This structure is used by IDeviceContext::TraceRaysIndirect(). More...
#include <DeviceContext.h>
Public Attributes | |
| const IShaderBindingTable * | pSBT = nullptr |
| Shader binding table. | |
| IBuffer * | pAttribsBuffer = nullptr |
| A pointer to the buffer containing indirect trace rays attributes. | |
| RESOURCE_STATE_TRANSITION_MODE | AttribsBufferStateTransitionMode = RESOURCE_STATE_TRANSITION_MODE_NONE |
| State transition mode for indirect trace rays attributes buffer. | |
| Uint64 | ArgsByteOffset = 0 |
| The offset from the beginning of the buffer to the trace rays command arguments. | |
This structure is used by IDeviceContext::TraceRaysIndirect().
| IBuffer* Diligent::TraceRaysIndirectAttribs::pAttribsBuffer = nullptr |
A pointer to the buffer containing indirect trace rays attributes.
The buffer must contain the following arguments at the specified offset:
[88 bytes reserved] - for Direct3D12 backend Uint32 DimensionX; Uint32 DimensionY; Uint32 DimensionZ;