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// d3d12-shader-table.h
#pragma once
#include "d3d12-base.h"
namespace gfx
{
namespace d3d12
{
using namespace Slang;
class ShaderTableImpl : public ShaderTableBase
{
public:
uint32_t m_rayGenTableOffset;
uint32_t m_missTableOffset;
uint32_t m_hitGroupTableOffset;
uint32_t m_callableTableOffset;
DeviceImpl* m_device;
virtual RefPtr<BufferResource> createDeviceBuffer(
PipelineStateBase* pipeline,
TransientResourceHeapBase* transientHeap,
IResourceCommandEncoder* encoder) override;
};
} // namespace d3d12
} // namespace gfx
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