Rework API graphique Vulkan - EnTT pour ECS + Chargement modèle 3D assimp + SDL3 pour events input et fenetre + mesh texture camera transform ok + attention tous les assets nouveaus ne sont pas commités et il y a du code test en dur dans scene addentity + restructuration globale
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lib/All/SPIRV-Reflect/tests/raytrace/rayquery_init_ps.hlsl
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lib/All/SPIRV-Reflect/tests/raytrace/rayquery_init_ps.hlsl
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// RUN: %dxc -E main -T ps_6_5 -fspv-target-env=vulkan1.2
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// RUN: %dxc -T gs_6_5 -E main
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// CHECK: OpCapability RayQueryKHR
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// CHECK: OpExtension "SPV_KHR_ray_query
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RaytracingAccelerationStructure AccelerationStructure : register(t0);
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RayDesc MakeRayDesc()
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{
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RayDesc desc;
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desc.Origin = float3(0,0,0);
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desc.Direction = float3(1,0,0);
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desc.TMin = 0.0f;
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desc.TMax = 9999.0;
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return desc;
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}
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void doInitialize(RayQuery<RAY_FLAG_FORCE_OPAQUE> query, RayDesc ray)
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{
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query.TraceRayInline(AccelerationStructure,RAY_FLAG_FORCE_NON_OPAQUE,0xFF,ray);
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}
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uint4 main() : SV_Target
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{
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RayQuery<RAY_FLAG_FORCE_OPAQUE> q;
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RayDesc ray = MakeRayDesc();
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// CHECK: [[accel:%\d+]] = OpLoad %accelerationStructureNV %AccelerationStructure
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// CHECK: OpRayQueryInitializeKHR [[rayquery]] [[accel]] %uint_1 %uint_255 {{%\d+}} %float_0 {{%\d+}} %float_9999
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q.TraceRayInline(AccelerationStructure,RAY_FLAG_FORCE_OPAQUE, 0xFF, ray);
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// CHECK: OpRayQueryInitializeKHR [[rayquery]] [[accel]] %uint_3 %uint_255 {{%\d+}} %float_0 {{%\d+}} %float_9999
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doInitialize(q, ray);
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return float4(1.0, 0.0, 0.0, 1.0);
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}
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