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authorlucy96chen <47800040+lucy96chen@users.noreply.github.com>2022-02-18 21:58:11 -0800
committerGitHub <noreply@github.com>2022-02-18 21:58:11 -0800
commit7953c0b6e4e6328bacf9945763013f9e0af6e435 (patch)
tree06a505ee160fefb6b2c0d1477c4da7504a613986 /tools/gfx/d3d12/render-d3d12.cpp
parente031e0e5fb05d024d56dc70c3dd4ef7111d98ba4 (diff)
Fully implement the ray tracing pipeline for Vulkan (#2136)
* Added implementation for dispatchRays() and ShaderTableImpl, currently missing extensions and createShaderTable() * Code written, working on finding and fixing bugs * SBT issues fixed; Added implementation for endEncoding() to ensure the bound pipeline is properly reset; Ray tracing pipeline example successfully runs without any validation errors * Fixed some incorrectly merged lines * Fixed spacing * Fixed alignment for member variables in VulkanApi * Restart CI * Removed accidental comment kept from merge; Changed getName() call to getNameOverride()
Diffstat (limited to 'tools/gfx/d3d12/render-d3d12.cpp')
-rw-r--r--tools/gfx/d3d12/render-d3d12.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/tools/gfx/d3d12/render-d3d12.cpp b/tools/gfx/d3d12/render-d3d12.cpp
index 12f8bafa6..9be157605 100644
--- a/tools/gfx/d3d12/render-d3d12.cpp
+++ b/tools/gfx/d3d12/render-d3d12.cpp
@@ -3512,7 +3512,7 @@ public:
copyShaderIdInto(
stagingBufferPtr + m_rayGenTableOffset +
D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES * i,
- m_entryPointNames[i],
+ m_shaderGroupNames[i],
m_recordOverwrites[i]);
}
for (uint32_t i = 0; i < m_missShaderCount; i++)
@@ -3520,7 +3520,7 @@ public:
copyShaderIdInto(
stagingBufferPtr + m_missTableOffset +
D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES * i,
- m_entryPointNames[m_rayGenShaderCount + i],
+ m_shaderGroupNames[m_rayGenShaderCount + i],
m_recordOverwrites[m_rayGenShaderCount + i]);
}
for (uint32_t i = 0; i < m_hitGroupCount; i++)
@@ -3528,7 +3528,7 @@ public:
copyShaderIdInto(
stagingBufferPtr + m_hitGroupTableOffset +
D3D12_SHADER_IDENTIFIER_SIZE_IN_BYTES * i,
- m_entryPointNames[m_rayGenShaderCount + m_missShaderCount + i],
+ m_shaderGroupNames[m_rayGenShaderCount + m_missShaderCount + i],
m_recordOverwrites[m_rayGenShaderCount + m_missShaderCount + i]);
}