// This file generated by compiling the following source (runtime.c) as follows: // clang -S -emit-llvm -target nvptr runtime.c // opt -S -mem2reg runtime.ll -o runtime.opt.ll // The resulting LLVM-IR is stripped of its datalayout and replaced with one // compatible with DXIL. // runtime.c #if 0 #include static const int STACK_SIZE_IN_BYTES = 1024; typedef float float3 __attribute__((vector_size(3*sizeof(float)))); typedef float float4 __attribute__((vector_size(4*sizeof(float)))); typedef float float12 __attribute__((vector_size(12*sizeof(float)))); typedef float (M3x4)[12]; typedef int (StackType)[STACK_SIZE_IN_BYTES/sizeof(int)]; typedef unsigned char byte; typedef struct RuntimeDataStruct { int DispatchRaysIndex[2]; int DispatchRaysDimensions[2]; float RayTMin; float RayTCurrent; unsigned RayFlags; float WorldRayOrigin[3]; float WorldRayDirection[3]; float ObjectRayOrigin[3]; float ObjectRayDirection[3]; M3x4 ObjectToWorld; M3x4 WorldToObject; unsigned PrimitiveIndex; unsigned InstanceIndex; unsigned InstanceID; unsigned HitKind; unsigned ShaderRecordOffset; // Pending hit values - accessed in anyHit and intersection shaders before a hit has been committed float PendingRayTCurrent; unsigned PendingPrimitiveIndex; unsigned PendingInstanceIndex; unsigned PendingInstanceID; unsigned PendingHitKind; unsigned PendingShaderRecordOffset; int GroupIndex; int AnyHitResult; int AnyHitStateId; // Originally temporary. We needed to avoid resource usage // in ReportHit() because of linking issues so weset the value here first. // May be worth retaining to cache the value when fetching the intersection // stateId (fetch them both at once). int PayloadOffset; int CommittedAttrOffset; int PendingAttrOffset; int StackOffset; // offset from the start of the stack StackType* Stack; } RuntimeData; typedef RuntimeData* RuntimeDataType; typedef struct TraceRaySpills_ClosestHit { float RayTMin; float RayTCurrent; unsigned RayFlags; float WorldRayOrigin[3]; float WorldRayDirection[3]; float ObjectRayOrigin[3]; float ObjectRayDirection[3]; unsigned PrimitiveIndex; unsigned InstanceIndex; unsigned InstanceID; unsigned HitKind; unsigned ShaderRecordOffset; } TraceRaySpills_ClosestHit; typedef struct TraceRaySpills_Miss { float RayTMin; float RayTCurrent; unsigned RayFlags; float WorldRayOrigin[3]; float WorldRayDirection[3]; unsigned ShaderRecordOffset; } TraceRaySpills_Miss; #define REF(x) (runtimeData->x) #define REF_FLT(x) (runtimeData->x) #define REF_STACK(offset) ((*runtimeData->Stack)[runtimeData->StackOffset + offset]) #define REF_FLT_OFS(x, offset) (runtimeData->x[offset]) // Return next stateID int rewrite_dispatch(RuntimeDataType runtimeData, int stateID); void* rewrite_setLaunchParams(RuntimeDataType runtimeData, unsigned dimx, unsigned dimy); unsigned rewrite_getStackSize(void); StackType* rewrite_createStack(void); void stackInit(RuntimeDataType runtimeData, StackType* theStack, unsigned stackSize) { REF(Stack) = theStack; REF(StackOffset) = stackSize/sizeof(int) - 1; REF(PayloadOffset) = 1111; // recognizable bogus values REF(CommittedAttrOffset) = 2222; REF(PendingAttrOffset) = 3333; } void stackFramePush(RuntimeDataType runtimeData, int size) { REF(StackOffset) -= size; } void stackFramePop(RuntimeDataType runtimeData, int size) { REF(StackOffset) += size; } int stackFrameOffset(RuntimeDataType runtimeData) { return REF(StackOffset); } int payloadOffset(RuntimeDataType runtimeData) { return REF(PayloadOffset); } int committedAttrOffset(RuntimeDataType runtimeData) { return REF(CommittedAttrOffset); } int pendingAttrOffset(RuntimeDataType runtimeData) { return REF(PendingAttrOffset); } int* stackIntPtr(RuntimeDataType runtimeData, int baseOffset, int offset) { return &(*runtimeData->Stack)[baseOffset + offset]; } void traceFramePush(RuntimeDataType runtimeData, int attrSize) { // Save the old payload and attribute offsets REF_STACK(-1) = REF(CommittedAttrOffset); REF_STACK(-2) = REF(PendingAttrOffset); // Set new offsets REF(CommittedAttrOffset) = REF(StackOffset) - 2 - attrSize; REF(PendingAttrOffset) = REF(StackOffset) - 2 - 2 * attrSize; } void traceFramePop(RuntimeDataType runtimeData) { // Restore the old attribute offsets REF(CommittedAttrOffset) = REF_STACK(-1); REF(PendingAttrOffset) = REF_STACK(-2); } void traceRaySave_ClosestHit(RuntimeDataType runtimeData, TraceRaySpills_ClosestHit* spills) { spills->RayFlags = REF(RayFlags); spills->RayTCurrent = REF_FLT(RayTCurrent); spills->RayTMin = REF_FLT(RayTMin); spills->WorldRayOrigin[0] = REF_FLT(WorldRayOrigin[0]); spills->WorldRayOrigin[1] = REF_FLT(WorldRayOrigin[1]); spills->WorldRayOrigin[2] = REF_FLT(WorldRayOrigin[2]); spills->WorldRayDirection[0] = REF_FLT(WorldRayDirection[0]); spills->WorldRayDirection[1] = REF_FLT(WorldRayDirection[1]); spills->WorldRayDirection[2] = REF_FLT(WorldRayDirection[2]); spills->ObjectRayOrigin[0] = REF_FLT(ObjectRayOrigin[0]); spills->ObjectRayOrigin[1] = REF_FLT(ObjectRayOrigin[1]); spills->ObjectRayOrigin[2] = REF_FLT(ObjectRayOrigin[2]); spills->ObjectRayDirection[0] = REF_FLT(ObjectRayDirection[0]); spills->ObjectRayDirection[1] = REF_FLT(ObjectRayDirection[1]); spills->ObjectRayDirection[2] = REF_FLT(ObjectRayDirection[2]); spills->PrimitiveIndex = REF(PrimitiveIndex); spills->InstanceIndex = REF(InstanceIndex); spills->InstanceID = REF(InstanceID); spills->HitKind = REF(HitKind); spills->ShaderRecordOffset = REF(ShaderRecordOffset); } void traceRayRestore_ClosestHit(RuntimeDataType runtimeData, TraceRaySpills_ClosestHit* spills) { REF(RayFlags) = spills->RayFlags; REF_FLT(RayTCurrent) = spills->RayTCurrent; REF_FLT(RayTMin) = spills->RayTMin; REF_FLT(WorldRayOrigin[0]) = spills->WorldRayOrigin[0]; REF_FLT(WorldRayOrigin[1]) = spills->WorldRayOrigin[1]; REF_FLT(WorldRayOrigin[2]) = spills->WorldRayOrigin[2]; REF_FLT(WorldRayDirection[0]) = spills->WorldRayDirection[0]; REF_FLT(WorldRayDirection[1]) = spills->WorldRayDirection[1]; REF_FLT(WorldRayDirection[2]) = spills->WorldRayDirection[2]; REF_FLT(ObjectRayOrigin[0]) = spills->ObjectRayOrigin[0]; REF_FLT(ObjectRayOrigin[1]) = spills->ObjectRayOrigin[1]; REF_FLT(ObjectRayOrigin[2]) = spills->ObjectRayOrigin[2]; REF_FLT(ObjectRayDirection[0]) = spills->ObjectRayDirection[0]; REF_FLT(ObjectRayDirection[1]) = spills->ObjectRayDirection[1]; REF_FLT(ObjectRayDirection[2]) = spills->ObjectRayDirection[2]; REF(PrimitiveIndex) = spills->PrimitiveIndex; REF(InstanceIndex) = spills->InstanceIndex; REF(InstanceID) = spills->InstanceID; REF(HitKind) = spills->HitKind; REF(ShaderRecordOffset) = spills->ShaderRecordOffset; } void traceRaySave_Miss(RuntimeDataType runtimeData, TraceRaySpills_Miss* spills) { spills->RayFlags = REF(RayFlags); spills->RayTCurrent = REF_FLT(RayTCurrent); spills->RayTMin = REF_FLT(RayTMin); spills->WorldRayOrigin[0] = REF_FLT(WorldRayOrigin[0]); spills->WorldRayOrigin[1] = REF_FLT(WorldRayOrigin[1]); spills->WorldRayOrigin[2] = REF_FLT(WorldRayOrigin[2]); spills->WorldRayDirection[0] = REF_FLT(WorldRayDirection[0]); spills->WorldRayDirection[1] = REF_FLT(WorldRayDirection[1]); spills->WorldRayDirection[2] = REF_FLT(WorldRayDirection[2]); spills->ShaderRecordOffset = REF(ShaderRecordOffset); } void traceRayRestore_Miss(RuntimeDataType runtimeData, TraceRaySpills_Miss* spills) { REF(RayFlags) = spills->RayFlags; REF_FLT(RayTCurrent) = spills->RayTCurrent; REF_FLT(RayTMin) = spills->RayTMin; REF_FLT(WorldRayOrigin[0]) = spills->WorldRayOrigin[0]; REF_FLT(WorldRayOrigin[1]) = spills->WorldRayOrigin[1]; REF_FLT(WorldRayOrigin[2]) = spills->WorldRayOrigin[2]; REF_FLT(WorldRayDirection[0]) = spills->WorldRayDirection[0]; REF_FLT(WorldRayDirection[1]) = spills->WorldRayDirection[1]; REF_FLT(WorldRayDirection[2]) = spills->WorldRayDirection[2]; REF(ShaderRecordOffset) = spills->ShaderRecordOffset; } ////////////////////////////////////////////////////////////////////////// // // Intrinsics for the fallback layer // ////////////////////////////////////////////////////////////////////////// void fb_Fallback_Scheduler(int initialStateId, unsigned dimx, unsigned dimy) { StackType* theStack = rewrite_createStack(); RuntimeData theRuntimeData; RuntimeDataType runtimeData = &theRuntimeData; rewrite_setLaunchParams(runtimeData, dimx, dimy); if(REF(DispatchRaysIndex[0]) >= REF(DispatchRaysDimensions[0]) || REF(DispatchRaysIndex[1]) >= REF(DispatchRaysDimensions[1])) { return; } // Set final return stateID into reserved area at stack top unsigned stackSize = rewrite_getStackSize(); stackInit(runtimeData, theStack, stackSize); int stackFrameOffs = stackFrameOffset(runtimeData); *stackIntPtr(runtimeData, stackFrameOffs, 0) = -1; int stateId = initialStateId; int count = 0; while( stateId >= 0 ) { stateId = rewrite_dispatch(runtimeData, stateId); } } void fb_Fallback_SetLaunchParams(RuntimeDataType runtimeData, unsigned DTidx, unsigned DTidy, unsigned dimx, unsigned dimy, unsigned groupIndex) { REF(DispatchRaysIndex[0]) = DTidx; REF(DispatchRaysIndex[1]) = DTidy; REF(DispatchRaysDimensions[0]) = dimx; REF(DispatchRaysDimensions[1]) = dimy; REF(GroupIndex) = groupIndex; } int fb_Fallback_TraceRayBegin(RuntimeDataType runtimeData, unsigned rayFlags, float ox, float oy, float oz, float tmin, float dx, float dy, float dz, float tmax, int newPayloadOffset) { REF(RayFlags) = rayFlags; REF_FLT(WorldRayOrigin[0]) = ox; REF_FLT(WorldRayOrigin[1]) = oy; REF_FLT(WorldRayOrigin[2]) = oz; REF_FLT(WorldRayDirection[0]) = dx; REF_FLT(WorldRayDirection[1]) = dy; REF_FLT(WorldRayDirection[2]) = dz; REF_FLT(RayTCurrent) = tmax; REF_FLT(RayTMin) = tmin; int