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Problem:
In our GPURT implementation, rayQuery.RayTCurrent is relative to
rayQuery.RayTMin, so for OpRayQueryGetIntersectionTKHR, we return
(RayTCurrent + RayTMin) = Hit T relative to ray origin.
However, for OpRayQueryGenerateIntersectionKHR, we simply store the HitT
value given by shader into rayQuery.RayTCurrent, and return it with RayTMin
offset when OpRayQueryGetIntersectionTKHR is called again.
Fix:
For OpRayQueryGenerateIntersectionKHR, we store (HitT - rayQuery.RayTMin),
so that rayQuery.RayTCurrent always represents offset to RayTMin.
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