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using Unity.Mathematics;
namespace UnityEngine.Rendering.UnifiedRayTracing
{
internal interface IRayTracingShader
{
uint3 GetThreadGroupSizes();
void SetAccelerationStructure(CommandBuffer cmd, string name, IRayTracingAccelStruct accelStruct);
void SetIntParam(CommandBuffer cmd, int nameID, int val);
void SetFloatParam(CommandBuffer cmd, int nameID, float val);
void SetVectorParam(CommandBuffer cmd, int nameID, Vector4 val);
void SetMatrixParam(CommandBuffer cmd, int nameID, Matrix4x4 val);
void SetTextureParam(CommandBuffer cmd, int nameID, RenderTargetIdentifier rt);
void SetBufferParam(CommandBuffer cmd, int nameID, GraphicsBuffer buffer);
void SetBufferParam(CommandBuffer cmd, int nameID, ComputeBuffer buffer);
void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, uint width, uint height, uint depth);
void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, GraphicsBuffer argsBuffer);
ulong GetTraceScratchBufferRequiredSizeInBytes(uint width, uint height, uint depth);
}
}