forked from BilalY/Rasagar
24 lines
1.2 KiB
C#
24 lines
1.2 KiB
C#
using Unity.Mathematics;
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namespace UnityEngine.Rendering.UnifiedRayTracing
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{
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internal interface IRayTracingShader
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{
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uint3 GetThreadGroupSizes();
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void PopulateDispatchDimensionBuffer(CommandBuffer cmd, GraphicsBuffer dispatchDimensionsBuffer, uint3 dimensions);
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void SetAccelerationStructure(CommandBuffer cmd, string name, IRayTracingAccelStruct accelStruct);
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void SetIntParam(CommandBuffer cmd, int nameID, int val);
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void SetFloatParam(CommandBuffer cmd, int nameID, float val);
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void SetVectorParam(CommandBuffer cmd, int nameID, Vector4 val);
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void SetMatrixParam(CommandBuffer cmd, int nameID, Matrix4x4 val);
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void SetTextureParam(CommandBuffer cmd, int nameID, RenderTargetIdentifier rt);
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void SetBufferParam(CommandBuffer cmd, int nameID, GraphicsBuffer buffer);
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void SetBufferParam(CommandBuffer cmd, int nameID, ComputeBuffer buffer);
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void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, uint width, uint height, uint depth);
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void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, GraphicsBuffer argsBuffer);
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ulong GetTraceScratchBufferRequiredSizeInBytes(uint width, uint height, uint depth);
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}
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}
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