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@kevyuu kevyuu commented Aug 15, 2025

Use inline spirv intrinsics for raytracing demo.

…reason we don't use spirv intrinsics for ignoreIntersection and terminateRay
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btw is there any alternative to

[shader("callable")]
void main(inout RayLight cLight)

like declaring a RayLight variable inside the function and decorating the storage class as IncomingCallableDataKHR ?

Also similar question for entrypoints dealing with raypayloads (miss shader, etc.) where the storage class would be IncomingRayPayloadKHR, also would that somehow allow us to not use the HLSL's [raypayload] attribute and the read/write semantic weirdness with a :

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devshgraphicsprogramming commented Aug 17, 2025

Also is there any way to declare the alternative to BuiltInTriangleIntersectionAttributes (afaik its just barycentrics) ?

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kevyuu commented Aug 20, 2025

Also is there any way to declare the alternative to BuiltInTriangleIntersectionAttributes (afaik its just barycentrics) ?

Not sure how to entry point argument into spirv intrinsics. Dxc complain if the number of argument does not match the expected number of argument of its execution_model.

@devshgraphicsprogramming devshgraphicsprogramming merged commit 53b9ae1 into master Aug 21, 2025
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@devshgraphicsprogramming devshgraphicsprogramming deleted the ray_tracing_spirv_intrinsics branch August 21, 2025 14:51
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