20 CoreGraphics::ShaderProgramId
shader;
Nebula's dynamic array class.
Definition array.h:60
#define ID_24_8_TYPE(x)
Definition id.h:132
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
void DestroyRaytracingPipeline(const PipelineRayTracingTable &table)
Destroy raytracing pipeline.
Definition vkpipeline.cc:407
PipelineId CreateGraphicsPipeline(const PipelineCreateInfo &info)
Create new pipeline.
Definition vkpipeline.cc:25
const PipelineRayTracingTable CreateRaytracingPipeline(const Util::Array< CoreGraphics::ShaderProgramId > programs)
Create raytacing pipeline using multiple shader programs.
Definition vkpipeline.cc:100
void DestroyGraphicsPipeline(const PipelineId pipeline)
Destroy pipeline.
Definition vkpipeline.cc:87
A shader represents an entire shader resource, containing several stages and programs.
CoreGraphics::ShaderProgramId shader
Definition pipeline.h:20
uint subpass
Definition pipeline.h:22
CoreGraphics::InputAssemblyKey inputAssembly
Definition pipeline.h:23
CoreGraphics::PassId pass
Definition pipeline.h:21
CoreGraphics::RayDispatchTable table
Definition pipeline.h:35
CoreGraphics::BufferId raygenBindingBuffer
Definition pipeline.h:34
CoreGraphics::BufferId missBindingBuffer
Definition pipeline.h:34
CoreGraphics::BufferId callableBindingBuffer
Definition pipeline.h:34
CoreGraphics::PipelineId pipeline
Definition pipeline.h:33
CoreGraphics::BufferId hitBindingBuffer
Definition pipeline.h:34
Definition commandbuffer.h:308
unsigned int uint
Definition types.h:31