/third_party/glslang/Test/ |
D | rayQuery-no-cse.rgen | 21 void doInitialize(rayQueryEXT rayQuery, Ray ray) 23 …, gl_RayFlagsNoneEXT, gl_RayFlagsCullBackFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax); 29 Ray ray = rays[index]; 32 doInitialize(rayQuery1, ray); 33 …l_RayFlagsOpaqueEXT, gl_RayFlagsCullFrontFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax); 34 doInitialize(rayQuery2, ray);
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D | rayQuery-initialize.rgen | 21 void doInitialize(rayQueryEXT rayQuery, Ray ray) 23 …, gl_RayFlagsNoneEXT, gl_RayFlagsCullBackFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax); 29 Ray ray = rays[index]; 31 doInitialize(rayQuery, ray); 32 …l_RayFlagsOpaqueEXT, gl_RayFlagsCullFrontFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax);
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D | rayQuery-allOps.frag | 30 Ray ray; 31 ray.pos= vec3(0,0,0); 32 ray.dir = vec3(1,0,0); 33 ray.tmin = 0.0f; 34 ray.tmax = 9999.0; 35 return ray; 40 Ray ray = makeRayDesc(); 42 …rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsNoneEXT, 0xFF, ray.pos, ray.tmin, ray.dir, ray.tm…
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D | rayQuery-allOps.comp | 31 Ray ray; 32 ray.pos= vec3(0,0,0); 33 ray.dir = vec3(1,0,0); 34 ray.tmin = 0.0f; 35 ray.tmax = 9999.0; 36 return ray; 41 Ray ray = makeRayDesc(); 43 …rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsNoneEXT, 0xFF, ray.pos, ray.tmin, ray.dir, ray.tm…
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D | rayQuery-allOps.Error.rgen | 30 Ray ray; 31 ray.pos= vec3(0,0,0); 32 ray.dir = vec3(1,0,0); 33 ray.tmin = 0.0f; 34 ray.tmax = 9999.0; 35 return ray; 40 Ray ray = makeRayDesc(); 42 …rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsNoneEXT, 0xFF, ray.pos, ray.tmin, ray.dir, ray.tm…
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D | rayQuery-allOps.rgen | 30 Ray ray; 31 ray.pos= vec3(0,0,0); 32 ray.dir = vec3(1,0,0); 33 ray.tmin = 0.0f; 34 ray.tmax = 9999.0; 35 return ray; 40 Ray ray = makeRayDesc(); 42 …rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsNoneEXT, 0xFF, ray.pos, ray.tmin, ray.dir, ray.tm…
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D | rayQuery-committed.Error.rgen | 36 Ray ray = rays[index]; 42 …gl_RayFlagsOpaqueEXT, gl_RayFlagsCullBackFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax);
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/third_party/glslang/Test/baseResults/ |
D | rayQuery-no-cse.rgen.out | 25 Name 18 "ray" 30 Name 71 "ray" 99 71(ray): 15(ptr) Variable Function 108 82: 55(ptr) AccessChain 71(ray) 54 111 84: 59(ptr) AccessChain 71(ray) 58 114 86: 55(ptr) AccessChain 71(ray) 62 117 88: 59(ptr) AccessChain 71(ray) 65 119 91: 14(Ray) Load 71(ray) 123 95: 55(ptr) AccessChain 71(ray) 54 125 97: 59(ptr) AccessChain 71(ray) 58 [all …]
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D | rayQuery-initialize.rgen.out | 25 Name 18 "ray" 30 Name 71 "ray" 96 71(ray): 15(ptr) Variable Function 104 82: 55(ptr) AccessChain 71(ray) 54 107 84: 59(ptr) AccessChain 71(ray) 58 110 86: 55(ptr) AccessChain 71(ray) 62 113 88: 59(ptr) AccessChain 71(ray) 65 115 91: 14(Ray) Load 71(ray) 119 95: 55(ptr) AccessChain 71(ray) 54 121 97: 59(ptr) AccessChain 71(ray) 58 [all …]
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D | rayQuery-allOps.comp.out | 29 Name 26 "ray" 30 Name 43 "ray" 117 43(ray): 25(ptr) Variable Function 126 Store 43(ray) 44 128 53: 29(ptr) AccessChain 43(ray) 19 130 55: 35(ptr) AccessChain 43(ray) 23 132 57: 29(ptr) AccessChain 43(ray) 31 134 59: 35(ptr) AccessChain 43(ray) 37 422 26(ray): 25(ptr) Variable Function 423 30: 29(ptr) AccessChain 26(ray) 19 [all …]
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D | rayQuery-allOps.rgen.out | 28 Name 26 "ray" 29 Name 43 "ray" 115 43(ray): 25(ptr) Variable Function 124 Store 43(ray) 44 126 53: 29(ptr) AccessChain 43(ray) 19 128 55: 35(ptr) AccessChain 43(ray) 23 130 57: 29(ptr) AccessChain 43(ray) 31 132 59: 35(ptr) AccessChain 43(ray) 37 420 26(ray): 25(ptr) Variable Function 421 30: 29(ptr) AccessChain 26(ray) 19 [all …]
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D | rayQuery-allOps.frag.out | 28 Name 26 "ray" 29 Name 43 "ray" 115 43(ray): 25(ptr) Variable Function 124 Store 43(ray) 44 126 53: 29(ptr) AccessChain 43(ray) 19 128 55: 35(ptr) AccessChain 43(ray) 23 130 57: 29(ptr) AccessChain 43(ray) 31 132 59: 35(ptr) AccessChain 43(ray) 37 420 26(ray): 25(ptr) Variable Function 421 30: 29(ptr) AccessChain 26(ray) 19 [all …]
