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Support for Ray Tracing shaders (.rgen, .rchit, etc.) in ShaderCompiler.Build #2
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Description
Hello!
I'm trying to use XenoAtom.ShaderCompiler.Build to compile ray tracing shaders, but the compiler doesn't seem to recognize or process files with ray tracing extensions:
- Ray-Generation (.rgen)
- Ray-Closest-Hit (.rchit)
- Ray-Any-Hit (.rahit)
- Ray-Miss (.rmiss)
- Ray-Intersection (.rint)
Attempted Workaround
I tried to force compilation by adding a custom ItemGroup in my .csproj file:
<ItemGroup>
<ShaderCompile Include="assets\shaders\RayTracing*.*">
<ShaderCompilerOption_source_language>glsl</ShaderCompilerOption_source_language>
<ShaderCompilerOption_target_env>vulkan1.2</ShaderCompilerOption_target_env>
</ShaderCompile>
</ItemGroup>This correctly sets the source language and target environment, but compilation fails with the following error:
error: Stage not specified by #pragma or not inferred from file extension
Expected Behavior
- Automatic recognition of RT stages.
- Or a way to specify the stage via MSBuild properties.
Actual Behavior
Files are either ignored or fail with the stage inference error.
Additional Context
Is there a way to configure the compiler to support these? For example, custom MSBuild props/targets or additional flags? If not supported yet, could this be added as a feature?
Thanks in advance for your help!
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