Encapsulates all the necessary information for doing a ray tracing dispatch call. More...
#include <DeviceDispatchRaysItem.h>
Public Attributes | |
| DeviceDispatchRaysArguments | m_arguments |
| Arguments specific to a dispatch type. | |
| const DeviceRayTracingPipelineState * | m_rayTracingPipelineState = nullptr |
| Ray tracing pipeline state. | |
| const DeviceRayTracingShaderTable * | m_rayTracingShaderTable = nullptr |
| Ray tracing shader table. | |
| uint32_t | m_shaderResourceGroupCount = 0 |
| Shader Resource Groups. | |
| const DeviceShaderResourceGroup *const * | m_shaderResourceGroups = nullptr |
| const DevicePipelineState * | m_globalPipelineState = nullptr |
| Global shader pipeline state. | |
Encapsulates all the necessary information for doing a ray tracing dispatch call.