Cover DispatchRays index/dimensions + SBT miss/hit-group routing#1277
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…ldRay Three small PSO RT tests stacked on llvm#1275, each isolating one shader- observable closest-hit system value from llvm#1268's 👍 list. Same shape as the prior batch in llvm#1277 — one .test file per behavior, single-purpose shader, exact buffer comparison. - `closest-hit-barycentrics.test` — 3-lane dispatch, each lane fires at a clearly-interior point of the single triangle so the closest- hit shader reports a known `BuiltInTriangleIntersectionAttributes ::barycentrics` (u, v). Points are picked from the inside of the triangle to avoid the watertight-traversal edge-rule lottery you hit at edge midpoints / vertices (the first cut of this test used midpoint(v0, v1) and one lane silently missed on both backends). - `closest-hit-primitive-index.test` — three triangles tiled at x = -3, 0, +3 in a single BLAS. 3-lane dispatch fires straight down at each triangle's centroid; the closest-hit reports `PrimitiveIndex()` and must match the lane index 0..2. - `closest-hit-world-ray.test` — 2-lane dispatch with rays from different z heights (1.0 and 2.0). Closest-hit packs `WorldRayOrigin().z`, `WorldRayDirection().z`, and `RayTCurrent()` through the payload; raygen flattens the float3 into a 6-element Float32 buffer. Verifies the system values match the raygen-side `RayDesc` and that t is correctly computed by the traversal. All three are `# REQUIRES: raytracing-pipeline` with `# XFAIL: Clang` — `clang-dxc` doesn't yet lower `[shader(…)]` entry points. With the Metal RT bring-up rebased on top, all three pass natively on Apple Silicon and Metal is dropped from the XFAIL list. Locally verified end-to-end on the user's Linux box: all three pass on Vulkan via the native offloader, and on D3D12 via Wine + vkd3d-proton + the cross-compiled `offloader.exe`, against an NVIDIA RTX 3060. And on macOS 15 / metal-irconverter 3.1.1 via the native offloader: all three PASS. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Three tests stacked on llvm#1275 covering features that inline RT (RayQuery in compute) physically can't express — they're only reachable through a DispatchRays-driven RT pipeline. - `trace-ray-recursion.test` — closest-hit fires a secondary TraceRay from an above-the-triangle origin. First-level CH sees payload=0 → bumps to 0x1 → calls TraceRay. Second-level CH sees payload!=0 → writes 0x10. Unwinds: first-level OR's in 0x100. Final payload 0x110 (272 decimal). `RayTracingPipelineConfig.MaxTraceRecursion- Depth: 2` so both TraceRay calls are within budget. - `ray-flag-skip-closest-hit.test` — two lanes fire identical rays at the same triangle. Lane 0 uses RAY_FLAG_NONE so CH runs and writes 0xBEEF. Lane 1 uses RAY_FLAG_SKIP_CLOSEST_HIT_SHADER (PSO-only — inline RT has no equivalent) so CH is skipped and payload keeps its initial 0xAAAA. Output [0xBEEF, 0xAAAA]. - `callable-shader.test` — two callable shaders writing distinct sentinels (0xAAAA / 0xBBBB). Each lane calls `CallShader(Idx, ...)` so the SBT callable region's per-record routing is exercised independently of the hit-group / miss routing already covered in llvm#1277. Callable shaders themselves don't exist in inline RT. This test stays `# XFAIL: Clang, Vulkan` because DXC's `-spirv` backend lists every callable's IncomingCallableDataKHR variable in every callable entry point's interface, violating VUID-Standalone- Spirv-IncomingCallableDataKHR-04706 and getting rejected by vk- CreateShaderModule. The framework's Vulkan SBT / callable path is correct — running `spirv-opt --remove-unused-interface-variables` on the DXC output cleans the SPIR-V and the test passes natively. Track upstream. All three pass on Metal once the bring-up PR ahead of this commit sets the raygen pipeline's `setMaxCallStackDepth(MaxTraceRecursionDepth)` so nested TraceRay actually unwinds (with the default of 1, the second TraceRay was silently dropped and the recursion test produced 0x1 instead of 0x110). Locally verified on the user's Linux box: - Vulkan via the native offloader: recursion + skip-CH PASS; callable PASSes after spirv-opt cleanup (XFAILs from raw DXC SPIR-V as documented above). - D3D12 via Wine + vkd3d-proton + cross-compiled offloader.exe: all three PASS. And on macOS 15 / metal-irconverter 3.1.1 via the native offloader: - All three PASS (recursion + skip-CH + callable). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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MarijnS95
