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// d3d12-ray-tracing.h
#pragma once
#include "d3d12-base.h"
namespace gfx
{
namespace d3d12
{
using namespace Slang;
class PipelineStateImpl : public PipelineStateBase
{
public:
PipelineStateImpl(DeviceImpl* device)
: m_device(device)
{
}
DeviceImpl* m_device;
ComPtr<ID3D12PipelineState> m_pipelineState;
void init(const GraphicsPipelineStateDesc& inDesc);
void init(const ComputePipelineStateDesc& inDesc);
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) override;
virtual Result ensureAPIPipelineStateCreated() override;
};
#if SLANG_GFX_HAS_DXR_SUPPORT
class RayTracingPipelineStateImpl : public PipelineStateBase
{
public:
ComPtr<ID3D12StateObject> m_stateObject;
DeviceImpl* m_device;
RayTracingPipelineStateImpl(DeviceImpl* device);
void init(const RayTracingPipelineStateDesc& inDesc);
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) override;
virtual Result ensureAPIPipelineStateCreated() override;
};
#endif
} // namespace d3d12
} // namespace gfx
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