LiteFX 0.4.1.2025
Computer Graphics Engine
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LiteFX::Rendering::ShaderBindingTableOffsets Struct Reference

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.
 

Detailed Description

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.

See also
IRayTracingPipeline::allocateShaderBindingTable


Member Data Documentation

◆ CallableGroupOffset

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::CallableGroupOffset { std::numeric_limits<UInt64>::max() }

The offset to the beginning of the callable group within the shader binding table.

◆ CallableGroupSize

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::CallableGroupSize { 0 }

The size of the callable group within the shader binding table.

◆ CallableGroupStride

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::CallableGroupStride { 0 }

The stride between individual callable group records in the shader binding table.

◆ HitGroupOffset

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::HitGroupOffset { std::numeric_limits<UInt64>::max() }

The offset to the beginning of the hit group within the shader binding table.

◆ HitGroupSize

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::HitGroupSize { 0 }

The size of the hit group within the shader binding table.

◆ HitGroupStride

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::HitGroupStride { 0 }

The stride between individual hit group records in the shader binding table.

◆ MissGroupOffset

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::MissGroupOffset { std::numeric_limits<UInt64>::max() }

The offset to the beginning of the miss group within the shader binding table.

◆ MissGroupSize

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::MissGroupSize { 0 }

The size of the miss group within the shader binding table.

◆ MissGroupStride

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::MissGroupStride { 0 }

The stride between individual miss group records in the shader binding table.

◆ RayGenerationGroupOffset

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.

◆ RayGenerationGroupSize

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::RayGenerationGroupSize { 0 }

The size of the ray generation group within the shader binding table.

◆ RayGenerationGroupStride

UInt64 LiteFX::Rendering::ShaderBindingTableOffsets::RayGenerationGroupStride { 0 }

The stride between individual ray generation group records in the shader binding table.