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…ldRay Three small PSO RT tests stacked on llvm#1275, each isolating one shader- observable closest-hit system value from llvm#1268's 👍 list. Same shape as the prior batch in llvm#1277 — one .test file per behavior, single-purpose shader, exact buffer comparison. - `closest-hit-barycentrics.test` — 3-lane dispatch, each lane fires at a clearly-interior point of the single triangle so the closest- hit shader reports a known `BuiltInTriangleIntersectionAttributes ::barycentrics` (u, v). Points are picked from the inside of the triangle to avoid the watertight-traversal edge-rule lottery you hit at edge midpoints / vertices (the first cut of this test used midpoint(v0, v1) and one lane silently missed on both backends). - `closest-hit-primitive-index.test` — three triangles tiled at x = -3, 0, +3 in a single BLAS. 3-lane dispatch fires straight down at each triangle's centroid; the closest-hit reports `PrimitiveIndex()` and must match the lane index 0..2. - `closest-hit-world-ray.test` — 2-lane dispatch with rays from different z heights (1.0 and 2.0). Closest-hit packs `WorldRayOrigin().z`, `WorldRayDirection().z`, and `RayTCurrent()` through the payload; raygen flattens the float3 into a 6-element Float32 buffer. Verifies the system values match the raygen-side `RayDesc` and that t is correctly computed by the traversal. All three are `# REQUIRES: raytracing-pipeline` with `# XFAIL: Clang` — `clang-dxc` doesn't yet lower `[shader(…)]` entry points. With the Metal RT bring-up rebased on top, all three pass natively on Apple Silicon and Metal is dropped from the XFAIL list. Locally verified end-to-end on the user's Linux box: all three pass on Vulkan via the native offloader, and on D3D12 via Wine + vkd3d-proton + the cross-compiled `offloader.exe`, against an NVIDIA RTX 3060. And on macOS 15 / metal-irconverter 3.1.1 via the native offloader: all three PASS. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
MarijnS95
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Three tests stacked on llvm#1275 covering features that inline RT (RayQuery in compute) physically can't express — they're only reachable through a DispatchRays-driven RT pipeline. - `trace-ray-recursion.test` — closest-hit fires a secondary TraceRay from an above-the-triangle origin. First-level CH sees payload=0 → bumps to 0x1 → calls TraceRay. Second-level CH sees payload!=0 → writes 0x10. Unwinds: first-level OR's in 0x100. Final payload 0x110 (272 decimal). `RayTracingPipelineConfig.MaxTraceRecursion- Depth: 2` so both TraceRay calls are within budget. - `ray-flag-skip-closest-hit.test` — two lanes fire identical rays at the same triangle. Lane 0 uses RAY_FLAG_NONE so CH runs and writes 0xBEEF. Lane 1 uses RAY_FLAG_SKIP_CLOSEST_HIT_SHADER (PSO-only — inline RT has no equivalent) so CH is skipped and payload keeps its initial 0xAAAA. Output [0xBEEF, 0xAAAA]. - `callable-shader.test` — two callable shaders writing distinct sentinels (0xAAAA / 0xBBBB). Each lane calls `CallShader(Idx, ...)