1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62
|
/*========================== begin_copyright_notice ============================
Copyright (C) 2021 Intel Corporation
SPDX-License-Identifier: MIT
============================= end_copyright_notice ===========================*/
//===----------------------------------------------------------------------===//
///
/// A collection of simple predicates to be shared between raytracing passes
/// that describe properties of each of the shader types.
///
//===----------------------------------------------------------------------===//
#include "ShaderProperties.h"
#include "MDFrameWork.h"
using namespace llvm;
using namespace IGC;
namespace ShaderProperties {
// If we hit a return in a raygen, we just exit.
// miss and closesthit shaders are the only shaders that can exit
// the flow of a TraceRay(). Callable shaders exit the flow of
// CallShader(). No others need to invoke a continuation.
bool shaderReturnsToContinuation(CallableShaderTypeMD ShaderTy)
{
switch (ShaderTy)
{
case ClosestHit:
case Miss:
case Callable:
return true;
default:
return false;
}
}
// These are the shaders that are non-hitgroup and not the callstack
// handler.
bool isPrimaryShaderIdentifier(IGC::CallableShaderTypeMD ShaderTy)
{
switch (ShaderTy)
{
case RayGen:
case Miss:
case Callable:
return true;
default:
return false;
}
}
bool canPromoteContinuations(IGC::CallableShaderTypeMD ShaderTy)
{
return ShaderTy == RayGen;
}
} // namespace ShaderProperties
|