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    Struct AccelerationStructureInstance

    This data structure is used in GPU memory during the acceleration structure build. This struct definition is useful if generating instance data on the CPU first, then uploading it to the GPU. However, applications are also free to generate instance descriptions directly into GPU memory from compute shaders, following the same layout.

    Namespace: Evergine.Common.Graphics.Raytracing
    Assembly: Evergine.Common.dll
    Syntax
    public struct AccelerationStructureInstance

    Fields

    BottonLevel

    The bottom-level acceleration structure that is being instanced.

    Declaration
    public BottomLevelAS BottonLevel
    Field Value
    Type Description
    BottomLevelAS

    Flags

    Flags from AccelerationStructureInstanceFlags to be applied to the instance.

    Declaration
    public AccelerationStructureInstanceFlags Flags
    Field Value
    Type Description
    AccelerationStructureInstanceFlags

    InstanceContributionToHitGroupIndex

    Per-instance contribution to add into shader table indexing to select the hit group to use. It is the offset of the instance inside the shader-binding-table.

    Declaration
    public uint InstanceContributionToHitGroupIndex
    Field Value
    Type Description
    uint

    InstanceID

    An arbitrary 24-bit value that can be accessed via InstanceID() in the shader.

    Declaration
    public uint InstanceID
    Field Value
    Type Description
    uint

    InstanceMask

    An 8-bit mask assigned to the instance, used to include or reject groups of instances on a per-ray basis.

    Declaration
    public byte InstanceMask
    Field Value
    Type Description
    byte

    Transform4x4

    A 4x4 transformation matrix in row-major layout representing the instance-to-world transformation.

    Declaration
    public Matrix4x4 Transform4x4
    Field Value
    Type Description
    Matrix4x4

    Extension Methods

    ReflectionHelper.GetMemberAssembly(object)
    ReflectionHelper.GetTypeName(object)
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