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ray-flag-force-opaque-with-anyhit

Status: stub. The full-length analysis is queued for a v1.0.x patch release per ADR 0018, section 5, criterion #6. The companion rule page at docs/rules/ray-flag-force-opaque-with-anyhit.md contains the canonical detection logic + GPU reasoning.

TL;DR

RAY_FLAG_FORCE_OPAQUE skips AnyHit invocation. Binding an AnyHit and then forcing opaque is dead code or a logic bug -- the AnyHit shader will never run. On RDNA 4, NVIDIA Ada/Blackwell and Intel Xe2, the AnyHit binding still costs scheduling table slots even when never invoked.

What the rule fires on

A TraceRay(...) call with RAY_FLAG_FORCE_OPAQUE set in a translation unit that also defines a [shader("anyhit")] entry point.

See the What it detects section of the rule page for the full pattern definition.

Why it matters

The full GPU-mechanism analysis lives in the Why it matters on a GPU section of the companion rule page.

Examples

The bad / good code snippets are kept canonical on the rule page; see ray-flag-force-opaque-with-anyhit.md -> Examples.

See also


This is a v1.0-ship stub. Full analysis pending; track issue link TBD.

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