Implement the WorldToObject3x4
HLSL Function
#99198
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.
WorldToObject3x4
clang builtin,WorldToObject3x4
clang builtin withhlsl_intrinsics.h
WorldToObject3x4
toCheckHLSLBuiltinFunctionCall
inSemaChecking.cpp
WorldToObject3x4
toEmitHLSLBuiltinExpr
inCGBuiltin.cpp
clang/test/CodeGenHLSL/builtins/WorldToObject3x4.hlsl
clang/test/SemaHLSL/BuiltIns/WorldToObject3x4-errors.hlsl
int_dx_WorldToObject3x4
intrinsic inIntrinsicsDirectX.td
DXILOpMapping
ofint_dx_WorldToObject3x4
to152
inDXIL.td
WorldToObject3x4.ll
andWorldToObject3x4_errors.ll
tests inllvm/test/CodeGen/DirectX/
int_spv_WorldToObject3x4
intrinsic inIntrinsicsSPIRV.td
WorldToObject3x4
lowering and map it toint_spv_WorldToObject3x4
inSPIRVInstructionSelector::selectIntrinsic
.llvm/test/CodeGen/SPIRV/hlsl-intrinsics/WorldToObject3x4.ll
DirectX
SPIR-V
WorldToObjectKHR
Short Description
WorldToObjectKHR - Transformation matrix from world to object space
Description
WorldToObjectKHR
A variable decorated with the
WorldToObjectKHR
decoration willcontain the current world-to-object transformation matrix, which is
determined by the instance of the current intersection.
Valid Usage
VUID-WorldToObjectKHR-WorldToObjectKHR-04434
The
WorldToObjectKHR
decoration must be used only within theIntersectionKHR
,AnyHitKHR
, orClosestHitKHR
Execution
Model
VUID-WorldToObjectKHR-WorldToObjectKHR-04435
The variable decorated with
WorldToObjectKHR
must be declaredusing the
Input
Storage
Class
VUID-WorldToObjectKHR-WorldToObjectKHR-04436
The variable decorated with
WorldToObjectKHR
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 world-space to object-space. Object-space refers to the space of the current bottom-level acceleration structure.
Syntax
Remarks
The matrix is a transposition of WorldToObject4x3 matrix.
This function can be called from the following raytracing shader types:
See also
Direct3D 12 Raytracing HLSL Reference
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