` so the SBT callable region's per-record routing is exercised independently of the hit-group / miss routing already covered in llvm#1277. Callable shaders themselves don't exist in inline RT. This test stays `# XFAIL: Clang, Vulkan` because DXC's `-spirv` backend lists every callable's IncomingCallableDataKHR variable in every callable entry point's interface, violating VUID-Standalone- Spirv-IncomingCallableDataKHR-04706 and getting rejected by vk- CreateShaderModule. The framework's Vulkan SBT / callable path is correct — running `spirv-opt --remove-unused-interface-variables` on the DXC output cleans the SPIR-V and the test passes natively. Track upstream. All three pass on Metal once the bring-up PR ahead of this commit sets the raygen pipeline's `setMaxCallStackDepth(MaxTraceRecursionDepth)` so nested TraceRay actually unwinds (with the default of 1, the second TraceRay was silently dropped and the recursion test produced 0x1 instead of 0x110). Locally verified on the user's Linux box: - Vulkan via the native offloader: recursion + skip-CH PASS; callable PASSes after spirv-opt cleanup (XFAILs from raw DXC SPIR-V as documented above). - D3D12 via Wine + vkd3d-proton + cross-compiled offloader.exe: all three PASS. And on macOS 15 / metal-irconverter 3.1.1 via the native offloader: - All three PASS (recursion + skip-CH + callable). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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EmilioLaiso
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Jun 24, 2026
…ldRay Three small PSO RT tests stacked on llvm#1275, each isolating one shader- observable closest-hit system value from llvm#1268's 👍 list. Same shape as the prior batch in llvm#1277 — one .test file per behavior, single-purpose shader, exact buffer comparison. - `closest-hit-barycentrics.test` — 3-lane dispatch, each lane fires at a clearly-interior point of the single triangle so the closest- hit shader reports a known `BuiltInTriangleIntersectionAttributes ::barycentrics` (u, v). Points are picked from the inside of the triangle to avoid the watertight-traversal edge-rule lottery you hit at edge midpoints / vertices (the first cut of this test used midpoint(v0, v1) and one lane silently missed on both backends). - `closest-hit-primitive-index.test` — three triangles tiled at x = -3, 0, +3 in a single BLAS. 3-lane dispatch fires straight down at each triangle's centroid; the closest-hit reports `PrimitiveIndex()` and must match the lane index 0..2. - `closest-hit-world-ray.test` — 2-lane dispatch with rays from different z heights (1.0 and 2.0). Closest-hit packs `WorldRayOrigin().z`, `WorldRayDirection().z`, and `RayTCurrent()` through the payload; raygen flattens the float3 into a 6-element Float32 buffer. Verifies the system values match the raygen-side `RayDesc` and that t is correctly computed by the traversal. All three are `# REQUIRES: raytracing-pipeline` with `# XFAIL: Clang` — `clang-dxc` doesn't yet lower `[shader(…)]` entry points. With the Metal RT bring-up rebased on top, all three pass natively on Apple Silicon and Metal is dropped from the XFAIL list. Locally verified end-to-end on the user's Linux box: all three pass on Vulkan via the native offloader, and on D3D12 via Wine + vkd3d-proton + the cross-compiled `offloader.exe`, against an NVIDIA RTX 3060. And on macOS 15 / metal-irconverter 3.1.1 via the native offloader: all three PASS. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EmilioLaiso
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Jun 24, 2026
Three tests stacked on llvm#1275 covering features that inline RT (RayQuery in compute) physically can't express — they're only reachable through a DispatchRays-driven RT pipeline. - `trace-ray-recursion.test` — closest-hit fires a secondary TraceRay from an above-the-triangle origin. First-level CH sees payload=0 → bumps to 0x1 → calls TraceRay. Second-level CH sees payload!=0 → writes 0x10. Unwinds: first-level OR's in 0x100. Final payload 0x110 (272 decimal). `RayTracingPipelineConfig.MaxTraceRecursion- Depth: 2` so both TraceRay calls are within budget. - `ray-flag-skip-closest-hit.test` — two lanes fire identical rays at the same triangle. Lane 0 uses RAY_FLAG_NONE so CH runs and writes 0xBEEF. Lane 1 uses RAY_FLAG_SKIP_CLOSEST_HIT_SHADER (PSO-only — inline RT has no equivalent) so CH is skipped and payload keeps its initial 0xAAAA. Output [0xBEEF, 0xAAAA]. - `callable-shader.test` — two callable shaders writing distinct sentinels (0xAAAA / 0xBBBB). Each lane calls `CallShader(Idx, ...)` so the SBT callable region's per-record routing is exercised independently of the hit-group / miss routing already covered in llvm#1277. Callable shaders themselves don't exist in inline RT. This test stays `# XFAIL: Clang, Vulkan` because DXC's `-spirv` backend lists every callable's IncomingCallableDataKHR variable in every callable entry point's interface, violating VUID-Standalone- Spirv-IncomingCallableDataKHR-04706 and getting rejected by vk- CreateShaderModule. The framework's Vulkan SBT / callable path is correct — running `spirv-opt --remove-unused-interface-variables` on the DXC output cleans the SPIR-V and the test passes natively. Track upstream. All three pass on Metal once the bring-up PR ahead of this commit sets the raygen pipeline's `setMaxCallStackDepth(MaxTraceRecursionDepth)` so nested TraceRay actually unwinds (with the default of 1, the second TraceRay was silently dropped and the recursion test produced 0x1 instead of 0x110). Locally verified on the user's Linux box: - Vulkan via the native offloader: recursion + skip-CH PASS; callable PASSes after spirv-opt cleanup (XFAILs from raw DXC SPIR-V as documented above). - D3D12 via Wine + vkd3d-proton + cross-compiled offloader.exe: all three PASS. And on macOS 15 / metal-irconverter 3.1.1 via the native offloader: - All three PASS (recursion + skip-CH + callable). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EmilioLaiso
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Jun 24, 2026
manon-traverse
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Jun 24, 2026
Four small tests stacked on top of llvm#1275, each isolating one shader-observable PSO raytracing surface. They follow the same shape as the inline-RT batch already in llvm#1271 / llvm#1272 / llvm#1274 / llvm#1276 — one .test file per behavior, single-purpose shader, exact buffer comparison. - `dispatch-rays-index.test` — 4x1x1 dispatch, raygen writes `DispatchRaysIndex().x` into `Output[index]`. Confirms the dispatch grid plumbs through to the per-lane system value with no BLAS / TLAS / hit groups in play (RT-pipeline-only, no AS binding). - `dispatch-rays-dimensions.test` — 2x3x1 dispatch, raygen packs the constant `DispatchRaysDimensions()` into one uint per lane. Confirms every lane sees the host-side `{W, H, D}` even when only one dimension > 1. - `miss-shader-index.test` — two miss shaders writing distinct sentinels (0xAA / 0xBB). 2-lane dispatch picks `MissShaderIndex` 0 and 1 respectively; rays start far enough from the geometry that every ray misses. Verifies the SBT miss region's per-record routing. - `ray-contribution-to-hit-group-index.test` — two hit groups with distinct closest-hit shaders (0xA1 / 0xB2). 2-lane dispatch picks `RayContributionToHitGroupIndex` 0 and 1, every ray hits the same triangle. Verifies the SBT hit-group region's per-record routing. The first two have no AS / Miss / HitGroup in their pipeline at all — just a raygen + a UAV — which exercises the minimum viable RT pipeline shape (one raygen group, zero-sized miss / hit / callable SBT regions). The latter two reuse the single-triangle BLAS/TLAS from `raygen-roundtrip.test`. All four tests are `# REQUIRES: raytracing-pipeline` with `# XFAIL: Clang` — Clang (`clang-dxc`) doesn't yet lower `[shader("…")]` entry points to either DXIL libraries or SPIR-V. With the Metal RT bring-up rebased on top, all four pass natively on Apple Silicon and Metal is dropped from the XFAIL list. Locally verified end-to-end on the user's Linux box: - Vulkan via the native offloader against an NVIDIA RTX 3060: all four tests PASS. - D3D12 via Wine + vkd3d-proton + the cross-compiled offloader.exe on the same GPU: all four tests PASS. And on macOS 15 / metal-irconverter 3.1.1: - Metal via the native offloader: all four tests PASS. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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EmilioLaiso
pushed a commit
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Jun 26, 2026