oldOffset = REF(PayloadOffset); REF(PayloadOffset) = newPayloadOffset; return oldOffset; } void fb_Fallback_TraceRayEnd(RuntimeDataType runtimeData, int oldPayloadOffset) { REF(PayloadOffset) = oldPayloadOffset; } void fb_Fallback_SetPendingTriVals(RuntimeDataType runtimeData, unsigned shaderRecordOffset, unsigned primitiveIndex, unsigned instanceIndex, unsigned instanceID, float t, unsigned hitKind) { REF(PendingShaderRecordOffset) = shaderRecordOffset; REF(PendingPrimitiveIndex) = primitiveIndex; REF(PendingInstanceIndex) = instanceIndex; REF(PendingInstanceID) = instanceID; REF_FLT(PendingRayTCurrent) = t; REF(PendingHitKind) = hitKind; } void fb_Fallback_SetPendingCustomVals(RuntimeDataType runtimeData, unsigned shaderRecordOffset, unsigned primitiveIndex, unsigned instanceIndex, unsigned instanceID) { REF(PendingShaderRecordOffset) = shaderRecordOffset; REF(PendingPrimitiveIndex) = primitiveIndex; REF(PendingInstanceIndex) = instanceIndex; REF(PendingInstanceID) = instanceID; } void fb_Fallback_CommitHit(RuntimeDataType runtimeData) { REF_FLT(RayTCurrent) = REF_FLT(PendingRayTCurrent); REF(ShaderRecordOffset) = REF(PendingShaderRecordOffset); REF(PrimitiveIndex) = REF(PendingPrimitiveIndex); REF(InstanceIndex) = REF(PendingInstanceIndex); REF(InstanceID) = REF(PendingInstanceID); REF(HitKind) = REF(PendingHitKind); int PendingAttrOffset = REF(PendingAttrOffset); REF(PendingAttrOffset) = REF(CommittedAttrOffset); REF(CommittedAttrOffset) = PendingAttrOffset; } int fb_Fallback_RuntimeDataLoadInt(RuntimeDataType runtimeData, int offset) { return (*runtimeData->Stack)[offset]; } void fb_Fallback_RuntimeDataStoreInt(RuntimeDataType runtimeData, int offset, int val) { (*runtimeData->Stack)[offset] = val; } unsigned fb_dxop_dispatchRaysIndex(RuntimeDataType runtimeData, byte i) { return REF(DispatchRaysIndex[i]); } unsigned fb_dxop_dispatchRaysDimensions(RuntimeDataType runtimeData, byte i) { return REF(DispatchRaysDimensions[i]); } float fb_dxop_rayTMin(RuntimeDataType runtimeData) { return REF_FLT(RayTMin); } float fb_Fallback_RayTMin(RuntimeDataType runtimeData) { return REF_FLT(RayTMin); } void fb_Fallback_SetRayTMin(RuntimeDataType runtimeData, float t) { REF_FLT(RayTMin) = t; } float fb_dxop_rayTCurrent(RuntimeDataType runtimeData) { return REF_FLT(RayTCurrent); } float fb_Fallback_RayTCurrent(RuntimeDataType runtimeData) { return REF_FLT(RayTCurrent); } void fb_Fallback_SetRayTCurrent(RuntimeDataType runtimeData, float t) { REF_FLT(RayTCurrent) = t; } unsigned fb_dxop_rayFlags(RuntimeDataType runtimeData) { return REF(RayFlags); } unsigned fb_Fallback_RayFlags(RuntimeDataType runtimeData) { return REF(RayFlags); } void fb_Fallback_SetRayFlags(RuntimeDataType runtimeData, unsigned flags) { REF(RayFlags) = flags; } float fb_dxop_worldRayOrigin(RuntimeDataType runtimeData, byte i) { return REF_FLT(WorldRayOrigin[i]); } float fb_Fallback_WorldRayOrigin(RuntimeDataType runtimeData, byte i) { return REF_FLT(WorldRayOrigin[i]); } void fb_Fallback_SetWorldRayOrigin(RuntimeDataType runtimeData, float x, float y, float z) { REF_FLT(WorldRayOrigin[0]) = x; REF_FLT(WorldRayOrigin[1]) = y; REF_FLT(WorldRayOrigin[2]) = z; } float fb_dxop_worldRayDirection(RuntimeDataType runtimeData, byte i) { return REF_FLT(WorldRayDirection[i]); } float fb_Fallback_WorldRayDirection(RuntimeDataType runtimeData, byte i) { return REF_FLT(WorldRayDirection[i]); } void fb_Fallback_SetWorldRayDirection(RuntimeDataType runtimeData, float x, float y, float z) { REF_FLT(WorldRayDirection[0]) = x; REF_FLT(WorldRayDirection[1]) = y; REF_FLT(WorldRayDirection[2]) = z; } float fb_dxop_objectRayOrigin(RuntimeDataType runtimeData, byte i) { return REF_FLT(ObjectRayOrigin[i]); } float fb_Fallback_ObjectRayOrigin(RuntimeDataType runtimeData, byte i) { return REF_FLT(ObjectRayOrigin[i]); } void fb_Fallback_SetObjectRayOrigin(RuntimeDataType runtimeData, float x, float y, float z) { REF_FLT(ObjectRayOrigin[0]) = x; REF_FLT(ObjectRayOrigin[1]) = y; REF_FLT(ObjectRayOrigin[2]) = z; } float fb_dxop_objectRayDirection(RuntimeDataType runtimeData, byte i) { return REF_FLT(ObjectRayDirection[i]); } float fb_Fallback_ObjectRayDirection(RuntimeDataType runtimeData, byte i) { return REF_FLT(ObjectRayDirection[i]); } void fb_Fallback_SetObjectRayDirection(RuntimeDataType runtimeData, float x, float y, float z) { REF_FLT(ObjectRayDirection[0]) = x; REF_FLT(ObjectRayDirection[1]) = y; REF_FLT(ObjectRayDirection[2]) = z; } float fb_dxop_objectToWorld(RuntimeDataType runtimeData, int r, byte c) { int i = r * 4 + c; return REF_FLT_OFS(ObjectToWorld, i); } void fb_Fallback_SetObjectToWorld(RuntimeDataType runtimeData, float12 M) { REF_FLT_OFS(ObjectToWorld, 0) = M[0]; REF_FLT_OFS(ObjectToWorld, 1) = M[1]; REF_FLT_OFS(ObjectToWorld, 2) = M[2]; REF_FLT_OFS(ObjectToWorld, 3) = M[3]; REF_FLT_OFS(ObjectToWorld, 4) = M[4]; REF_FLT_OFS(ObjectToWorld, 5) = M[5]; REF_FLT_OFS(ObjectToWorld, 6) = M[6]; REF_FLT_OFS(ObjectToWorld, 7) = M[7]; REF_FLT_OFS(ObjectToWorld, 8) = M[8]; REF_FLT_OFS(ObjectToWorld, 9) = M[9]; REF_FLT_OFS(ObjectToWorld, 10) = M[10]; REF_FLT_OFS(ObjectToWorld, 11) = M[11]; } float fb_dxop_worldToObject(RuntimeDataType runtimeData, int r, byte c) { int i = r * 4 + c; return REF_FLT_OFS(WorldToObject, i); } void fb_Fallback_SetWorldToObject(RuntimeDataType runtimeData, float12 M) { REF_FLT_OFS(WorldToObject, 0) = M[0]; REF_FLT_OFS(WorldToObject, 1) = M[1]; REF_FLT_OFS(WorldToObject, 2) = M[2]; REF_FLT_OFS(WorldToObject, 3) = M[3]; REF_FLT_OFS(WorldToObject, 4) = M[4]; REF_FLT_OFS(WorldToObject, 5) = M[5]; REF_FLT_OFS(WorldToObject, 6) = M[6]; REF_FLT_OFS(WorldToObject, 7) = M[7]; REF_FLT_OFS(WorldToObject, 8) = M[8]; REF_FLT_OFS(WorldToObject, 9) = M[9]; REF_FLT_OFS(WorldToObject, 10) = M[10]; REF_FLT_OFS(WorldToObject, 11) = M[11]; } unsigned fb_dxop_primitiveIndex(RuntimeDataType runtimeData) { return REF(PrimitiveIndex); } unsigned fb_Fallback_PrimitiveIndex(RuntimeDataType runtimeData) { return REF(PrimitiveIndex); } void fb_Fallback_SetPrimitiveIndex(RuntimeDataType runtimeData, unsigned i) { REF(PrimitiveIndex) = i; } unsigned fb_Fallback_ShaderRecordOffset(RuntimeDataType runtimeData) { return REF(ShaderRecordOffset); } void fb_Fallback_SetShaderRecordOffset(RuntimeDataType runtimeData, unsigned shaderRecordOffset) { REF(ShaderRecordOffset) = shaderRecordOffset; } unsigned fb_dxop_instanceIndex(RuntimeDataType runtimeData) { return REF(InstanceIndex); } unsigned fb_Fallback_InstanceIndex(RuntimeDataType runtimeData) { return REF(InstanceIndex); } void fb_Fallback_SetInstanceIndex(RuntimeDataType runtimeData, unsigned i) { REF(InstanceIndex) = i; } unsigned fb_dxop_instanceID(RuntimeDataType runtimeData) { return REF(InstanceID); } unsigned fb_Fallback_InstanceID(RuntimeDataType runtimeData) { return REF(InstanceID); } void fb_Fallback_SetInstanceID(RuntimeDataType runtimeData, unsigned i) { REF(InstanceID) = i; } unsigned fb_dxop_hitKind(RuntimeDataType runtimeData) { return REF(HitKind); } unsigned fb_Fallback_HitKind(RuntimeDataType runtimeData) { return REF(HitKind); } void fb_Fallback_SetHitKind(RuntimeDataType runtimeData, unsigned i) { REF(HitKind) = i; } float fb_dxop_pending_rayTCurrent(RuntimeDataType runtimeData) { return REF_FLT(PendingRayTCurrent); } void fb_Fallback_SetPendingRayTCurrent(RuntimeDataType runtimeData, float t) { REF_FLT(PendingRayTCurrent) = t; } unsigned fb_dxop_pending_primitiveID(RuntimeDataType runtimeData) //unsigned fb_dxop_pending_primitiveIndex(RuntimeDataType runtimeData) { return REF(PendingPrimitiveIndex); } unsigned fb_Fallback_PendingShaderRecordOffset(RuntimeDataType runtimeData) { return REF(PendingShaderRecordOffset); } unsigned fb_dxop_pending_instanceIndex(RuntimeDataType runtimeData) { return REF(PendingInstanceIndex); } unsigned fb_dxop_pending_instanceID(RuntimeDataType runtimeData) { return REF(PendingInstanceID); } unsigned fb_dxop_pending_hitKind(RuntimeDataType runtimeData) { return REF(PendingHitKind); } void fb_Fallback_SetPendingHitKind(RuntimeDataType runtimeData, unsigned i) { REF(PendingHitKind) = i; } unsigned fb_Fallback_GroupIndex(RuntimeDataType runtimeData) { return REF(GroupIndex); } int fb_Fallback_AnyHitResult(RuntimeDataType runtimeData) { return REF(AnyHitResult); } void fb_Fallback_SetAnyHitResult(RuntimeDataType runtimeData, int result) { REF(AnyHitResult) = result; } int fb_Fallback_AnyHitStateId(RuntimeDataType runtimeData) { return REF(AnyHitStateId); } void fb_Fallback_SetAnyHitStateId(RuntimeDataType runtimeData, int id) { REF(AnyHitStateId) = id; } #endif static const char* runtimeString[] = { R"AAA( target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f:64:64-n8:16:32:64" target triple = "dxil-ms-dx" %struct.RuntimeDataStruct = type { [2 x i32], [2 x i32], float, float, i32, [3 x float], [3 x float], [3 x float], [3 x float], [12 x float], [12 x float], i32, i32, i32, i32, i32, float, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, [256 x i32]* } %struct.TraceRaySpills_ClosestHit = type { float, float, i32, [3 x float], [3 x float], [3 x float], [3 x float], i32, i32, i32, i32, i32 } %struct.TraceRaySpills_Miss = type { float, float, i32, [3 x float], [3 x float], i32 } ; Function Attrs: nounwind define void @stackInit(%struct.RuntimeDataStruct* %runtimeData, [256 x i32]* %theStack, i32 %stackSize) #0 { entry: %Stack = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 