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/third_party/glslang/Test/
DrayQuery-no-cse.rgen21 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);
DrayQuery-initialize.rgen21 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);
DrayQuery-allOps.frag30 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…
DrayQuery-allOps.comp31 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…
DrayQuery-allOps.Error.rgen30 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…
DrayQuery-allOps.rgen30 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…
DrayQuery-committed.Error.rgen36 Ray ray = rays[index];
42 …gl_RayFlagsOpaqueEXT, gl_RayFlagsCullBackFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax);
/third_party/glslang/Test/baseResults/
DrayQuery-no-cse.rgen.out25 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 …]
DrayQuery-initialize.rgen.out25 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 …]
DrayQuery-allOps.comp.out29 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
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DrayQuery-allOps.rgen.out28 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 …]
DrayQuery-allOps.frag.out28 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 …]
Dspv.ext.RayGenShader_Errors.rgen.out2 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
/third_party/vk-gl-cts/external/vulkan-docs/src/chapters/
Draytraversal.txt5 [[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 …]
Draytraversal.adoc5 [[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 …]
Draytracing.adoc5 [[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 …]
Draytracing.txt5 [[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 …]
/third_party/vk-gl-cts/external/vulkan-docs/src/appendices/
DVK_KHR_ray_query.adoc62 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 …]
DVK_KHR_ray_query.txt62 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)
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DVK_KHR_ray_tracing_pipeline.txt22 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
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DVK_KHR_ray_tracing_pipeline.adoc22 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 …]
DVK_NV_ray_tracing.txt33 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
DVK_NV_ray_tracing.adoc33 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
/third_party/skia/src/pathops/
DSkPathOpsCurve.h299 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 …]
/third_party/flutter/skia/src/pathops/
DSkPathOpsCurve.h299 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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