namespace UnityEngine.Rendering.RadeonRays { internal class SID { public static readonly int g_vertices = Shader.PropertyToID("g_vertices"); public static readonly int g_indices = Shader.PropertyToID("g_indices"); public static readonly int g_scratch_buffer = Shader.PropertyToID("g_scratch_buffer"); public static readonly int g_bvh = Shader.PropertyToID("g_bvh"); public static readonly int g_buffer = Shader.PropertyToID("g_buffer"); public static readonly int g_primitive_refs_offset = Shader.PropertyToID("g_primitive_refs_offset"); public static readonly int g_morton_codes_offset = Shader.PropertyToID("g_morton_codes_offset"); public static readonly int g_constants_num_keys = Shader.PropertyToID("g_constants_num_keys"); public static readonly int g_constants_input_keys_offset = Shader.PropertyToID("g_constants_input_keys_offset"); public static readonly int g_constants_part_sums_offset = Shader.PropertyToID("g_constants_part_sums_offset"); public static readonly int g_constants_output_keys_offset = Shader.PropertyToID("g_constants_output_keys_offset"); public static readonly int g_constants_num_blocks = Shader.PropertyToID("g_constants_num_blocks"); public static readonly int g_constants_bit_shift = Shader.PropertyToID("g_constants_bit_shift"); public static readonly int g_input_keys_offset = Shader.PropertyToID("g_input_keys_offset"); public static readonly int g_group_histograms_offset = Shader.PropertyToID("g_group_histograms_offset"); public static readonly int g_output_keys_offset = Shader.PropertyToID("g_output_keys_offset"); public static readonly int g_input_values_offset = Shader.PropertyToID("g_input_values_offset"); public static readonly int g_output_values_offset = Shader.PropertyToID("g_output_values_offset"); public static readonly int g_aabb_offset = Shader.PropertyToID("g_aabb_offset"); public static readonly int g_constants_vertex_stride = Shader.PropertyToID("g_constants_vertex_stride"); public static readonly int g_constants_triangle_count = Shader.PropertyToID("g_constants_triangle_count"); public static readonly int g_constants_ray_count = Shader.PropertyToID("g_constants_ray_count"); public static readonly int g_ray_count = Shader.PropertyToID("g_ray_count"); public static readonly int g_rays = Shader.PropertyToID("g_rays"); public static readonly int g_hits = Shader.PropertyToID("g_hits"); public static readonly int g_stack = Shader.PropertyToID("g_stack"); public static readonly int g_constants_min_prims_per_treelet = Shader.PropertyToID("g_constants_min_prims_per_treelet"); public static readonly int g_treelet_count_offset = Shader.PropertyToID("g_treelet_count_offset"); public static readonly int g_treelet_roots_offset = Shader.PropertyToID("g_treelet_roots_offset"); public static readonly int g_primitive_counts_offset = Shader.PropertyToID("g_primitive_counts_offset"); public static readonly int g_treelet_dispatch_buffer = Shader.PropertyToID("g_treelet_dispatch_buffer"); public static readonly int g_treelet_offset = Shader.PropertyToID("g_treelet_offset"); public static readonly int g_remainder_treelets = Shader.PropertyToID("g_remainder_treelets"); public static readonly int g_bvh_offset = Shader.PropertyToID("g_bvh_offset"); public static readonly int g_instance_infos = Shader.PropertyToID("g_instance_infos"); public static readonly int g_bottom_bvhs = Shader.PropertyToID("g_bottom_bvhs"); public static readonly int g_indices_offset = Shader.PropertyToID("g_indices_offset"); public static readonly int g_vertices_offset = Shader.PropertyToID("g_vertices_offset"); public static readonly int g_bvh_node_count = Shader.PropertyToID("g_bvh_node_count"); public static readonly int g_bvh_max_node_count = Shader.PropertyToID("g_bvh_max_node_count"); public static readonly int g_trace_index_buffer = Shader.PropertyToID("g_trace_index_buffer"); public static readonly int g_trace_vertex_buffer = Shader.PropertyToID("g_trace_vertex_buffer"); public static readonly int g_trace_vertex_stride = Shader.PropertyToID("g_trace_vertex_stride"); public static readonly int g_sorted_prim_refs_offset = Shader.PropertyToID("g_sorted_prim_refs_offset"); public static readonly int g_temp_indices_offset = Shader.PropertyToID("g_temp_indices_offset"); public static readonly int g_internal_node_range_offset = Shader.PropertyToID("g_internal_node_range_offset"); public static readonly int g_cluster_validity_offset = Shader.PropertyToID("g_cluster_validity_offset"); public static readonly int g_cluster_range_offset = Shader.PropertyToID("g_cluster_range_offset"); public static readonly int g_neighbor_offset = Shader.PropertyToID("g_neighbor_offset"); public static readonly int g_cluster_to_node_offset = Shader.PropertyToID("g_cluster_to_node_offset"); public static readonly int g_deltas_offset = Shader.PropertyToID("g_deltas_offset"); public static readonly int g_dispatch_dimensions = Shader.PropertyToID("g_Dimensions"); } }