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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

NameDescription
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