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When compiled to DXIL, using TraceRayInline() in a pixel shader while having a bindless array of tlases, seems to never hit any geometry.
TraceRayInline()
This problem does not occur in a PS when the exact same shaders are compiled to spirv.
RaytracingAccelerationStructure tlases[] : register(t0, space0); struct Constants { uint tlas_index; }; ConstantBuffer<Constants> g_constants: register(b0, space0); float4 PSMain(float4 input : SV_POSITION) : SV_TARGET { float3 wpos = float3(input.xy + 0.5f, -1); RayDesc ray; ray.Origin = wpos; ray.TMin = 0.1; ray.TMax = 1000.0; ray.Direction = float3(0,0,1); float3 res = 0.0f; RayQuery<RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH | RAY_FLAG_FORCE_OPAQUE> q; q.TraceRayInline(tlases[g_constants.tlas_index], 0, 0xff, ray); q.Proceed(); if (q.CommittedStatus() == COMMITTED_TRIANGLE_HIT) { res = float3(1,0,0); } else { res = float3(0,1,0); } return float4(res,1.0f); }
The text was updated successfully, but these errors were encountered:
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When compiled to DXIL, using
TraceRayInline()
in a pixel shader while having a bindless array of tlases, seems to never hit any geometry.This problem does not occur in a PS when the exact same shaders are compiled to spirv.
The text was updated successfully, but these errors were encountered: