RDPipelineShader
Pipeline shader (used by RenderingDevice).
Pipeline shader (used by RenderingDevice).
Wraps a shader resource and allows specialization constants to be applied at pipeline creation time.
Used by RenderingDevice.RaytracingPipelineCreate for ray generation, miss, and hit shaders. The pipeline selects the required shader stage automatically.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
RDPipelineShaderConstructor
public RDPipelineShader();Properties2
ShaderProperty
public Rid Shader { get; set; }Shader resource. The required stage is selected by the pipeline.
SpecializationConstantsProperty
public Reckfell.Collections.Array<RDPipelineSpecializationConstant> SpecializationConstants { get; set; }Specialization constants applied to the selected shader stage at pipeline creation time.
Methods4
GetShaderRid
public Rid GetShader();Returns
RidGetSpecializationConstantsReckfell.Collections.Array<RDPipelineSpecializationConstant>
public Reckfell.Collections.Array<RDPipelineSpecializationConstant> GetSpecializationConstants();Returns
Reckfell.Collections.Array<RDPipelineSpecializationConstant>SetShadervoid
public void SetShader(Rid pMember);| Name | Type | Default |
|---|---|---|
pMember | Rid | — |
SetSpecializationConstantsvoid
public void SetSpecializationConstants(Reckfell.Collections.Array<RDPipelineSpecializationConstant> specializationConstants);| Name | Type | Default |
|---|---|---|
specializationConstants | Reckfell.Collections.Array<RDPipelineSpecializationConstant> | — |
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