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D | spv.ext.RayGenShader_Errors.rgen.out | 2 ERROR: 0:3: 'hitAttributeEXT' : not supported in this stage: ray-generation 3 ERROR: 0:4: 'rayPayloadInEXT' : not supported in this stage: ray-generation 35 ERROR: 0:39: 'ignoreIntersectionEXT' : not supported in this stage: ray-generation 36 ERROR: 0:40: 'terminateRayEXT' : not supported in this stage: ray-generation 41 ERROR: Linking ray-generation stage: Only one shaderRecordNV buffer block is allowed per stage
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/third_party/vk-gl-cts/external/vulkan-docs/src/chapters/ |
D | raytraversal.txt | 5 [[ray-traversal]] 8 The ray traversal process identifies and handles intersections between a ray 19 enabled, code:OpTraceRayKHR can: be used for <<ray-tracing, ray tracing>> in 20 a <<pipelines-ray-tracing, ray tracing pipeline>>. 27 [[ray-intersection-candidate-determination]] 32 A ray that intersects an instance will be transformed into the space of the 40 with the effective viewport determined by the parameters of the ray, and the 44 space #~as~# to ray space #~r~# according to the ray origin and direction as 72 latexmath:[\mathbf{a}] is the axis of rotation from the unnormalized ray 114 latexmath:[\mathbf{o}] and latexmath:[\mathbf{d}] are the ray origin and [all …]
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D | raytraversal.adoc | 5 [[ray-traversal]] 8 The ray traversal process identifies and handles intersections between a ray 19 is enabled, code:OpTraceRayKHR can: be used for <<ray-tracing, ray tracing>> 20 in a <<pipelines-ray-tracing, ray tracing pipeline>>. 28 [[ray-intersection-candidate-determination]] 33 A ray that intersects an instance will be transformed into the space of the 41 with the effective viewport determined by the parameters of the ray, and the 45 space #~as~# to ray space #~r~# according to the ray origin and direction as 73 latexmath:[\mathbf{a}] is the axis of rotation from the unnormalized ray 115 latexmath:[\mathbf{o}] and latexmath:[\mathbf{d}] are the ray origin and [all …]
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D | raytracing.adoc | 5 [[ray-tracing]] 9 compute pipelines (see <<pipelines-ray-tracing,Ray Tracing Pipeline>>). 16 Interaction between the different shader stages in the ray tracing pipeline 19 Within the ray tracing pipeline, code:OpTraceRayKHR 23 can: be called to perform a <<ray-traversal,ray traversal>> that invokes the 24 various ray tracing shader stages during its execution. 25 The relationship between the ray tracing pipeline object and the geometries 26 present in the acceleration structure traversed is passed into the ray 29 code:OpExecuteCallableKHR can also be used in ray tracing pipelines to 37 <<ray-traversal, _Traversal_>>, which refers to the process of traversing [all …]
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D | raytracing.txt | 5 [[ray-tracing]] 9 compute pipelines (see <<pipelines-ray-tracing,Ray Tracing Pipeline>>). 16 Interaction between the different shader stages in the ray tracing pipeline 19 Within the ray tracing pipeline, code:OpTraceRayKHR 23 can: be called to perform a <<ray-traversal,ray traversal>> that invokes the 24 various ray tracing shader stages during its execution. 25 The relationship between the ray tracing pipeline object and the geometries 26 present in the acceleration structure traversed is passed into the ray 29 code:OpExecuteCallableKHR can also be used in ray tracing pipelines to 37 <<ray-traversal, _Traversal_>>, which refers to the process of traversing [all …]
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/third_party/vk-gl-cts/external/vulkan-docs/src/appendices/ |
D | VK_KHR_ray_query.adoc | 62 but increasing performance of graphics hardware has made ray tracing a 64 Being able to integrate ray tracing with traditional rasterization makes it 65 easier for applications to incrementally add ray traced effects to existing 67 visibility and ray tracing for secondary queries. 70 and ray tracing pipelines. 90 Example of ray query in a GLSL shader, illustrating how to use ray queries 91 to determine whether a given position (at ray origin) is in shadow or not, 92 by tracing a ray towards the light, and checking for any intersections with 116 flexibility and decoupling ray query support from ray pipelines: 119 ** `apiext:VK_KHR_ray_tracing_pipeline` (for ray tracing pipeline and [all …]
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D | VK_KHR_ray_query.txt | 62 but increasing performance of graphics hardware has made ray tracing a 64 Being able to integrate ray tracing with traditional rasterization makes it 65 easier for applications to incrementally add ray traced effects to existing 67 visibility and ray tracing for secondary queries. 70 and ray tracing pipelines. 89 Example of ray query in a GLSL shader 116 flexibility and decoupling ray query support from ray pipelines: 119 ** `apiext:VK_KHR_ray_tracing_pipeline` (for ray tracing pipeline and 121 ** `apiext:VK_KHR_ray_query` (for ray queries in existing shader stages) 133 - add numerical limits for ray parameters (#2235,!3960) [all …]
