Struct mltg_bindings::Windows::Win32::Graphics::Direct3D12::D3D12_DISPATCH_RAYS_DESC [−][src]
#[repr(C)]pub struct D3D12_DISPATCH_RAYS_DESC { pub RayGenerationShaderRecord: D3D12_GPU_VIRTUAL_ADDRESS_RANGE, pub MissShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE, pub HitGroupTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE, pub CallableShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE, pub Width: u32, pub Height: u32, pub Depth: u32, }
Fields
RayGenerationShaderRecord: D3D12_GPU_VIRTUAL_ADDRESS_RANGE
MissShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
HitGroupTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
CallableShaderTable: D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE
Width: u32
Height: u32
Depth: u32
Trait Implementations
Returns a pointer for setting the object’s value via an ABI call.
Casts the ABI representation to a Rust object by taking ownership of the bits.
Auto Trait Implementations
impl RefUnwindSafe for D3D12_DISPATCH_RAYS_DESC
impl Send for D3D12_DISPATCH_RAYS_DESC
impl Sync for D3D12_DISPATCH_RAYS_DESC
impl Unpin for D3D12_DISPATCH_RAYS_DESC
impl UnwindSafe for D3D12_DISPATCH_RAYS_DESC
Blanket Implementations
Mutably borrows from an owned value. Read more