29 store [256 x i32]* %theStack, [256 x i32]** %Stack, align 4 %div = udiv i32 %stackSize, 4 %sub = sub i32 %div, 1 %StackOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 store i32 %sub, i32* %StackOffset, align 4 %PayloadOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 25 store i32 1111, i32* %PayloadOffset, align 4 %CommittedAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 26 store i32 2222, i32* %CommittedAttrOffset, align 4 %PendingAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 27 store i32 3333, i32* %PendingAttrOffset, align 4 ret void } ; Function Attrs: nounwind define void @stackFramePush(%struct.RuntimeDataStruct* %runtimeData, i32 %size) #0 { entry: %StackOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %0 = load i32, i32* %StackOffset, align 4 %sub = sub nsw i32 %0, %size store i32 %sub, i32* %StackOffset, align 4 ret void } ; Function Attrs: nounwind define void @stackFramePop(%struct.RuntimeDataStruct* %runtimeData, i32 %size) #0 { entry: %StackOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %0 = load i32, i32* %StackOffset, align 4 %add = add nsw i32 %0, %size store i32 %add, i32* %StackOffset, align 4 ret void } ; Function Attrs: nounwind define i32 @stackFrameOffset(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %StackOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %0 = load i32, i32* %StackOffset, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @payloadOffset(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PayloadOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 25 %0 = load i32, i32* %PayloadOffset, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @committedAttrOffset(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %CommittedAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 26 %0 = load i32, i32* %CommittedAttrOffset, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @pendingAttrOffset(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PendingAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 27 %0 = load i32, i32* %PendingAttrOffset, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32* @stackIntPtr(%struct.RuntimeDataStruct* %runtimeData, i32 %baseOffset, i32 %offset) #0 { entry: %add = add nsw i32 %baseOffset, %offset %Stack = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 29 %0 = load [256 x i32]*, [256 x i32]** %Stack, align 4 %arrayidx = getelementptr inbounds [256 x i32], [256 x i32]* %0, i32 0, i32 %add ret i32* %arrayidx } ; Function Attrs: nounwind define void @traceFramePush(%struct.RuntimeDataStruct* %runtimeData, i32 %attrSize) #0 { entry: %CommittedAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 26 %0 = load i32, i32* %CommittedAttrOffset, align 4 %StackOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %1 = load i32, i32* %StackOffset, align 4 %add = add nsw i32 %1, -1 %Stack = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 29 %2 = load [256 x i32]*, [256 x i32]** %Stack, align 4 %arrayidx = getelementptr inbounds [256 x i32], [256 x i32]* %2, i32 0, i32 %add store i32 %0, i32* %arrayidx, align 4 %PendingAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 27 %3 = load i32, i32* %PendingAttrOffset, align 4 %StackOffset1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %4 = load i32, i32* %StackOffset1, align 4 %add2 = add nsw i32 %4, -2 %Stack3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 29 %5 = load [256 x i32]*, [256 x i32]** %Stack3, align 4 %arrayidx4 = getelementptr inbounds [256 x i32], [256 x i32]* %5, i32 0, i32 %add2 store i32 %3, i32* %arrayidx4, align 4 %StackOffset5 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %6 = load i32, i32* %StackOffset5, align 4 %sub = sub nsw i32 %6, 2 %sub6 = sub nsw i32 %sub, %attrSize %CommittedAttrOffset7 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 26 store i32 %sub6, i32* %CommittedAttrOffset7, align 4 %StackOffset8 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %7 = load i32, i32* %StackOffset8, align 4 %sub9 = sub nsw i32 %7, 2 %mul = mul nsw i32 2, %attrSize %sub10 = sub nsw i32 %sub9, %mul %PendingAttrOffset11 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 27 store i32 %sub10, i32* %PendingAttrOffset11, align 4 ret void } ; Function Attrs: nounwind define void @traceFramePop(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %StackOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %0 = load i32, i32* %StackOffset, align 4 %add = add nsw i32 %0, -1 %Stack = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 29 %1 = load [256 x i32]*, [256 x i32]** %Stack, align 4 %arrayidx = getelementptr inbounds [256 x i32], [256 x i32]* %1, i32 0, i32 %add %2 = load i32, i32* %arrayidx, align 4 %CommittedAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 26 store i32 %2, i32* %CommittedAttrOffset, align 4 %StackOffset1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 28 %3 = load i32, i32* %StackOffset1, align 4 %add2 = add nsw i32 %3, -2 %Stack3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 29 %4 = load [256 x i32]*, [256 x i32]** %Stack3, align 4 %arrayidx4 = getelementptr inbounds [256 x i32], [256 x i32]* %4, i32 0, i32 %add2 %5 = load i32, i32* %arrayidx4, align 4 %PendingAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 27 store i32 %5, i32* %PendingAttrOffset, align 4 ret void } ; Function Attrs: nounwind define void @traceRaySave_ClosestHit(%struct.RuntimeDataStruct* %runtimeData, %struct.TraceRaySpills_ClosestHit* %spills) #0 { entry: %RayFlags = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 4 %0 = load i32, i32* %RayFlags, align 4 %RayFlags1 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 2 store i32 %0, i32* %RayFlags1, align 4 %RayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 %1 = load float, float* %RayTCurrent, align 4 %RayTCurrent2 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 1 store float %1, float* %RayTCurrent2, align 4 %RayTMin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 2 %2 = load float, float* %RayTMin, align 4 %RayTMin3 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 0 store float %2, float* %RayTMin3, align 4 %WorldRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin, i32 0, i32 0 %3 = load float, float* %arrayidx, align 4 %WorldRayOrigin4 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 3 %arrayidx5 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin4, i32 0, i32 0 store float %3, float* %arrayidx5, align 4 %WorldRayOrigin6 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx7 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin6, i32 0, i32 1 %4 = load float, float* %arrayidx7, align 4 %WorldRayOrigin8 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 3 %arrayidx9 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin8, i32 0, i32 1 store float %4, float* %arrayidx9, align 4 %WorldRayOrigin10 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 )AAA", R"AAA( %arrayidx11 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin10, i32 0, i32 2 %5 = load float, float* %arrayidx11, align 4 %WorldRayOrigin12 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 3 %arrayidx13 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin12, i32 0, i32 2 store float %5, float* %arrayidx13, align 4 %WorldRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx14 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection, i32 0, i32 0 %6 = load float, float* %arrayidx14, align 4 %WorldRayDirection15 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 4 %arrayidx16 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection15, i32 0, i32 0 store float %6, float* %arrayidx16, align 4 %WorldRayDirection17 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx18 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection17, i32 0, i32 1 %7 = load float, float* %arrayidx18, align 4 %WorldRayDirection19 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 4 %arrayidx20 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection19, i32 0, i32 1 store float %7, float* %arrayidx20, align 4 %WorldRayDirection21 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx22 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection21, i32 0, i32 2 %8 = load float, float* %arrayidx22, align 4 %WorldRayDirection23 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 4 %arrayidx24 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection23, i32 0, i32 2 store float %8, float* %arrayidx24, align 4 %ObjectRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx25 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin, i32 0, i32 0 %9 = load float, float* %arrayidx25, align 4 %ObjectRayOrigin26 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 5 %arrayidx27 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin26, i32 0, i32 0 store float %9, float* %arrayidx27, align 4 %ObjectRayOrigin28 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx29 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin28, i32 0, i32 1 %10 = load float, float* %arrayidx29, align 4 %ObjectRayOrigin30 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 5 %arrayidx31 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin30, i32 0, i32 1 store float %10, float* %arrayidx31, align 4 %ObjectRayOrigin32 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx33 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin32, i32 0, i32 2 %11 = load float, float* %arrayidx33, align 4 %ObjectRayOrigin34 