LiteFX::Rendering::Backends::VulkanCommandBuffer::traceRays¶
Executes a query on a ray-tracing pipeline.
Synopsis¶
Declared in <litefx/rendering.hpp>
[[dllimport]] virtual void traceRays(
UInt32 width,
UInt32 height,
UInt32 depth,
ShaderBindingTableOffsets const& offsets,
buffer_type const& rayGenerationShaderBindingTable,
buffer_type const* missShaderBindingTable,
buffer_type const* hitShaderBindingTable,
buffer_type const* callableShaderBindingTable) const noexcept = 0;
Description¶
This method is only supported if the GraphicsDeviceFeatures::RayTracing feature is enabled.
Parameters¶
| Name | Description |
|---|---|
| width | The width of the ray-tracing query. |
| height | The height of the ray-tracing query. |
| depth | The depth of the ray-tracing query. |
| offsets | The offsets, sizes and strides for each shader binding table. |
| rayGenerationShaderBindingTable | The shader binding table that contains the ray generation shader. |
| missShaderBindingTable | The shader binding table that contains the miss shaders. |
| hitShaderBindingTable | The shader binding table that contains the hit shaders. |
| callableShaderBindingTable | The shader binding table that contains the callable shaders. |