// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Shared/RayTracingDebugTypes.h" #include "../Common.ush" #include "../Hash.ush" #include "RayTracingCommon.ush" #include "RayTracingDebugUtils.ush" #include "RayTracingHitGroupCommon.ush" RAY_TRACING_ENTRY_ANY_HIT(RayTracingDebugHitStatsAHS, FRayTracingDebugPayload, Payload, FRayTracingIntersectionAttributes, Attributes) { const uint Index = InstanceIndex(); const uint GPUSceneInstanceId = GetInstanceUserData(); const FInstanceSceneData InstanceSceneData = GetInstanceSceneData(GPUSceneInstanceId); RayTracingDebugHitStatsUniformBuffer.HitStatsOutput[Index].PrimitiveID = InstanceSceneData.PrimitiveId; InterlockedAdd(RayTracingDebugHitStatsUniformBuffer.HitStatsOutput[Index].Count, 1); } RAY_TRACING_ENTRY_CLOSEST_HIT(RayTracingDebugHitStatsCHS, FRayTracingDebugPayload, Payload, FRayTracingIntersectionAttributes, Attributes) { }