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KDGpu::RayTracingShaderBindingTable

Module: Public API

RayTracingShaderBindingTable.

#include <raytracing_shader_binding_table.h>

Public Functions

Name
RayTracingShaderBindingTable() =default
RayTracingShaderBindingTable(Device * device, RayTracingShaderBindingTableOptions options)
~RayTracingShaderBindingTable()
RayTracingShaderBindingTable(RayTracingShaderBindingTable && other)
RayTracingShaderBindingTable & operator=(RayTracingShaderBindingTable && other)
RayTracingShaderBindingTable(const RayTracingShaderBindingTable & ) =delete
RayTracingShaderBindingTable & operator=(const RayTracingShaderBindingTable & ) =delete
StridedDeviceRegion rayGenShaderRegion() const
StridedDeviceRegion missShaderRegion() const
StridedDeviceRegion hitShaderRegion() const
void addRayGenShaderGroup(const RayTracingPipeline & pipeline, uint32_t shaderGroupIndex)
void addHitShaderGroup(const RayTracingPipeline & pipeline, uint32_t shaderGroupIndex, uint32_t entry =0)
void addMissShaderGroup(const RayTracingPipeline & pipeline, uint32_t shaderGroupIndex, uint32_t entry =0)
Buffer & buffer()

Public Functions Documentation

function RayTracingShaderBindingTable

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RayTracingShaderBindingTable() =default

function RayTracingShaderBindingTable

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explicit RayTracingShaderBindingTable(
    Device * device,
    RayTracingShaderBindingTableOptions options
)

function ~RayTracingShaderBindingTable

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~RayTracingShaderBindingTable()

function RayTracingShaderBindingTable

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RayTracingShaderBindingTable(
    RayTracingShaderBindingTable && other
)

function operator=

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RayTracingShaderBindingTable & operator=(
    RayTracingShaderBindingTable && other
)

function RayTracingShaderBindingTable

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RayTracingShaderBindingTable(
    const RayTracingShaderBindingTable & 
) =delete

function operator=

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RayTracingShaderBindingTable & operator=(
    const RayTracingShaderBindingTable & 
) =delete

function rayGenShaderRegion

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inline StridedDeviceRegion rayGenShaderRegion() const

function missShaderRegion

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inline StridedDeviceRegion missShaderRegion() const

function hitShaderRegion

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inline StridedDeviceRegion hitShaderRegion() const

function addRayGenShaderGroup

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void addRayGenShaderGroup(
    const RayTracingPipeline & pipeline,
    uint32_t shaderGroupIndex
)

function addHitShaderGroup

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void addHitShaderGroup(
    const RayTracingPipeline & pipeline,
    uint32_t shaderGroupIndex,
    uint32_t entry =0
)

function addMissShaderGroup

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void addMissShaderGroup(
    const RayTracingPipeline & pipeline,
    uint32_t shaderGroupIndex,
    uint32_t entry =0
)

function buffer

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inline Buffer & buffer()

Updated on 2024-10-16 at 00:11:40 +0000