On NVIDIA 610.43.02, selecting a descriptor-heap descriptor with a runtime index in a hit shader lost the device, for storage buffers and sampled images alike, which is why the examples use spec constants there. HeapDynamicIndexHit renders two instances whose closest-hit picks a buffer and a texture by a runtime index: one instance uses the same set across every wave, the other a different set in every other pixel column, so neighbouring lanes select different descriptors. It passes on 615.78.08 and on llvmpipe. On NVIDIA drivers older than 615.78.08 it skips rather than abort the suite. With validation on it also renders in a child process with validation off, since GPU-assisted validation hides the fault. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
11 lines
257 B
GLSL
11 lines
257 B
GLSL
//SPDX-License-Identifier: LGPL-3.0-only
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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#version 460
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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void main() {
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hitValue = vec3(0.0, 0.0, 1.0);
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}
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