Implement the ObjectToWorld3x4
HLSL Function
#99197
Labels
backend:DirectX
backend:SPIR-V
bot:HLSL
HLSL
HLSL Language Support
metabug
Issue to collect references to a group of similar or related issues.
ObjectToWorld3x4
clang builtin,ObjectToWorld3x4
clang builtin withhlsl_intrinsics.h
ObjectToWorld3x4
toCheckHLSLBuiltinFunctionCall
inSemaChecking.cpp
ObjectToWorld3x4
toEmitHLSLBuiltinExpr
inCGBuiltin.cpp
clang/test/CodeGenHLSL/builtins/ObjectToWorld3x4.hlsl
clang/test/SemaHLSL/BuiltIns/ObjectToWorld3x4-errors.hlsl
int_dx_ObjectToWorld3x4
intrinsic inIntrinsicsDirectX.td
DXILOpMapping
ofint_dx_ObjectToWorld3x4
to151
inDXIL.td
ObjectToWorld3x4.ll
andObjectToWorld3x4_errors.ll
tests inllvm/test/CodeGen/DirectX/
int_spv_ObjectToWorld3x4
intrinsic inIntrinsicsSPIRV.td
ObjectToWorld3x4
lowering and map it toint_spv_ObjectToWorld3x4
inSPIRVInstructionSelector::selectIntrinsic
.llvm/test/CodeGen/SPIRV/hlsl-intrinsics/ObjectToWorld3x4.ll
DirectX
SPIR-V
ObjectToWorldKHR
Short Description
ObjectToWorldKHR - Transformation matrix from object to world space
Description
ObjectToWorldKHR
A variable decorated with the
ObjectToWorldKHR
decoration willcontain the current object-to-world transformation matrix, which is
determined by the instance of the current intersection.
Valid Usage
VUID-ObjectToWorldKHR-ObjectToWorldKHR-04305
The
ObjectToWorldKHR
decoration must be used only within theIntersectionKHR
,AnyHitKHR
, orClosestHitKHR
Execution
Model
VUID-ObjectToWorldKHR-ObjectToWorldKHR-04306
The variable decorated with
ObjectToWorldKHR
must be declaredusing the
Input
Storage
Class
VUID-ObjectToWorldKHR-ObjectToWorldKHR-04307
The variable decorated with
ObjectToWorldKHR
must be declaredas a matrix with four columns of three-component vectors of 32-bit
floating-point values
Test Case(s)
Example 1
SPIRV Example(s):
Example 2
HLSL:
A matrix for transforming from object-space to world-space. Object-space refers to the space of the current bottom-level acceleration structure.
Syntax
Remarks
The matrix is a transposition of ObjectToWorld4x3 matrix.
This function can be called from the following raytracing shader types:
See also
Direct3D 12 Raytracing HLSL Reference
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