LiteFX::Rendering::ShaderBindingTableOffsets¶
Describes the offsets and sizes of a shader group within a shader binding table buffer.
Synopsis¶
Declared in <litefx/rendering_api.hpp>
struct [[dllimport, dllexport]] ShaderBindingTableOffsets;
Description¶
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.
Data Members¶
| Name | Description |
|---|---|
CallableGroupOffset | The offset to the beginning of the callable group within the shader binding table. |
CallableGroupSize | The size of the callable group within the shader binding table. |
CallableGroupStride | The stride between individual callable group records in the shader binding table. |
HitGroupOffset | The offset to the beginning of the hit group within the shader binding table. |
HitGroupSize | The size of the hit group within the shader binding table. |
HitGroupStride | The stride between individual hit group records in the shader binding table. |
MissGroupOffset | The offset to the beginning of the miss group within the shader binding table. |
MissGroupSize | The size of the miss group within the shader binding table. |
MissGroupStride | The stride between individual miss group records in the shader binding table. |
RayGenerationGroupOffset | The offset to the beginning of the ray generation group within the shader binding table. |
RayGenerationGroupSize | The size of the ray generation group within the shader binding table. |
RayGenerationGroupStride | The stride between individual ray generation group records in the shader binding table. |
See Also¶
IRayTracingPipeline::allocateShaderBindingTable