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D | VK_KHR_ray_tracing_pipeline.txt | 22 pipeline libraries to be used with ray tracing pipelines and enabling 70 but increasing performance of graphics hardware has made ray tracing a 72 Being able to integrate ray tracing with traditional rasterization makes it 73 easier for applications to incrementally add ray traced effects to existing 75 visibility and ray tracing for secondary queries. 77 To enable ray tracing, this extension adds a few different categories of new 80 * A new ray tracing pipeline type with new shader domains: ray generation, 84 * Ray tracing commands which initiate the ray pipeline traversal and 127 * added support for indirect ray tracing (flink:vkCmdTraceRaysIndirectKHR) 134 ray tracing [all …]
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D | VK_KHR_ray_tracing_pipeline.adoc | 22 pipeline libraries to be used with ray tracing pipelines and enabling 70 but increasing performance of graphics hardware has made ray tracing a 72 Being able to integrate ray tracing with traditional rasterization makes it 73 easier for applications to incrementally add ray traced effects to existing 75 visibility and ray tracing for secondary queries. 77 To enable ray tracing, this extension adds a few different categories of new 80 * A new ray tracing pipeline type with new shader domains: ray generation, 84 * Ray tracing commands which initiate the ray pipeline traversal and 128 * added support for indirect ray tracing (flink:vkCmdTraceRaysIndirectKHR) 135 ray tracing [all …]
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D | VK_NV_ray_tracing.txt | 33 but increasing performance of graphics hardware has made ray tracing a 35 Being able to integrate ray tracing with traditional rasterization makes it 36 easier for applications to incrementally add ray traced effects to existing 38 visibility and ray tracing for secondary queries. 40 To enable ray tracing, this extension adds a few different categories of new 85 Example ray generation GLSL shader
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D | VK_NV_ray_tracing.adoc | 33 but increasing performance of graphics hardware has made ray tracing a 35 Being able to integrate ray tracing with traditional rasterization makes it 36 easier for applications to incrementally add ray traced effects to existing 38 visibility and ray tracing for secondary queries. 40 To enable ray tracing, this extension adds a few different categories of new 85 Example ray generation GLSL shader
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/third_party/skia/src/pathops/ |
D | SkPathOpsCurve.h | 299 static void line_intersect_ray(const SkPoint a[2], SkScalar , const SkDLine& ray, in line_intersect_ray() argument 303 i->intersectRay(line, ray); in line_intersect_ray() 306 static void quad_intersect_ray(const SkPoint a[3], SkScalar , const SkDLine& ray, in quad_intersect_ray() argument 310 i->intersectRay(quad, ray); in quad_intersect_ray() 313 static void conic_intersect_ray(const SkPoint a[3], SkScalar weight, const SkDLine& ray, in conic_intersect_ray() argument 317 i->intersectRay(conic, ray); in conic_intersect_ray() 320 static void cubic_intersect_ray(const SkPoint a[4], SkScalar , const SkDLine& ray, in cubic_intersect_ray() argument 324 i->intersectRay(cubic, ray); in cubic_intersect_ray() 336 static void dline_intersect_ray(const SkDCurve& c, const SkDLine& ray, SkIntersections* i) { in dline_intersect_ray() argument 337 i->intersectRay(c.fLine, ray); in dline_intersect_ray() [all …]
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/third_party/flutter/skia/src/pathops/ |
D | SkPathOpsCurve.h | 299 static void line_intersect_ray(const SkPoint a[2], SkScalar , const SkDLine& ray, in line_intersect_ray() argument 303 i->intersectRay(line, ray); in line_intersect_ray() 306 static void quad_intersect_ray(const SkPoint a[3], SkScalar , const SkDLine& ray, in quad_intersect_ray() argument 310 i->intersectRay(quad, ray); in quad_intersect_ray() 313 static void conic_intersect_ray(const SkPoint a[3], SkScalar weight, const SkDLine& ray, in conic_intersect_ray() argument 317 i->intersectRay(conic, ray); in conic_intersect_ray() 320 static void cubic_intersect_ray(const SkPoint a[4], SkScalar , const SkDLine& ray, in cubic_intersect_ray() argument 324 i->intersectRay(cubic, ray); in cubic_intersect_ray() 336 static void dline_intersect_ray(const SkDCurve& c, const SkDLine& ray, SkIntersections* i) { in dline_intersect_ray() argument 337 i->intersectRay(c.fLine, ray); in dline_intersect_ray() [all …]
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