intel/rt: Implement the new ray-tracing system values
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7356>
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@@ -24,6 +24,26 @@
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#include "brw_nir_rt.h"
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#include "brw_nir_rt_builder.h"
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static nir_ssa_def *
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build_leaf_is_procedural(nir_builder *b, struct brw_nir_rt_mem_hit_defs *hit)
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{
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switch (b->shader->info.stage) {
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case MESA_SHADER_ANY_HIT:
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/* Any-hit shaders are always compiled into intersection shaders for
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* procedural geometry. If we got here in an any-hit shader, it's for
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* triangles.
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*/
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return nir_imm_false(b);
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case MESA_SHADER_INTERSECTION:
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return nir_imm_true(b);
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default:
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return nir_ieq(b, hit->leaf_type,
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nir_imm_int(b, BRW_RT_BVH_NODE_TYPE_PROCEDURAL));
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}
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}
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static void
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lower_rt_intrinsics_impl(nir_function_impl *impl,
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const struct gen_device_info *devinfo)
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@@ -40,6 +60,29 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
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nir_ssa_def *hotzone_addr = brw_nir_rt_sw_hotzone_addr(b, devinfo);
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nir_ssa_def *hotzone = nir_load_global(b, hotzone_addr, 16, 4, 32);
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gl_shader_stage stage = b->shader->info.stage;
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struct brw_nir_rt_mem_ray_defs world_ray_in = {};
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struct brw_nir_rt_mem_ray_defs object_ray_in = {};
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struct brw_nir_rt_mem_hit_defs hit_in = {};
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switch (stage) {
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case MESA_SHADER_ANY_HIT:
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case MESA_SHADER_CLOSEST_HIT:
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case MESA_SHADER_INTERSECTION:
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brw_nir_rt_load_mem_hit(b, &hit_in,
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stage == MESA_SHADER_CLOSEST_HIT);
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brw_nir_rt_load_mem_ray(b, &object_ray_in,
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BRW_RT_BVH_LEVEL_OBJECT);
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/* Fall through */
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case MESA_SHADER_MISS:
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brw_nir_rt_load_mem_ray(b, &world_ray_in,
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BRW_RT_BVH_LEVEL_WORLD);
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break;
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default:
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break;
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}
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nir_ssa_def *thread_stack_base_addr = brw_nir_rt_sw_stack_addr(b, devinfo);
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nir_ssa_def *stack_base_offset = nir_channel(b, hotzone, 0);
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nir_ssa_def *stack_base_addr =
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@@ -90,6 +133,107 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
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nir_instr_remove(instr);
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break;
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case nir_intrinsic_load_ray_launch_id:
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sysval = nir_channels(b, hotzone, 0xe);
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break;
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case nir_intrinsic_load_ray_launch_size:
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sysval = globals.launch_size;
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break;
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case nir_intrinsic_load_ray_world_origin:
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sysval = world_ray_in.orig;
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break;
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case nir_intrinsic_load_ray_world_direction:
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sysval = world_ray_in.dir;
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break;
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case nir_intrinsic_load_ray_object_origin:
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sysval = object_ray_in.orig;
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break;
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case nir_intrinsic_load_ray_object_direction:
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sysval = object_ray_in.dir;
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break;
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case nir_intrinsic_load_ray_t_min:
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/* It shouldn't matter which we pull this from */
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sysval = world_ray_in.t_near;
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break;
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case nir_intrinsic_load_ray_t_max:
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if (stage == MESA_SHADER_MISS)
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sysval = world_ray_in.t_far;
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else
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sysval = hit_in.t;
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break;
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case nir_intrinsic_load_primitive_id: {
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/* It's in dw[3] for procedural and dw[2] for quad
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*
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* TODO: We really need some helpers here.
