reckfellENGINE

RDPipelineShader

Pipeline shader (used by RenderingDevice).

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class RDPipelineShaderReckfellSharpInherits RefCounted

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
# RDPipelineShader
C#
public RDPipelineShader();

Properties2

ShaderProperty
# Shader
C#
public Rid Shader { get; set; }

Shader resource. The required stage is selected by the pipeline.

SpecializationConstantsProperty
# SpecializationConstants
C#
public Reckfell.Collections.Array<RDPipelineSpecializationConstant> SpecializationConstants { get; set; }

Specialization constants applied to the selected shader stage at pipeline creation time.

Methods4

GetShaderRid
# GetShader
C#
public Rid GetShader();
Returns Rid
GetSpecializationConstantsReckfell.Collections.Array<RDPipelineSpecializationConstant>
# GetSpecializationConstants
C#
public Reckfell.Collections.Array<RDPipelineSpecializationConstant> GetSpecializationConstants();
Returns Reckfell.Collections.Array<RDPipelineSpecializationConstant>
SetShadervoid
# SetShader
C#
public void SetShader(Rid pMember);
Parameters
NameTypeDefault
pMemberRid—
SetSpecializationConstantsvoid
# SetSpecializationConstants
C#
public void SetSpecializationConstants(Reckfell.Collections.Array<RDPipelineSpecializationConstant> specializationConstants);
Parameters
NameTypeDefault
specializationConstantsReckfell.Collections.Array<RDPipelineSpecializationConstant>—
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