LiteFX 0.4.1.2025
Computer Graphics Engine
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Describes the offsets and sizes of a shader group within a shader binding table buffer. More...
#include <rendering_api.hpp>
Public Attributes | |
UInt64 | RayGenerationGroupOffset { std::numeric_limits<UInt64>::max() } |
The offset to the beginning of the ray generation group within the shader binding table. | |
UInt64 | RayGenerationGroupSize { 0 } |
The size of the ray generation group within the shader binding table. | |
UInt64 | RayGenerationGroupStride { 0 } |
The stride between individual ray generation group records in the shader binding table. | |
UInt64 | HitGroupOffset { std::numeric_limits<UInt64>::max() } |
The offset to the beginning of the hit group within the shader binding table. | |
UInt64 | HitGroupSize { 0 } |
The size of the hit group within the shader binding table. | |
UInt64 | HitGroupStride { 0 } |
The stride between individual hit group records in the shader binding table. | |
UInt64 | MissGroupOffset { std::numeric_limits<UInt64>::max() } |
The offset to the beginning of the miss group within the shader binding table. | |
UInt64 | MissGroupSize { 0 } |
The size of the miss group within the shader binding table. | |
UInt64 | MissGroupStride { 0 } |
The stride between individual miss group records in the shader binding table. | |
UInt64 | CallableGroupOffset { std::numeric_limits<UInt64>::max() } |
The offset to the beginning of the callable group within the shader binding table. | |
UInt64 | CallableGroupSize { 0 } |
The size of the callable group within the shader binding table. | |
UInt64 | CallableGroupStride { 0 } |
The stride between individual callable group records in the shader binding table. | |
Describes the offsets and sizes of a shader group within a shader binding table buffer.
If a group is not present within a shader binding table, the offset for this group is set to the maximum possible value and the size is set to 0
.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::CallableGroupOffset { std::numeric_limits<UInt64>::max() } |
The offset to the beginning of the callable group within the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::CallableGroupSize { 0 } |
The size of the callable group within the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::CallableGroupStride { 0 } |
The stride between individual callable group records in the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::HitGroupOffset { std::numeric_limits<UInt64>::max() } |
The offset to the beginning of the hit group within the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::HitGroupSize { 0 } |
The size of the hit group within the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::HitGroupStride { 0 } |
The stride between individual hit group records in the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::MissGroupOffset { std::numeric_limits<UInt64>::max() } |
The offset to the beginning of the miss group within the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::MissGroupSize { 0 } |
The size of the miss group within the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::MissGroupStride { 0 } |
The stride between individual miss group records in the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::RayGenerationGroupOffset { std::numeric_limits<UInt64>::max() } |
The offset to the beginning of the ray generation group within the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::RayGenerationGroupSize { 0 } |
The size of the ray generation group within the shader binding table.
UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::RayGenerationGroupStride { 0 } |
The stride between individual ray generation group records in the shader binding table.