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| author | Yong He <yonghe@outlook.com> | 2021-07-28 12:24:12 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-07-28 12:24:12 -0700 |
| commit | c6f6ce12ec522b193b42bcd12d3a2540c7a6ff92 (patch) | |
| tree | d5f77aa02df88c71ef4f898db40434bf4c1f3010 /tools/gfx/debug-layer.h | |
| parent | 23d406f8a3b325f91fecd9ad52bd510ded5f49a7 (diff) | |
Experimental DXR1.0 support in gfx. (#1915)
* Experimental DXR1.0 support in gfx.
- Add `dispatchRays` command.
- Add `createRayTracingPipelineState` method to construct a D3D ray tracing state object from a linked slang program and user specified shader table.
Limitations/simplifications: no local root signature support, shader table entries contains only shader identifiers and is specified at pipeline creation time, owned by the pipeline state object.
* Root object binding for raytracing pipelines.
* `maybeSpecializePipeline` implementation for raytracing pipelines.
* Add ray-tracing-pipeline example.
* Fixes.
* Update README.md
* Update comments on the lifespan of specialized pipelines
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
Diffstat (limited to 'tools/gfx/debug-layer.h')
| -rw-r--r-- | tools/gfx/debug-layer.h | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/tools/gfx/debug-layer.h b/tools/gfx/debug-layer.h index 7433db966..c7de48149 100644 --- a/tools/gfx/debug-layer.h +++ b/tools/gfx/debug-layer.h @@ -351,6 +351,13 @@ public: IAccelerationStructure* const* structures, AccessFlag::Enum sourceAccess, AccessFlag::Enum destAccess) override; + virtual SLANG_NO_THROW void SLANG_MCALL + bindPipeline(IPipelineState* state, IShaderObject** outRootObject) override; + virtual SLANG_NO_THROW void SLANG_MCALL dispatchRays( + const char* rayGenShaderName, + int32_t width, + int32_t height, + int32_t depth) override; public: DebugCommandBuffer* commandBuffer; |
