics/RayTMin.ll
DirectX
SPIR-V
RayTminKHR
Short Description
RayTminKHR - Minimum T value of a ray
Description
RayTminKHR
A variable decorated with the
RayTminKHR
decoration will contain theparametric t min value of the ray
being processed. The value is independent of the space in which the ray
origin and direction exist. The value is the parameter passed into the
pipeline trace ray instruction.
The t min value remains constant
for the duration of the ray query.
Valid Usage
VUID-RayTminKHR-RayTminKHR-04351
The
RayTminKHR
decoration must be used only within theIntersectionKHR
,AnyHitKHR
,ClosestHitKHR
, orMissKHR
Execution
Model
VUID-RayTminKHR-RayTminKHR-04352
The variable decorated with
RayTminKHR
must be declared usingthe
Input
Storage
Class
VUID-RayTminKHR-RayTminKHR-04353
The variable decorated with
RayTminKHR
must be declared as ascalar 32-bit floating-point value
Test Case(s)
Example 1
SPIRV Example(s):
Example 2
HLSL:
A float representing the current parametric starting point for the ray.
Syntax
Remarks
RayTMin defines the starting point of the ray according to the following formula: Origin + (Direction * RayTMin). Origin and Direction may be in either world or object space, which results in either a world or an object space starting point.
RayTMin is specified in the call to TraceRay, and is constant for the duration of that call.
This function can be called from the following raytracing shader types:
See also
Direct3D 12 Raytracing HLSL Reference
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