f7e24e559f
For triangle geometry, the hit attributes are always two floats which contain the barycentric coordinates of the hit. For procedural geometry, they're an arbitrary blob of data passed from the intersection shader to the hit shaders. In our implementation, we stash that data right after the HW RayQuery in the ray stack. Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7356>