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Implement the ObjectToWorld4x3 HLSL Function #99199

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12 tasks
Tracked by #99235
farzonl opened this issue Jul 16, 2024 · 0 comments
Open
12 tasks
Tracked by #99235

Implement the ObjectToWorld4x3 HLSL Function #99199

farzonl opened this issue Jul 16, 2024 · 0 comments
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.

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@farzonl
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farzonl commented Jul 16, 2024

  • Implement ObjectToWorld4x3 clang builtin,
  • Link ObjectToWorld4x3 clang builtin with hlsl_intrinsics.h
  • Add sema checks for ObjectToWorld4x3 to CheckHLSLBuiltinFunctionCall in SemaChecking.cpp
  • Add codegen for ObjectToWorld4x3 to EmitHLSLBuiltinExpr in CGBuiltin.cpp
  • Add codegen tests to clang/test/CodeGenHLSL/builtins/ObjectToWorld4x3.hlsl
  • Add sema tests to clang/test/SemaHLSL/BuiltIns/ObjectToWorld4x3-errors.hlsl
  • Create the int_dx_ObjectToWorld4x3 intrinsic in IntrinsicsDirectX.td
  • Create the DXILOpMapping of int_dx_ObjectToWorld4x3 to 151 in DXIL.td
  • Create the ObjectToWorld4x3.ll and ObjectToWorld4x3_errors.ll tests in llvm/test/CodeGen/DirectX/
  • Create the int_spv_ObjectToWorld4x3 intrinsic in IntrinsicsSPIRV.td
  • In SPIRVInstructionSelector.cpp create the ObjectToWorld4x3 lowering and map it to int_spv_ObjectToWorld4x3 in SPIRVInstructionSelector::selectIntrinsic.
  • Create SPIR-V backend test case in llvm/test/CodeGen/SPIRV/hlsl-intrinsics/ObjectToWorld4x3.ll

DirectX

DXIL Opcode DXIL OpName Shader Model Shader Stages
151 ObjectToWorld 6.3 ('library', 'intersection', 'anyhit', 'closesthit')

SPIR-V

ObjectToWorldKHR

Short Description

ObjectToWorldKHR - Transformation matrix from object to world space

Description

ObjectToWorldKHR
A variable decorated with the ObjectToWorldKHR decoration will
contain 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 the
    IntersectionKHR , AnyHitKHR , or ClosestHitKHR
    Execution Model


  • VUID-ObjectToWorldKHR-ObjectToWorldKHR-04306

    The variable decorated with ObjectToWorldKHR must be declared
    using the Input Storage Class


  • VUID-ObjectToWorldKHR-ObjectToWorldKHR-04307

    The variable decorated with ObjectToWorldKHR must be declared
    as a matrix with four columns of three-component vectors of 32-bit
    floating-point values

Test Case(s)

Example 1

//dxc ObjectToWorld4x3_test.hlsl -T lib_6_8 -enable-16bit-types -O0

export float4x3 fn() {
    return ObjectToWorld4x3();
}

SPIRV Example(s):

Example 2

//dxc ObjectToWorld4x3_spirv_test.hlsl -T lib_6_8 -E fn -enable-16bit-types -spirv -fspv-target-env=universal1.5 -fcgl -O0

[shader("intersection")]
void fn() {
float4x3 	ret = ObjectToWorld4x3();
}

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

float4x3 ObjectToWorld4x3();

Remarks

The matrix is a transposition of ObjectToWorld3x4 matrix.

This function can be called from the following raytracing shader types:

See also

Direct3D 12 Raytracing HLSL Reference

@farzonl farzonl added backend:DirectX backend:SPIR-V bot:HLSL HLSL HLSL Language Support metabug Issue to collect references to a group of similar or related issues. labels Jul 16, 2024
@damyanp damyanp moved this to Ready in HLSL Support Oct 30, 2024
@damyanp damyanp moved this from Ready to Planning in HLSL Support Oct 30, 2024
@damyanp damyanp moved this from Planning to Designing in HLSL Support Nov 26, 2024
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Labels
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