Adding a simple example demonstrating how to use SBT record data
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27
data/shaders/hlsl/raytracingsbtdata/closesthit.rchit
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data/shaders/hlsl/raytracingsbtdata/closesthit.rchit
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// Copyright 2020 Google LLC
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struct Attribute
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{
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float2 attribs;
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};
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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struct SBT {
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float r;
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float g;
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float b;
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};
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[[vk::shader_record_ext]]
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ConstantBuffer<SBT> sbt;
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[shader("closesthit")]
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void main(inout Payload p, in float2 attribs)
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{
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// Update the hit value to the hit record SBT data associated with this
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// geometry ID and ray ID
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p.hitValue = float3(sbt.r, sbt.g, sbt.g);
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}
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data/shaders/hlsl/raytracingsbtdata/closesthit.rchit.spv
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data/shaders/hlsl/raytracingsbtdata/closesthit.rchit.spv
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data/shaders/hlsl/raytracingsbtdata/miss.rmiss
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data/shaders/hlsl/raytracingsbtdata/miss.rmiss
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// Copyright 2020 Google LLC
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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[shader("miss")]
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void main(inout Payload p)
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{
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// for now, we do nothing in the miss program
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}
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data/shaders/hlsl/raytracingsbtdata/miss.rmiss.spv
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data/shaders/hlsl/raytracingsbtdata/miss.rmiss.spv
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data/shaders/hlsl/raytracingsbtdata/raygen.rgen
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data/shaders/hlsl/raytracingsbtdata/raygen.rgen
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// Copyright 2020 Google LLC
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RaytracingAccelerationStructure rs : register(t0);
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RWTexture2D<float4> image : register(u1);
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struct CameraProperties
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{
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float4x4 viewInverse;
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float4x4 projInverse;
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};
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cbuffer cam : register(b2) { CameraProperties cam; };
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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struct SBT {
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float r;
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float g;
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float b;
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};
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[[vk::shader_record_ext]]
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ConstantBuffer<SBT> sbt;
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[shader("raygeneration")]
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void main()
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{
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uint3 LaunchID = DispatchRaysIndex();
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uint3 LaunchSize = DispatchRaysDimensions();
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const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
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const float2 inUV = pixelCenter/float2(LaunchSize.xy);
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float2 d = inUV * 2.0 - 1.0;
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float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
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RayDesc rayDesc;
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rayDesc.Origin = mul(cam.viewInverse, float4(0,0,0,1)).xyz;
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rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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// Initialize the hit value to the raygen SBT data
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Payload payload;
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payload.hitValue = float3(sbt.r, sbt.g, sbt.b);
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
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}
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data/shaders/hlsl/raytracingsbtdata/raygen.rgen.spv
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data/shaders/hlsl/raytracingsbtdata/raygen.rgen.spv
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