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 5 %arrayidx35 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin34, i32 0, i32 2 store float %11, float* %arrayidx35, align 4 %ObjectRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx36 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection, i32 0, i32 0 %12 = load float, float* %arrayidx36, align 4 %ObjectRayDirection37 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 6 %arrayidx38 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection37, i32 0, i32 0 store float %12, float* %arrayidx38, align 4 %ObjectRayDirection39 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx40 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection39, i32 0, i32 1 %13 = load float, float* %arrayidx40, align 4 %ObjectRayDirection41 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 6 %arrayidx42 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection41, i32 0, i32 1 store float %13, float* %arrayidx42, align 4 %ObjectRayDirection43 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx44 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection43, i32 0, i32 2 %14 = load float, float* %arrayidx44, align 4 %ObjectRayDirection45 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 6 %arrayidx46 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection45, i32 0, i32 2 store float %14, float* %arrayidx46, align 4 %PrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 11 %15 = load i32, i32* %PrimitiveIndex, align 4 %PrimitiveIndex47 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 7 store i32 %15, i32* %PrimitiveIndex47, align 4 %InstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 12 %16 = load i32, i32* %InstanceIndex, align 4 %InstanceIndex48 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 8 store i32 %16, i32* %InstanceIndex48, align 4 %InstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 13 %17 = load i32, i32* %InstanceID, align 4 %InstanceID49 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 9 store i32 %17, i32* %InstanceID49, align 4 %HitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 14 %18 = load i32, i32* %HitKind, align 4 %HitKind50 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 10 store i32 %18, i32* %HitKind50, align 4 %ShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 15 %19 = load i32, i32* %ShaderRecordOffset, align 4 %ShaderRecordOffset51 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 11 store i32 %19, i32* %ShaderRecordOffset51, align 4 ret void } ; Function Attrs: nounwind define void @traceRayRestore_ClosestHit(%struct.RuntimeDataStruct* %runtimeData, %struct.TraceRaySpills_ClosestHit* %spills) #0 { entry: %RayFlags = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 2 %0 = load i32, i32* %RayFlags, align 4 %RayFlags1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 4 store i32 %0, i32* %RayFlags1, align 4 %RayTCurrent = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 1 %1 = load float, float* %RayTCurrent, align 4 %RayTCurrent2 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 store float %1, float* %RayTCurrent2, align 4 %RayTMin = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 0 %2 = load float, float* %RayTMin, align 4 %RayTMin3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 2 store float %2, float* %RayTMin3, align 4 %WorldRayOrigin = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 3 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin, i32 0, i32 0 %3 = load float, float* %arrayidx, align 4 %WorldRayOrigin4 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx5 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin4, i32 0, i32 0 store float %3, float* %arrayidx5, align 4 %WorldRayOrigin6 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 3 %arrayidx7 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin6, i32 0, i32 1 %4 = load float, float* %arrayidx7, align 4 %WorldRayOrigin8 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx9 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin8, i32 0, i32 1 store float %4, float* %arrayidx9, align 4 %WorldRayOrigin10 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 3 %arrayidx11 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin10, i32 0, i32 2 %5 = load float, float* %arrayidx11, align 4 %WorldRayOrigin12 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx13 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin12, i32 0, i32 2 store float %5, float* %arrayidx13, align 4 %WorldRayDirection = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 4 )AAA", R"AAA( %arrayidx14 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection, i32 0, i32 0 %6 = load float, float* %arrayidx14, align 4 %WorldRayDirection15 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx16 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection15, i32 0, i32 0 store float %6, float* %arrayidx16, align 4 %WorldRayDirection17 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 4 %arrayidx18 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection17, i32 0, i32 1 %7 = load float, float* %arrayidx18, align 4 %WorldRayDirection19 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx20 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection19, i32 0, i32 1 store float %7, float* %arrayidx20, align 4 %WorldRayDirection21 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 4 %arrayidx22 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection21, i32 0, i32 2 %8 = load float, float* %arrayidx22, align 4 %WorldRayDirection23 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx24 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection23, i32 0, i32 2 store float %8, float* %arrayidx24, align 4 %ObjectRayOrigin = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 5 %arrayidx25 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin, i32 0, i32 0 %9 = load float, float* %arrayidx25, align 4 %ObjectRayOrigin26 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx27 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin26, i32 0, i32 0 store float %9, float* %arrayidx27, align 4 %ObjectRayOrigin28 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 5 %arrayidx29 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin28, i32 0, i32 1 %10 = load float, float* %arrayidx29, align 4 %ObjectRayOrigin30 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx31 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin30, i32 0, i32 1 store float %10, float* %arrayidx31, align 4 %ObjectRayOrigin32 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 5 %arrayidx33 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin32, i32 0, i32 2 %11 = load float, float* %arrayidx33, align 4 %ObjectRayOrigin34 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx35 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin34, i32 0, i32 2 store float %11, float* %arrayidx35, align 4 %ObjectRayDirection = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 6 %arrayidx36 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection, i32 0, i32 0 %12 = load float, float* %arrayidx36, align 4 %ObjectRayDirection37 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx38 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection37, i32 0, i32 0 store float %12, float* %arrayidx38, align 4 %ObjectRayDirection39 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 6 %arrayidx40 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection39, i32 0, i32 1 %13 = load float, float* %arrayidx40, align 4 %ObjectRayDirection41 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx42 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection41, i32 0, i32 1 store float %13, float* %arrayidx42, align 4 %ObjectRayDirection43 = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 6 %arrayidx44 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection43, i32 0, i32 2 %14 = load float, float* %arrayidx44, align 4 %ObjectRayDirection45 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx46 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection45, i32 0, i32 2 store float %14, float* %arrayidx46, align 4 %PrimitiveIndex = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 7 %15 = load i32, i32* %PrimitiveIndex, align 4 %PrimitiveIndex47 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 11 store i32 %15, i32* %PrimitiveIndex47, align 4 %InstanceIndex = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 8 %16 = load i32, i32* %InstanceIndex, align 4 %InstanceIndex48 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 12 store i32 %16, i32* %InstanceIndex48, align 4 %InstanceID = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 9 %17 = load i32, i32* %InstanceID, align 4 %InstanceID49 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 13 store i32 %17, i32* %InstanceID49, align 4 %HitKind = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 10 %18 = load i32, i32* %HitKind, align 4 %HitKind50 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 14 store i32 %18, i32* %HitKind50, align 4 %ShaderRecordOffset = getelementptr inbounds %struct.TraceRaySpills_ClosestHit, %struct.TraceRaySpills_ClosestHit* %spills, i32 0, i32 11 %19 = load i32, i32* %ShaderRecordOffset, align 4 %ShaderRecordOffset51 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 15 store i32 %19, i32* %ShaderRecordOffset51, align 4 ret void } ; Function Attrs: nounwind define void @traceRaySave_Miss(%struct.RuntimeDataStruct* %runtimeData, %struct.TraceRaySpills_Miss* %spills) #0 { entry: %RayFlags = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 4 %0 = load i32, i32* %RayFlags, align 4 %RayFlags1 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 2 store i32 %0, i32* %RayFlags1, align 4 %RayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 %1 = load float, float* %RayTCurrent, align 4 %RayTCurrent2 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 1 store float %1, float* %RayTCurrent2, align 4 %RayTMin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 2 %2 = load float, float* %RayTMin, align 4 %RayTMin3 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 0 store float %2, float* %RayTMin3, align 4 %WorldRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin, i32 0, i32 0 %3 = load float, float* %arrayidx, align 4 %WorldRayOrigin4 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 3 %arrayidx5 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin4, i32 0, i32 0 store float %3, float* %arrayidx5, align 4 %WorldRayOrigin6 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx7 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin6, i32 0, i32 1 %4 = load float, float* %arrayidx7, align 4 %WorldRayOrigin8 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 3 %arrayidx9 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin8, i32 0, i32 1 store float %4, float* %arrayidx9, align 4 %WorldRayOrigin10 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx11 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin10, i32 0, i32 2 %5 = load float, float* %arrayidx11, align 4 %WorldRayOrigin12 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 3 %arrayidx13 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin12, i32 0, i32 2 store float %5, float* %arrayidx13, align 4 %WorldRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx14 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection, i32 0, i32 0 %6 = load float, float* %arrayidx14, align 4 %WorldRayDirection15 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 4 %arrayidx16 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection15, i32 0, i32 0 store float %6, float* %arrayidx16, align 4 %WorldRayDirection17 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx18 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection17, i32 0, i32 1 )AAA", R"AAA( %7 = load float, float* %arrayidx18, align 4 %WorldRayDirection19 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 4 %arrayidx20 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection19, i32 0, i32 1 store float %7, float* %arrayidx20, align 4 %WorldRayDirection21 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx22 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection21, i32 0, i32 2 %8 = load float, float* %arrayidx22, align 4 %WorldRayDirection23 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 4 %arrayidx24 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection23, i32 0, i32 2 store float %8, float* %arrayidx24, align 4 %ShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 15 %9 = load i32, i32* %ShaderRecordOffset, align 4 %ShaderRecordOffset25 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 5 store i32 %9, i32* %ShaderRecordOffset25, align 4 ret void } ; Function Attrs: nounwind define void @traceRayRestore_Miss(%struct.RuntimeDataStruct* %runtimeData, %struct.TraceRaySpills_Miss* %spills) #0 { entry: %RayFlags = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 2 %0 = load i32, i32* %RayFlags, align 4 %RayFlags1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 4 store i32 %0, i32* %RayFlags1, align 4 %RayTCurrent = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 1 %1 = load float, float* %RayTCurrent, align 4 %RayTCurrent2 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 store float %1, float* %RayTCurrent2, align 4 %RayTMin = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 0 %2 = load float, float* %RayTMin, align 4 %RayTMin3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 2 store float %2, float* %RayTMin3, align 4 %WorldRayOrigin = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 3 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin, i32 0, i32 0 %3 = load float, float* %arrayidx, align 4 %WorldRayOrigin4 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx5 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin4, i32 0, i32 0 store float %3, float* %arrayidx5, align 4 %WorldRayOrigin6 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 3 %arrayidx7 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin6, i32 0, i32 1 %4 = load float, float* %arrayidx7, align 4 %WorldRayOrigin8 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx9 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin8, i32 0, i32 1 store float %4, float* %arrayidx9, align 4 %WorldRayOrigin10 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 3 %arrayidx11 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin10, i32 0, i32 2 %5 = load float, float* %arrayidx11, align 4 %WorldRayOrigin12 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx13 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin12, i32 0, i32 2 store float %5, float* %arrayidx13, align 4 %WorldRayDirection = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 4 %arrayidx14 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection, i32 0, i32 0 %6 = load float, float* %arrayidx14, align 4 %WorldRayDirection15 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx16 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection15, i32 0, i32 0 store float %6, float* %arrayidx16, align 4 %WorldRayDirection17 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 4 %arrayidx18 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection17, i32 0, i32 1 %7 = load float, float* %arrayidx18, align 4 %WorldRayDirection19 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx20 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection19, i32 0, i32 1 store float %7, float* %arrayidx20, align 4 %WorldRayDirection21 = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 4 %arrayidx22 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection21, i32 0, i32 2 %8 = load float, float* %arrayidx22, align 4 %WorldRayDirection23 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx24 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection23, i32 0, i32 2 store float %8, float* %arrayidx24, align 4 %ShaderRecordOffset = getelementptr inbounds %struct.TraceRaySpills_Miss, %struct.TraceRaySpills_Miss* %spills, i32 0, i32 5 %9 = load i32, i32* %ShaderRecordOffset, align 4 %ShaderRecordOffset25 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 15 store i32 %9, i32* %ShaderRecordOffset25, align 4 ret void } ; Function Attrs: nounwind define void @fb_Fallback_Scheduler(i32 %initialStateId, i32 %dimx, i32 %dimy) #0 { entry: %theRuntimeData = alloca %struct.RuntimeDataStruct, align 4 %call = call [256 x i32]* @rewrite_createStack() %call1 = call i8* @rewrite_setLaunchParams(%struct.RuntimeDataStruct* %theRuntimeData, i32 %dimx, i32 %dimy) %DispatchRaysIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %theRuntimeData, i32 0, i32 0 %arrayidx = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysIndex, i32 0, i32 0 %0 = load i32, i32* %arrayidx, align 4 %DispatchRaysDimensions = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %theRuntimeData, i32 0, i32 1 %arrayidx2 = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysDimensions, i32 0, i32 0 %1 = load i32, i32* %arrayidx2, align 4 %cmp = icmp sge i32 %0, %1 br i1 %cmp, label %if.then, label %lor.lhs.false lor.lhs.false: ; preds = %entry %DispatchRaysIndex3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %theRuntimeData, i32 0, i32 0 %arrayidx4 = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysIndex3, i32 0, i32 1 %2 = load i32, i32* %arrayidx4, align 4 %DispatchRaysDimensions5 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %theRuntimeData, i32 0, i32 1 %arrayidx6 = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysDimensions5, i32 0, i32 1 %3 = load i32, i32* %arrayidx6, align 4 %cmp7 = icmp sge i32 %2, %3 br i1 %cmp7, label %if.then, label %if.end if.then: ; preds = %lor.lhs.false, %entry br label %while.end if.end: ; preds = %lor.lhs.false %call8 = call i32 @rewrite_getStackSize() call void @stackInit(%struct.RuntimeDataStruct* %theRuntimeData, [256 x i32]* %call, i32 %call8) %call9 = call i32 @stackFrameOffset(%struct.RuntimeDataStruct* %theRuntimeData) %call10 = call i32* @stackIntPtr(%struct.RuntimeDataStruct* %theRuntimeData, i32 %call9, i32 0) store i32 -1, i32* %call10, align 4 br label %while.cond while.cond: ; preds = %while.body, %if.end %stateId.0 = phi i32 [ %initialStateId, %if.end ], [ %call12, %while.body ] %cmp11 = icmp sge i32 %stateId.0, 0 br i1 %cmp11, label %while.body, label %while.end while.body: ; preds = %while.cond %call12 = call i32 @rewrite_dispatch(%struct.RuntimeDataStruct* %theRuntimeData, i32 %stateId.0) br label %while.cond while.end: ; preds = %while.cond, %if.then ret void } declare [256 x i32]* @rewrite_createStack() #1 declare i8* @rewrite_setLaunchParams(%struct.RuntimeDataStruct*, i32, i32) #1 declare i32 @rewrite_getStackSize() #1 declare i32 @rewrite_dispatch(%struct.RuntimeDataStruct*, i32) #1 ; Function Attrs: nounwind define void @fb_Fallback_SetLaunchParams(%struct.RuntimeDataStruct* %runtimeData, i32 %DTidx, i32 %DTidy, i32 %dimx, i32 %dimy, i32 %groupIndex) #0 { entry: %DispatchRaysIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 0 %arrayidx = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysIndex, i32 0, i32 0 store i32 %DTidx, i32* %arrayidx, align 4 %DispatchRaysIndex1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 0 %arrayidx2 = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysIndex1, i32 0, i32 1 store i32 %DTidy, i32* %arrayidx2, align 4 %DispatchRaysDimensions = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 1 %arrayidx3 = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysDimensions, i32 0, i32 0 store i32 %dimx, i32* %arrayidx3, align 4 %DispatchRaysDimensions4 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 1 %arrayidx5 = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysDimensions4, i32 0, i32 1 )AAA", R"AAA( store i32 %dimy, i32* %arrayidx5, align 4 %GroupIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 22 store i32 %groupIndex, i32* %GroupIndex, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_Fallback_TraceRayBegin(%struct.RuntimeDataStruct* %runtimeData, i32 %rayFlags, float %ox, float %oy, float %oz, float %tmin, float %dx, float %dy, float %dz, float %tmax, i32 %newPayloadOffset) #0 { entry: %RayFlags = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 4 store i32 %rayFlags, i32* %RayFlags, align 4 %WorldRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin, i32 0, i32 0 store float %ox, float* %arrayidx, align 4 %WorldRayOrigin1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx2 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin1, i32 0, i32 1 store float %oy, float* %arrayidx2, align 4 %WorldRayOrigin3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx4 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin3, i32 0, i32 2 store float %oz, float* %arrayidx4, align 4 %WorldRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx5 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection, i32 0, i32 0 store float %dx, float* %arrayidx5, align 4 %WorldRayDirection6 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx7 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection6, i32 0, i32 1 store float %dy, float* %arrayidx7, align 4 %WorldRayDirection8 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx9 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection8, i32 0, i32 2 store float %dz, float* %arrayidx9, align 4 %RayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 store float %tmax, float* %RayTCurrent, align 4 %RayTMin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 2 store float %tmin, float* %RayTMin, align 4 %PayloadOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 25 %0 = load i32, i32* %PayloadOffset, align 4 %PayloadOffset10 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 25 store i32 %newPayloadOffset, i32* %PayloadOffset10, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_TraceRayEnd(%struct.RuntimeDataStruct* %runtimeData, i32 %oldPayloadOffset) #0 { entry: %PayloadOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 25 store i32 %oldPayloadOffset, i32* %PayloadOffset, align 4 ret void } ; Function Attrs: nounwind define void @fb_Fallback_SetPendingTriVals(%struct.RuntimeDataStruct* %runtimeData, i32 %shaderRecordOffset, i32 %primitiveIndex, i32 %instanceIndex, i32 %instanceID, float %t, i32 %hitKind) #0 { entry: %PendingShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 21 store i32 %shaderRecordOffset, i32* %PendingShaderRecordOffset, align 4 %PendingPrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 17 store i32 %primitiveIndex, i32* %PendingPrimitiveIndex, align 4 %PendingInstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 18 store i32 %instanceIndex, i32* %PendingInstanceIndex, align 4 %PendingInstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 19 store i32 %instanceID, i32* %PendingInstanceID, align 4 %PendingRayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 16 store float %t, float* %PendingRayTCurrent, align 4 %PendingHitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 20 store i32 %hitKind, i32* %PendingHitKind, align 4 ret void } ; Function Attrs: nounwind define void @fb_Fallback_SetPendingCustomVals(%struct.RuntimeDataStruct* %runtimeData, i32 %shaderRecordOffset, i32 %primitiveIndex, i32 %instanceIndex, i32 %instanceID) #0 { entry: %PendingShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 21 store i32 %shaderRecordOffset, i32* %PendingShaderRecordOffset, align 4 %PendingPrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 17 store i32 %primitiveIndex, i32* %PendingPrimitiveIndex, align 4 %PendingInstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 18 store i32 %instanceIndex, i32* %PendingInstanceIndex, align 4 %PendingInstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 19 store i32 %instanceID, i32* %PendingInstanceID, align 4 ret void } ; Function Attrs: nounwind define void @fb_Fallback_CommitHit(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PendingRayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 16 %0 = load float, float* %PendingRayTCurrent, align 4 %RayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 store float %0, float* %RayTCurrent, align 4 %PendingShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 21 %1 = load i32, i32* %PendingShaderRecordOffset, align 4 %ShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 15 store i32 %1, i32* %ShaderRecordOffset, align 4 %PendingPrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 17 %2 = load i32, i32* %PendingPrimitiveIndex, align 4 %PrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 11 store i32 %2, i32* %PrimitiveIndex, align 4 %PendingInstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 18 %3 = load i32, i32* %PendingInstanceIndex, align 4 %InstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 12 store i32 %3, i32* %InstanceIndex, align 4 %PendingInstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 19 %4 = load i32, i32* %PendingInstanceID, align 4 %InstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 13 store i32 %4, i32* %InstanceID, align 4 %PendingHitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 20 %5 = load i32, i32* %PendingHitKind, align 4 %HitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 14 store i32 %5, i32* %HitKind, align 4 %PendingAttrOffset1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 27 %6 = load i32, i32* %PendingAttrOffset1, align 4 %CommittedAttrOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 26 %7 = load i32, i32* %CommittedAttrOffset, align 4 %PendingAttrOffset2 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 27 store i32 %7, i32* %PendingAttrOffset2, align 4 %CommittedAttrOffset3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 26 store i32 %6, i32* %CommittedAttrOffset3, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_Fallback_RuntimeDataLoadInt(%struct.RuntimeDataStruct* %runtimeData, i32 %offset) #0 { entry: %Stack = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 29 %0 = load [256 x i32]*, [256 x i32]** %Stack, align 4 %arrayidx = getelementptr inbounds [256 x i32], [256 x i32]* %0, i32 0, i32 %offset %1 = load i32, i32* %arrayidx, align 4 ret i32 %1 } ; Function Attrs: nounwind define void @fb_Fallback_RuntimeDataStoreInt(%struct.RuntimeDataStruct* %runtimeData, i32 %offset, i32 %val) #0 { entry: %Stack = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 29 %0 = load [256 x i32]*, [256 x i32]** %Stack, align 4 %arrayidx = getelementptr inbounds [256 x i32], [256 x i32]* %0, i32 0, i32 %offset store i32 %val, i32* %arrayidx, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_dxop_dispatchRaysIndex(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %DispatchRaysIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 0 %arrayidx = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysIndex, i32 0, i32 %idxprom %0 = load i32, i32* %arrayidx, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_dxop_dispatchRaysDimensions(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { )AAA", R"AAA( entry: %idxprom = zext i8 %i to i32 %DispatchRaysDimensions = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 1 %arrayidx = getelementptr inbounds [2 x i32], [2 x i32]* %DispatchRaysDimensions, i32 0, i32 %idxprom %0 = load i32, i32* %arrayidx, align 4 ret i32 %0 } ; Function Attrs: nounwind define float @fb_dxop_rayTMin(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %RayTMin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 2 %0 = load float, float* %RayTMin, align 4 ret float %0 } ; Function Attrs: nounwind define float @fb_Fallback_RayTMin(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %RayTMin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 2 %0 = load float, float* %RayTMin, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetRayTMin(%struct.RuntimeDataStruct* %runtimeData, float %t) #0 { entry: %RayTMin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 2 store float %t, float* %RayTMin, align 4 ret void } ; Function Attrs: nounwind define float @fb_dxop_rayTCurrent(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %RayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 %0 = load float, float* %RayTCurrent, align 4 ret float %0 } ; Function Attrs: nounwind define float @fb_Fallback_RayTCurrent(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %RayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 %0 = load float, float* %RayTCurrent, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetRayTCurrent(%struct.RuntimeDataStruct* %runtimeData, float %t) #0 { entry: %RayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 3 store float %t, float* %RayTCurrent, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_dxop_rayFlags(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %RayFlags = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 4 %0 = load i32, i32* %RayFlags, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_Fallback_RayFlags(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %RayFlags = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 4 %0 = load i32, i32* %RayFlags, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetRayFlags(%struct.RuntimeDataStruct* %runtimeData, i32 %flags) #0 { entry: %RayFlags = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 4 store i32 %flags, i32* %RayFlags, align 4 ret void } ; Function Attrs: nounwind define float @fb_dxop_worldRayOrigin(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %WorldRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin, i32 0, i32 %idxprom %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define float @fb_Fallback_WorldRayOrigin(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %WorldRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin, i32 0, i32 %idxprom %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetWorldRayOrigin(%struct.RuntimeDataStruct* %runtimeData, float %x, float %y, float %z) #0 { entry: %WorldRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin, i32 0, i32 0 store float %x, float* %arrayidx, align 4 %WorldRayOrigin1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx2 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin1, i32 0, i32 1 store float %y, float* %arrayidx2, align 4 %WorldRayOrigin3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 5 %arrayidx4 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayOrigin3, i32 0, i32 2 store float %z, float* %arrayidx4, align 4 ret void } ; Function Attrs: nounwind define float @fb_dxop_worldRayDirection(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %WorldRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection, i32 0, i32 %idxprom %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define float @fb_Fallback_WorldRayDirection(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %WorldRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection, i32 0, i32 %idxprom %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetWorldRayDirection(%struct.RuntimeDataStruct* %runtimeData, float %x, float %y, float %z) #0 { entry: %WorldRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection, i32 0, i32 0 store float %x, float* %arrayidx, align 4 %WorldRayDirection1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx2 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection1, i32 0, i32 1 store float %y, float* %arrayidx2, align 4 %WorldRayDirection3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 6 %arrayidx4 = getelementptr inbounds [3 x float], [3 x float]* %WorldRayDirection3, i32 0, i32 2 store float %z, float* %arrayidx4, align 4 ret void } ; Function Attrs: nounwind define float @fb_dxop_objectRayOrigin(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %ObjectRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin, i32 0, i32 %idxprom %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define float @fb_Fallback_ObjectRayOrigin(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %ObjectRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin, i32 0, i32 %idxprom %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetObjectRayOrigin(%struct.RuntimeDataStruct* %runtimeData, float %x, float %y, float %z) #0 { entry: %ObjectRayOrigin = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin, i32 0, i32 0 store float %x, float* %arrayidx, align 4 %ObjectRayOrigin1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx2 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin1, i32 0, i32 1 store float %y, float* %arrayidx2, align 4 %ObjectRayOrigin3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 7 %arrayidx4 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayOrigin3, i32 0, i32 2 store float %z, float* %arrayidx4, align 4 ret void } ; Function Attrs: nounwind define float @fb_dxop_objectRayDirection(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %ObjectRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection, i32 0, i32 %idxprom %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define float @fb_Fallback_ObjectRayDirection(%struct.RuntimeDataStruct* %runtimeData, i8 zeroext %i) #0 { entry: %idxprom = zext i8 %i to i32 %ObjectRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection, i32 0, i32 %idxprom %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetObjectRayDirection(%struct.RuntimeDataStruct* %runtimeData, float %x, float %y, float %z) #0 { entry: %ObjectRayDirection = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection, i32 0, i32 0 store float %x, float* %arrayidx, align 4 %ObjectRayDirection1 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx2 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection1, i32 0, i32 1 )AAA", R"AAA( store float %y, float* %arrayidx2, align 4 %ObjectRayDirection3 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 8 %arrayidx4 = getelementptr inbounds [3 x float], [3 x float]* %ObjectRayDirection3, i32 0, i32 2 store float %z, float* %arrayidx4, align 4 ret void } ; Function Attrs: nounwind define float @fb_dxop_objectToWorld(%struct.RuntimeDataStruct* %runtimeData, i32 %r, i8 zeroext %c) #0 { entry: %mul = mul nsw i32 %r, 4 %conv = zext i8 %c to i32 %add = add nsw i32 %mul, %conv %ObjectToWorld = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld, i32 0, i32 %add %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetObjectToWorld(%struct.RuntimeDataStruct* %runtimeData, <12 x float> %M) #0 { entry: %vecext = extractelement <12 x float> %M, i32 0 %ObjectToWorld = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld, i32 0, i32 0 store float %vecext, float* %arrayidx, align 4 %vecext1 = extractelement <12 x float> %M, i32 1 %ObjectToWorld2 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx3 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld2, i32 0, i32 1 store float %vecext1, float* %arrayidx3, align 4 %vecext4 = extractelement <12 x float> %M, i32 2 %ObjectToWorld5 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx6 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld5, i32 0, i32 2 store float %vecext4, float* %arrayidx6, align 4 %vecext7 = extractelement <12 x float> %M, i32 3 %ObjectToWorld8 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx9 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld8, i32 0, i32 3 store float %vecext7, float* %arrayidx9, align 4 %vecext10 = extractelement <12 x float> %M, i32 4 %ObjectToWorld11 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx12 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld11, i32 0, i32 4 store float %vecext10, float* %arrayidx12, align 4 %vecext13 = extractelement <12 x float> %M, i32 5 %ObjectToWorld14 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx15 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld14, i32 0, i32 5 store float %vecext13, float* %arrayidx15, align 4 %vecext16 = extractelement <12 x float> %M, i32 6 %ObjectToWorld17 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx18 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld17, i32 0, i32 6 store float %vecext16, float* %arrayidx18, align 4 %vecext19 = extractelement <12 x float> %M, i32 7 %ObjectToWorld20 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx21 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld20, i32 0, i32 7 store float %vecext19, float* %arrayidx21, align 4 %vecext22 = extractelement <12 x float> %M, i32 8 %ObjectToWorld23 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx24 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld23, i32 0, i32 8 store float %vecext22, float* %arrayidx24, align 4 %vecext25 = extractelement <12 x float> %M, i32 9 %ObjectToWorld26 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx27 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld26, i32 0, i32 9 store float %vecext25, float* %arrayidx27, align 4 %vecext28 = extractelement <12 x float> %M, i32 10 %ObjectToWorld29 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx30 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld29, i32 0, i32 10 store float %vecext28, float* %arrayidx30, align 4 %vecext31 = extractelement <12 x float> %M, i32 11 %ObjectToWorld32 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 9 %arrayidx33 = getelementptr inbounds [12 x float], [12 x float]* %ObjectToWorld32, i32 0, i32 11 store float %vecext31, float* %arrayidx33, align 4 ret void } ; Function Attrs: nounwind define float @fb_dxop_worldToObject(%struct.RuntimeDataStruct* %runtimeData, i32 %r, i8 zeroext %c) #0 { entry: %mul = mul nsw i32 %r, 4 %conv = zext i8 %c to i32 %add = add nsw i32 %mul, %conv %WorldToObject = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject, i32 0, i32 %add %0 = load float, float* %arrayidx, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetWorldToObject(%struct.RuntimeDataStruct* %runtimeData, <12 x float> %M) #0 { entry: %vecext = extractelement <12 x float> %M, i32 0 %WorldToObject = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject, i32 0, i32 0 store float %vecext, float* %arrayidx, align 4 %vecext1 = extractelement <12 x float> %M, i32 1 %WorldToObject2 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx3 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject2, i32 0, i32 1 store float %vecext1, float* %arrayidx3, align 4 %vecext4 = extractelement <12 x float> %M, i32 2 %WorldToObject5 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx6 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject5, i32 0, i32 2 store float %vecext4, float* %arrayidx6, align 4 %vecext7 = extractelement <12 x float> %M, i32 3 %WorldToObject8 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx9 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject8, i32 0, i32 3 store float %vecext7, float* %arrayidx9, align 4 %vecext10 = extractelement <12 x float> %M, i32 4 %WorldToObject11 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx12 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject11, i32 0, i32 4 store float %vecext10, float* %arrayidx12, align 4 %vecext13 = extractelement <12 x float> %M, i32 5 %WorldToObject14 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx15 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject14, i32 0, i32 5 store float %vecext13, float* %arrayidx15, align 4 %vecext16 = extractelement <12 x float> %M, i32 6 %WorldToObject17 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx18 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject17, i32 0, i32 6 store float %vecext16, float* %arrayidx18, align 4 %vecext19 = extractelement <12 x float> %M, i32 7 %WorldToObject20 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx21 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject20, i32 0, i32 7 store float %vecext19, float* %arrayidx21, align 4 %vecext22 = extractelement <12 x float> %M, i32 8 %WorldToObject23 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx24 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject23, i32 0, i32 8 store float %vecext22, float* %arrayidx24, align 4 %vecext25 = extractelement <12 x float> %M, i32 9 %WorldToObject26 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx27 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject26, i32 0, i32 9 store float %vecext25, float* %arrayidx27, align 4 %vecext28 = extractelement <12 x float> %M, i32 10 %WorldToObject29 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx30 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject29, i32 0, i32 10 store float %vecext28, float* %arrayidx30, align 4 %vecext31 = extractelement <12 x float> %M, i32 11 %WorldToObject32 = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 10 %arrayidx33 = getelementptr inbounds [12 x float], [12 x float]* %WorldToObject32, i32 0, i32 11 store float %vecext31, float* %arrayidx33, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_dxop_primitiveIndex(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 11 %0 = load i32, i32* %PrimitiveIndex, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_Fallback_PrimitiveIndex(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 11 %0 = load i32, i32* %PrimitiveIndex, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetPrimitiveIndex(%struct.RuntimeDataStruct* %runtimeData, i32 %i) #0 { )AAA", R"AAA( entry: %PrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 11 store i32 %i, i32* %PrimitiveIndex, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_Fallback_ShaderRecordOffset(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %ShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 15 %0 = load i32, i32* %ShaderRecordOffset, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetShaderRecordOffset(%struct.RuntimeDataStruct* %runtimeData, i32 %shaderRecordOffset) #0 { entry: %ShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 15 store i32 %shaderRecordOffset, i32* %ShaderRecordOffset, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_dxop_instanceIndex(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %InstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 12 %0 = load i32, i32* %InstanceIndex, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_Fallback_InstanceIndex(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %InstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 12 %0 = load i32, i32* %InstanceIndex, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetInstanceIndex(%struct.RuntimeDataStruct* %runtimeData, i32 %i) #0 { entry: %InstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 12 store i32 %i, i32* %InstanceIndex, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_dxop_instanceID(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %InstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 13 %0 = load i32, i32* %InstanceID, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_Fallback_InstanceID(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %InstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 13 %0 = load i32, i32* %InstanceID, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetInstanceID(%struct.RuntimeDataStruct* %runtimeData, i32 %i) #0 { entry: %InstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 13 store i32 %i, i32* %InstanceID, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_dxop_hitKind(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %HitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 14 %0 = load i32, i32* %HitKind, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_Fallback_HitKind(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %HitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 14 %0 = load i32, i32* %HitKind, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetHitKind(%struct.RuntimeDataStruct* %runtimeData, i32 %i) #0 { entry: %HitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 14 store i32 %i, i32* %HitKind, align 4 ret void } ; Function Attrs: nounwind define float @fb_dxop_pending_rayTCurrent(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PendingRayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 16 %0 = load float, float* %PendingRayTCurrent, align 4 ret float %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetPendingRayTCurrent(%struct.RuntimeDataStruct* %runtimeData, float %t) #0 { entry: %PendingRayTCurrent = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 16 store float %t, float* %PendingRayTCurrent, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_dxop_pending_primitiveID(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PendingPrimitiveIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 17 %0 = load i32, i32* %PendingPrimitiveIndex, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_Fallback_PendingShaderRecordOffset(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PendingShaderRecordOffset = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 21 %0 = load i32, i32* %PendingShaderRecordOffset, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_dxop_pending_instanceIndex(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PendingInstanceIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 18 %0 = load i32, i32* %PendingInstanceIndex, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_dxop_pending_instanceID(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PendingInstanceID = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 19 %0 = load i32, i32* %PendingInstanceID, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_dxop_pending_hitKind(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %PendingHitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 20 %0 = load i32, i32* %PendingHitKind, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetPendingHitKind(%struct.RuntimeDataStruct* %runtimeData, i32 %i) #0 { entry: %PendingHitKind = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 20 store i32 %i, i32* %PendingHitKind, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_Fallback_GroupIndex(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %GroupIndex = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 22 %0 = load i32, i32* %GroupIndex, align 4 ret i32 %0 } ; Function Attrs: nounwind define i32 @fb_Fallback_AnyHitResult(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %AnyHitResult = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 23 %0 = load i32, i32* %AnyHitResult, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetAnyHitResult(%struct.RuntimeDataStruct* %runtimeData, i32 %result) #0 { entry: %AnyHitResult = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 23 store i32 %result, i32* %AnyHitResult, align 4 ret void } ; Function Attrs: nounwind define i32 @fb_Fallback_AnyHitStateId(%struct.RuntimeDataStruct* %runtimeData) #0 { entry: %AnyHitStateId = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 24 %0 = load i32, i32* %AnyHitStateId, align 4 ret i32 %0 } ; Function Attrs: nounwind define void @fb_Fallback_SetAnyHitStateId(%struct.RuntimeDataStruct* %runtimeData, i32 %id) #0 { entry: %AnyHitStateId = getelementptr inbounds %struct.RuntimeDataStruct, %struct.RuntimeDataStruct* %runtimeData, i32 0, i32 24 store i32 %id, i32* %AnyHitStateId, align 4 ret void } attributes #0 = { nounwind } attributes #1 = { nounwind } )AAA" }; #include static std::string getRuntimeString() { std::ostringstream out; for( size_t i=0; i < _countof(runtimeString); ++i) out << runtimeString[i]; return out.str(); }