UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
D3D12RayTracingResources.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3/*=============================================================================
4 D3D12RayTracingResources.h: Internal D3D12 RHI RayTracing definitions.
5=============================================================================*/
6
7#pragma once
8
9#include "HAL/Platform.h"
10#include "RayTracingBuiltInResources.h"
11
13
14// Built-in local root parameters that are always bound to all hit shaders
15// Contains union for bindless and non-bindless index/vertex buffer data to make the code handling the hit group parameters easier to use
16// (otherwise all cached hit parameter code has to be done twice and stored twice making everything more complicated)
17// Ideally the non bindless code path should be removed 'soon' - this constant buffer size for FD3D12HitGroupSystemParameters in Bindless is 8 bytes bigger than needed
35
FPlatformTypes::uint64 uint64
A 64-bit unsigned integer.
Definition Platform.h:1117
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
uint64 FD3D12_GPU_VIRTUAL_ADDRESS
Definition D3D12RayTracingResources.h:12
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition D3D12RayTracingResources.h:19
uint32 BindlessHitGroupSystemIndexBuffer
Definition D3D12RayTracingResources.h:25
FHitGroupSystemRootConstants RootConstants
Definition D3D12RayTracingResources.h:20
FD3D12_GPU_VIRTUAL_ADDRESS VertexBuffer
Definition D3D12RayTracingResources.h:31
uint32 BindlessHitGroupSystemVertexBuffer
Definition D3D12RayTracingResources.h:26
FD3D12_GPU_VIRTUAL_ADDRESS IndexBuffer
Definition D3D12RayTracingResources.h:30
Definition D3D12RayTracingResources.h:37
uint32 Size
Definition D3D12RayTracingResources.h:38
uint32 SerializedSize
Definition D3D12RayTracingResources.h:39