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*/
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nir_ssa_def *offset =
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nir_bcsel(b, build_leaf_is_procedural(b, &hit_in),
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nir_iadd_imm(b, hit_in.prim_leaf_index, 12),
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nir_imm_int(b, 8));
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sysval = nir_load_global(b, nir_iadd(b, hit_in.prim_leaf_ptr,
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nir_u2u64(b, offset)),
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4, /* align */ 1, 32);
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break;
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}
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case nir_intrinsic_load_instance_id: {
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struct brw_nir_rt_bvh_instance_leaf_defs leaf;
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brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
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sysval = leaf.instance_index;
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break;
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}
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case nir_intrinsic_load_ray_object_to_world: {
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struct brw_nir_rt_bvh_instance_leaf_defs leaf;
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brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
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sysval = leaf.object_to_world[nir_intrinsic_column(intrin)];
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break;
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}
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case nir_intrinsic_load_ray_world_to_object: {
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struct brw_nir_rt_bvh_instance_leaf_defs leaf;
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brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
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sysval = leaf.world_to_object[nir_intrinsic_column(intrin)];
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break;
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}
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case nir_intrinsic_load_ray_hit_kind: {
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nir_ssa_def *tri_hit_kind =
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nir_bcsel(b, hit_in.front_face,
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nir_imm_int(b, BRW_RT_HIT_KIND_FRONT_FACE),
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nir_imm_int(b, BRW_RT_HIT_KIND_BACK_FACE));
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sysval = nir_bcsel(b, build_leaf_is_procedural(b, &hit_in),
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hit_in.aabb_hit_kind, tri_hit_kind);
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break;
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}
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case nir_intrinsic_load_ray_flags:
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sysval = nir_u2u32(b, world_ray_in.ray_flags);
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break;
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case nir_intrinsic_load_ray_geometry_index: {
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nir_ssa_def *geometry_index_dw =
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nir_load_global(b, nir_iadd_imm(b, hit_in.prim_leaf_ptr, 4), 4,
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1, 32);
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sysval = nir_iand_imm(b, geometry_index_dw, BITFIELD_MASK(29));
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break;
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}
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case nir_intrinsic_load_ray_instance_custom_index: {
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struct brw_nir_rt_bvh_instance_leaf_defs leaf;
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brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
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sysval = leaf.instance_id;
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break;
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}
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case nir_intrinsic_load_ray_base_mem_addr_intel:
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sysval = globals.base_mem_addr;
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break;
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@@ -151,6 +295,28 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
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nir_metadata_dominance);
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}
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/** Lower ray-tracing system values and intrinsics
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*
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* In most 3D shader stages, intrinsics are a fairly thin wrapper around
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* hardware functionality and system values represent magic bits that come
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* into the shader from FF hardware. Ray-tracing, however, looks a bit more
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* like the OpenGL 1.0 world where the underlying hardware is simple and most
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* of the API implementation is software.
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*
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* In particular, most things that are treated as system values (or built-ins
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* in SPIR-V) don't get magically dropped into registers for us. Instead, we
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* have to fetch them from the relevant data structures shared with the
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* ray-tracing hardware. Most come from either the RT_DISPATCH_GLOBALS or
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* from one of the MemHit data structures. Some, such as primitive_id require
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* us to fetch the leaf address from the MemHit struct and then manually read
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* the data out of the BVH. Instead of trying to emit all this code deep in
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* the back-end where we can't effectively optimize it, we lower it all to
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* global memory access in NIR.
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*
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* Once this pass is complete, the only real system values left are the two
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* argument pointer system values for BTD dispatch: btd_local_arg_addr and
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* btd_global_arg_addr.
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*/
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void
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brw_nir_lower_rt_intrinsics(nir_shader *nir,
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const struct gen_device_info *devinfo)
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@@ -43,6 +43,22 @@ enum brw_rt_bvh_level {
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};
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#define BRW_RT_MAX_BVH_LEVELS 2
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enum brw_rt_bvh_node_type {
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BRW_RT_BVH_NODE_TYPE_INTERNAL = 0,
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BRW_RT_BVH_NODE_TYPE_INSTANCE = 1,
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BRW_RT_BVH_NODE_TYPE_PROCEDURAL = 3,
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BRW_RT_BVH_NODE_TYPE_QUAD = 4,
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};
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/** HitKind values returned for triangle geometry
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*
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* This enum must match the SPIR-V enum.
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*/
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enum brw_rt_hit_kind {
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BRW_RT_HIT_KIND_FRONT_FACE = 0xfe,
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BRW_RT_HIT_KIND_BACK_FACE = 0xff,
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};
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struct brw_rt_scratch_layout {
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/** Number of stack IDs per DSS */
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uint32_t stack_ids_per_dss;
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