Structs§
- ACES
Transform - Access
Flags - Adaptive
Resolution Scaler - Annotation
Manager - Async
Compute Group - Async
Compute Scheduler - Atlas
Region - Attachment
Description - Auto
Exposure Pass Desc - Bandwidth
Profiler - Bloom
Pass Desc - Bloom
Uniforms - Buffer
Barrier - Buffer
Desc - Captured
Frame - Clustered
Light Grid - Color
Blend Attachment - Color
Blend State - Compilation
Report - Compiled
Render Graph - Critical
Path Analyzer - DDGI
Pass Desc - Debug
Pass Desc - Decal
Pass Desc - Dependency
Matrix - Depth
OfField Pass Desc - Depth
Stencil State - Descriptor
Binding - Descriptor
Set - Draw
Command - Editor
History - Editor
Renderer - Format
Info - Frame
Debugger - Frame
Statistics - Frame
Uniforms - GBuffer
Pass Desc - GPUCulling
Pass Desc - GTAO
Pass Desc - GpuMemory
Budget - Graph
Layout - HiZTracer
- HotReload
Manager - Image
Barrier - Lens
Flare Pass Desc - Light
Culling Pass Desc - Lighting
Pass Desc - Motion
Blur Pass Desc - Multisample
State - Node
Annotation - Node
Connection - NodePin
- Occlusion
Culler - Overdraw
Estimator - Particle
Pass Desc - Pass
Group - Pass
Group Manager - PassId
- Pass
Node - Pass
Reorderer - Pass
Statistics - Pipeline
Barrier - Pipeline
Cache - Pipeline
Key - Pipeline
Preset - Pipeline
Stage Flags - Post
FxChain - Profiling
Manager - Query
Pool - RTPass
Desc - Rasterizer
State - Render
Graph Compiler - Render
Graph Editor - Render
Graph Resource - Render
Graph Validator - Render
Pass Description - Resolve
Pass Desc - Resource
Access Record - Resource
Id - Resource
Node Visual - SSAO
Pass Desc - SSAO
Uniforms - SSRPass
Desc - SSSPass
Desc - Serialized
Node - Serialized
Render Graph - Serialized
Resource - Shadow
Atlas - Shadow
MapPass Desc - Shadow
Uniforms - SkyPass
Desc - Stencil
OpState - Subpass
Dependency - Subpass
Description - Sugiyama
Layout - TAAPass
Desc - TAAUniforms
- TBRDetector
- Temporal
History Buffer - Texture
Desc - Timestamp
Query - Tone
Mapping Pass Desc - UIPass
Desc - Upscale
Pass Desc - VXGI
Pass Desc - Validation
Report - Vertex
Attribute - Vertex
Binding - Vertex
Input Layout - Volumetric
FogPass Desc
Enums§
- AOAlgorithm
- Binding
Type - Blend
Factor - BlendOp
- Compare
Op - Compute
Queue - Cull
Mode - DoFAlgorithm
- Draw
Command Kind - Editor
Action - EyeAdaptation
- Fill
Mode - Front
Face - Graph
Diff - Image
Layout - LoadOp
- LogicOp
- Pass
Desc - Pass
Kind - PinKind
- Post
FxEffect - Query
Type - RTDenoiser
- RTPass
Kind - Resource
Desc - Resource
Kind - Resource
Lifetime - SSSAlgorithm
- Sample
Count - Shadow
MapKind - SkyModel
- Stencil
Op - StoreOp
- Texture
Format - Tone
Mapping Operator - Upscaler
Kind - Validation
Error - Vertex
Format - Vertex
Input Rate
Functions§
- aabb_
in_ frustum - Test AABB against frustum planes
- aabb_
intersect - align_
up - align_
up_ u32 - bake_
tonemapping_ lut - build_
forward_ plus_ pipeline - build_
lighting_ descriptor_ set - build_
mobile_ deferred_ pipeline - build_
ssao_ descriptor_ set - clamp01
- compute_
mip_ count - compute_
texture_ lod - Compute mip level for texture sampling based on UV footprint (OpenGL-style)
- cook_
torrance_ brdf - decode_
rgbe - decode_
velocity - diff_
render_ graphs - encode_
rgb9e5 - Shared exponent (GL_RGB9_E5) encoding
- encode_
rgbe - RGBE encoding (Radiance HDR format) for efficient HDR storage
- encode_
velocity - Encode/decode velocity to/from RG16F
- ev100_
to_ exposure - Exposure compensation from EV100
- export_
dot - export_
mermaid - format_
channel_ bits - Get the number of bits in each channel
- format_
info - formats_
compatible - Check if two formats are compatible for aliasing (same memory layout requirements)
- frustum_
planes_ from_ view_ proj - ggx_
distribution - halton_
sequence - hex_
distance - importance_
sample_ ggx - integrate_
brdf - Pre-integrated BRDF LUT sample (GGX + Schlick)
- is_
color_ attachment_ format - Can the format be used as a color attachment?
- is_
depth_ stencil_ attachment_ format - Can the format be used as a depth/stencil attachment?
- layout_
to_ dst_ info - Map an image layout to the typical pipeline stage/access for a destination (before that usage)
- layout_
to_ src_ info - Map an image layout to the typical pipeline stage/access for a source (after that usage)
- lerp
- lerp_
vec3 - linear_
depth_ to_ ndc - Convert a linear depth value to a NDC z for a given near/far
- linear_
to_ srgb - linear_
to_ srgb_ channel - linearize_
depth - Linearize depth from non-linear depth buffer
- luminance
- Luminance (CIE Y)
- octahedral_
decode - Octahedral decode normal
- octahedral_
encode - Octahedral encode normal (for RG16F GBuffer storage)
- pack_
material - Encode/decode RGBA8 packed normal+roughness (for material GBuffer)
- rec709_
to_ xyz - reconstruct_
world_ pos - Reconstruct world-space position from depth buffer
- schlick_
fresnel - smith_
g1_ ggx - smith_
g_ ggx - smoothstep
- sphere_
in_ frustum - Test sphere against frustum planes
- sphere_
intersect - sphere_
screen_ size_ pixels - Compute the screen-space size of a sphere in pixels
- srgb_
channel_ to_ linear - srgb_
eotf - Linearize a gamma-encoded value using the sRGB piecewise transfer function
- srgb_
oetf - sRGB inverse EOTF (linear to display-encoded)
- srgb_
to_ linear - Convert sRGB to linear (approximate gamma 2.2)
- texture_
size_ bytes - unpack_
material - view_
direction_ from_ uv - world_
to_ screen_ uv - Compute screen-space UV from world position
- xyz_
to_ aces_ ap0 - xyz_
to_ rec709