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/raytracing.nv.miss.hlsl
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lib/All/SPIRV-Reflect/tests/raytrace/raytracing.nv.miss.hlsl
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// Run: %dxc -T lib_6_3 -fspv-extension=SPV_NV_ray_tracing
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// CHECK: OpCapability RayTracingNV
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// CHECK: OpExtension "SPV_NV_ray_tracing"
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// CHECK: OpDecorate [[a:%\d+]] BuiltIn LaunchIdNV
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// CHECK: OpDecorate [[b:%\d+]] BuiltIn LaunchSizeNV
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// CHECK: OpDecorate [[c:%\d+]] BuiltIn WorldRayOriginNV
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// CHECK: OpDecorate [[d:%\d+]] BuiltIn WorldRayDirectionNV
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// CHECK: OpDecorate [[e:%\d+]] BuiltIn RayTminNV
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// CHECK: OpDecorate [[f:%\d+]] BuiltIn IncomingRayFlagsNV
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// CHECK: OpTypePointer IncomingRayPayloadNV %Payload
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struct Payload
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{
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float4 color;
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};
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[shader("miss")]
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void main(inout Payload MyPayload) {
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// CHECK: OpLoad %v3uint [[a]]
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uint3 _1 = DispatchRaysIndex();
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// CHECK: OpLoad %v3uint [[b]]
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uint3 _2 = DispatchRaysDimensions();
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// CHECK: OpLoad %v3float [[c]]
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float3 _3 = WorldRayOrigin();
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// CHECK: OpLoad %v3float [[d]]
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float3 _4 = WorldRayDirection();
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// CHECK: OpLoad %float [[e]]
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float _5 = RayTMin();
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// CHECK: OpLoad %uint [[f]]
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uint _6 = RayFlags();
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}
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