Fixing many links issues.
Corrected shaders
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32 changed files with 135 additions and 123 deletions
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@ -20,10 +20,10 @@ It is similar to an indirect function call, whitout having to link those shaders
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Data can only access data passed in to the callable from parent stage. There will be only one structure pass at a time and should be declared like for payload.
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In the parent stage, using the `callableDataNV` storage qualifier, it could be declared like:
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In the parent stage, using the `callableDataEXT` storage qualifier, it could be declared like:
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~~~~ C++
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layout(location = 0) callableDataNV rayLight cLight;
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layout(location = 0) callableDataEXT rayLight cLight;
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~~~~
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where `rayLight` struct is defined in a shared file.
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@ -38,22 +38,22 @@ struct rayLight
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};
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~~~~
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And in the incoming callable shader, you must use the `callableDataInNV` storage qualifier.
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And in the incoming callable shader, you must use the `callableDataInEXT` storage qualifier.
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~~~~ C++
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layout(location = 0) callableDataInNV rayLight cLight;
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layout(location = 0) callableDataInEXT rayLight cLight;
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~~~~
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# Execution
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To execute one of the callable shader, the parent stage need to call `executeCallableNV`.
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To execute one of the callable shader, the parent stage need to call `executeCallableEXT`.
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The first parameter is the SBT record index, the second one correspond to the 'location' index.
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Example of how it is called.
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~~~~ C++
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executeCallableNV(pushC.lightType, 0);
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executeCallableEXT(pushC.lightType, 0);
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~~~~
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@ -181,7 +181,7 @@ cLight.inHitPosition = worldPos;
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cLight.outLightDistance = 10000000;
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}
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#else
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executeCallableNV(pushC.lightType, 0);
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executeCallableEXT(pushC.lightType, 0);
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#endif
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~~~~
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