…ldRay Three small PSO RT tests stacked on llvm#1275, each isolating one shader- observable closest-hit system value from llvm#1268's 👍 list. Same shape as the prior batch in llvm#1277 — one .test file per behavior, single-purpose shader, exact buffer comparison. - `closest-hit-barycentrics.test` — 3-lane dispatch, each lane fires at a clearly-interior point of the single triangle so the closest- hit shader reports a known `BuiltInTriangleIntersectionAttributes ::barycentrics` (u, v). Points are picked from the inside of the triangle to avoid the watertight-traversal edge-rule lottery you hit at edge midpoints / vertices (the first cut of this test used midpoint(v0, v1) and one lane silently missed on both backends). - `closest-hit-primitive-index.test` — three triangles tiled at x = -3, 0, +3 in a single BLAS. 3-lane dispatch fires straight down at each triangle's centroid; the closest-hit reports `PrimitiveIndex()` and must match the lane index 0..2. - `closest-hit-world-ray.test` — 2-lane dispatch with rays from different z heights (1.0 and 2.0). Closest-hit packs `WorldRayOrigin().z`, `WorldRayDirection().z`, and `RayTCurrent()` through the payload; raygen flattens the float3 into a 6-element Float32 buffer. Verifies the system values match the raygen-side `RayDesc` and that t is correctly computed by the traversal. All three are `# REQUIRES: raytracing-pipeline` with `# XFAIL: Clang` — `clang-dxc` doesn't yet lower `[shader(…)]` entry points. With the Metal RT bring-up rebased on top, all three pass natively on Apple Silicon and Metal is dropped from the XFAIL list. Locally verified end-to-end on the user's Linux box: all three pass on Vulkan via the native offloader, and on D3D12 via Wine + vkd3d-proton + the cross-compiled `offloader.exe`, against an NVIDIA RTX 3060. And on macOS 15 / metal-irconverter 3.1.1 via the native offloader: all three PASS. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Depends on #1281
Summary
Four small PSO raytracing tests stacked on top of #1275, each isolating one shader-observable surface from the 👍 list in #1268. Same shape as the inline-RT batch already in flight in #1271 / #1272 / #1274 / #1276 — one
.testfile per behavior, single-purpose shader, exact buffer comparison.dispatch-rays-index.test— 4x1x1 dispatch, raygen writesDispatchRaysIndex().xintoOutput[index]. Confirms the dispatch grid plumbs through to the per-lane system value with no BLAS / TLAS / hit groups in play (RT-pipeline-only, no AS binding).dispatch-rays-dimensions.test— 2x3x1 dispatch, raygen packs the constantDispatchRaysDimensions()into one uint per lane. Confirms every lane sees the host-side{W, H, D}even when only one dimension > 1.miss-shader-index.test— two miss shaders writing distinct sentinels (0xAA / 0xBB). 2-lane dispatch picksMissShaderIndex0 and 1 respectively; rays start far enough from the geometry that every ray misses. Verifies the SBT miss region's per-record routing.ray-contribution-to-hit-group-index.test— two hit groups with distinct closest-hit shaders (0xA1 / 0xB2). 2-lane dispatch picksRayContributionToHitGroupIndex0 and 1, every ray hits the same triangle. Verifies the SBT hit-group region's per-record routing.The first two have no AS / Miss / HitGroup in their pipeline at all — just a raygen + a UAV — which doubles as a regression check for the minimum viable RT pipeline shape (one raygen group, zero-sized miss / hit / callable SBT regions). The latter two reuse the single-triangle BLAS / TLAS from
raygen-roundtrip.test.All four tests are
# REQUIRES: raytracing-pipelinewith# XFAIL: Clang—clang-dxcdoesn't yet lower[shader("…")]entry points to either DXIL libraries or SPIR-V. With the Metal RT bring-up in #1281 rebased underneath this branch, all four pass natively on Apple Silicon andMetalis dropped from the XFAIL list.Test plan
Local on an NVIDIA RTX 3060:
offloader)offloader.exe)offloader.exe)offloader.exe)CI (RT-capable runners):
RaytracingTier 1.2)VK_KHR_ray_tracing_pipeline)supportsRaytracing)