The ShaderServer loads all shaders when created, meaning all shaders in the project must be valid and...
Definition shaderserverbase.h:59
Util::HashTable< Mask, Name > nameHash
Definition shaderfeature.h:45
Mask StringToMask(const Util::String &str)
generate a bit mask from a shader feature string
Definition shaderfeature.cc:27
Util::String MaskToString(Mask mask)
convert a bit mask into a shader feature string
Definition shaderfeature.cc:49
ShaderFeature()
constructor
Definition shaderfeature.cc:16
Util::StringAtom Name
a single shader feature name
Definition shaderfeature.h:33
uint Mask
a shader feature bit mask
Definition shaderfeature.h:31
Organizes key/value pairs by a hash code.
Definition hashtable.h:42
A StringAtom.
Definition stringatom.h:22
Definition gamecontentserverbase.cc:10
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
Nebula's universal string class.
Definition String.cs:8
unsigned int uint
Definition types.h:31