Implement the IgnoreHit
HLSL Function
#99181
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.
IgnoreHit
clang builtin,IgnoreHit
clang builtin withhlsl_intrinsics.h
IgnoreHit
toCheckHLSLBuiltinFunctionCall
inSemaChecking.cpp
IgnoreHit
toEmitHLSLBuiltinExpr
inCGBuiltin.cpp
clang/test/CodeGenHLSL/builtins/IgnoreHit.hlsl
clang/test/SemaHLSL/BuiltIns/IgnoreHit-errors.hlsl
int_dx_IgnoreHit
intrinsic inIntrinsicsDirectX.td
DXILOpMapping
ofint_dx_IgnoreHit
to155
inDXIL.td
IgnoreHit.ll
andIgnoreHit_errors.ll
tests inllvm/test/CodeGen/DirectX/
int_spv_IgnoreHit
intrinsic inIntrinsicsSPIRV.td
IgnoreHit
lowering and map it toint_spv_IgnoreHit
inSPIRVInstructionSelector::selectIntrinsic
.llvm/test/CodeGen/SPIRV/hlsl-intrinsics/IgnoreHit.ll
DirectX
SPIR-V
OpIgnoreIntersectionKHR:
Description:
Reserved.
Capability:
RayTracingKHR
Reserved.
Test Case(s)
Example 1
SPIRV Example(s):
Example 2
HLSL:
Called from an any hit shader to reject the hit and end the shader. The hit search continues on without committing the distance and attributes for the current hit. The ReportHit call in the intersection shader, if there is one, will return false. Any modifications made to the ray payload up to this point in the any hit shader are preserved.
Syntax
Return Value
void
Remarks
This function can be called from the following raytracing shader types:
See also
Direct3D 12 Raytracing HLSL Reference
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