Go to the source code of this file.
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namespace | CoreGraphics |
| Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
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BarrierId | CoreGraphics::CreateBarrier (const BarrierCreateInfo &info) |
| create barrier object
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void | CoreGraphics::DestroyBarrier (const BarrierId id) |
| destroy barrier object
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void | CoreGraphics::BarrierReset (const BarrierId id) |
| reset resources previously set in barrier
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void | CoreGraphics::BarrierPush (const CoreGraphics::CmdBufferId buf, CoreGraphics::PipelineStage fromStage, CoreGraphics::PipelineStage toStage, CoreGraphics::BarrierDomain domain, const Util::FixedArray< TextureBarrierInfo, true > &textures, const Util::FixedArray< BufferBarrierInfo, true > &buffers) |
| Push barrier to stack.
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void | CoreGraphics::BarrierPush (const CoreGraphics::CmdBufferId buf, CoreGraphics::PipelineStage fromStage, CoreGraphics::PipelineStage toStage, CoreGraphics::BarrierDomain domain, const Util::FixedArray< TextureBarrierInfo, true > &textures) |
| Push barrier to stack.
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void | CoreGraphics::BarrierPush (const CoreGraphics::CmdBufferId buf, CoreGraphics::PipelineStage fromStage, CoreGraphics::PipelineStage toStage, CoreGraphics::BarrierDomain domain, const Util::FixedArray< BufferBarrierInfo, true > &buffers) |
| Push barrier to stack.
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void | CoreGraphics::BarrierPop (const CoreGraphics::CmdBufferId buf) |
| pop barrier, reverses the from-to stages and any access flags in the buffers and texture barriers
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void | CoreGraphics::BarrierRepeat (const CoreGraphics::CmdBufferId buf) |
| repeat barrier in queue
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CoreGraphics::ImageBits | CoreGraphics::ImageBitsFromString (const Util::String &str) |
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CoreGraphics::ImageLayout | CoreGraphics::ImageLayoutFromString (const Util::String &str) |
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