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shader: add BVH8 intersections and instance transforms
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@@ -120,6 +120,8 @@ struct EmitterState {
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uint32_t indirect_format_geometry_function = 0;
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std::map<std::array<uint32_t, 4>, uint32_t> indirect_buffer_load_functions;
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uint32_t bvh_intersect_function = 0;
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uint32_t bvh8_result_type = 0;
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uint32_t bvh8_intersect_function = 0;
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uint32_t bvh_stack_function = 0;
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uint32_t gds_variable = 0;
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uint32_t gds_length = 0;
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@@ -170,6 +172,7 @@ uint32_t TypeBoolVector(EmitterState& state, uint32_t components);
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uint32_t TypeU32(EmitterState& state);
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uint32_t TypeU64(EmitterState& state);
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uint32_t TypeU32Pair(EmitterState& state);
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uint32_t TypeBvh8Result(EmitterState& state);
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uint32_t TypeI32(EmitterState& state);
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uint32_t TypeI32Pair(EmitterState& state);
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uint32_t TypeF32(EmitterState& state);
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@@ -543,6 +546,10 @@ void EmitProgram(EmitterState& state);
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void DefineGetBdaPointer(EmitterState& state);
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void DefineIndirectBufferLoads(ValueEmitContext& ctx);
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void DefineBvhIntersect(EmitterState& state);
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void DefineTrinityBvhIntersect(EmitterState& state);
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uint32_t EmitBvhTriangle(EmitterState& state, const std::array<std::array<uint32_t, 3>, 3>& positions,
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std::array<uint32_t, 3> origin, std::array<uint32_t, 3> direction,
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uint32_t remap, uint32_t triangle_id, uint32_t bary);
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void DefineTrinityFunctions(EmitterState& state);
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uint32_t GetBdaPointer(EmitterState& state, uint32_t address);
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