Struct screen_13::driver::ray_trace::RayTracePipeline
source · pub struct RayTracePipeline {
pub info: RayTracePipelineInfo,
pub name: Option<String>,
/* private fields */
}
Expand description
Smart pointer handle to a pipeline object.
Also contains information about the object.
§Deref
behavior
RayTracePipeline
automatically dereferences to vk::Pipeline
(via the Deref
trait), so you can call vk::Pipeline
’s methods on a value of type RayTracePipeline
. To avoid
name clashes with vk::Pipeline
’s methods, the methods of RayTracePipeline
itself are
associated functions, called using fully qualified syntax:
Fields§
§info: RayTracePipelineInfo
Information used to create this object.
name: Option<String>
A descriptive name used in debugging messages.
Implementations§
source§impl RayTracePipeline
impl RayTracePipeline
sourcepub fn create<S>(
device: &Arc<Device>,
info: impl Into<RayTracePipelineInfo>,
shaders: impl IntoIterator<Item = S>,
shader_groups: impl IntoIterator<Item = RayTraceShaderGroup>
) -> Result<Self, DriverError>
pub fn create<S>( device: &Arc<Device>, info: impl Into<RayTracePipelineInfo>, shaders: impl IntoIterator<Item = S>, shader_groups: impl IntoIterator<Item = RayTraceShaderGroup> ) -> Result<Self, DriverError>
Creates a new ray trace pipeline on the given device.
The correct pipeline stages will be enabled based on the provided shaders. See Shader for details on all available stages.
The number and composition of the shader_groups
parameter must match the actual shaders
provided.
§Panics
If shader code is not a multiple of four bytes.
§Examples
Basic usage:
// shader code is raw SPIR-V code as bytes
let info = RayTracePipelineInfo::new().max_ray_recursion_depth(1);
let pipeline = RayTracePipeline::create(
&device,
info,
[
Shader::new_ray_gen(my_rgen_code.as_slice()),
Shader::new_closest_hit(my_chit_code.as_slice()),
Shader::new_miss(my_miss_code.as_slice()),
Shader::new_miss(my_shadow_code.as_slice()),
],
[
RayTraceShaderGroup::new_general(0),
RayTraceShaderGroup::new_triangles(1, None),
RayTraceShaderGroup::new_general(2),
RayTraceShaderGroup::new_general(3),
],
)?;
assert_ne!(*pipeline, vk::Pipeline::null());
assert_eq!(pipeline.info.max_ray_recursion_depth, 1);
sourcepub fn group_handle(this: &Self, idx: usize) -> Result<&[u8], DriverError>
pub fn group_handle(this: &Self, idx: usize) -> Result<&[u8], DriverError>
Function returning a handle to a shader group of this pipeline. This can be used to construct a sbt.
§Examples
See ray_trace.rs for a detail example which constructs a shader binding table buffer using this function.
sourcepub fn group_stack_size(
this: &Self,
group: u32,
group_shader: ShaderGroupShaderKHR
) -> DeviceSize
pub fn group_stack_size( this: &Self, group: u32, group_shader: ShaderGroupShaderKHR ) -> DeviceSize
Query ray trace pipeline shader group shader stack size.
The return value is the ray tracing pipeline stack size in bytes for the specified shader as called from the specified shader group.
Trait Implementations§
source§impl Access for RayTracePipeline
impl Access for RayTracePipeline
source§const DEFAULT_READ: AccessType = AccessType::RayTracingShaderReadSampledImageOrUniformTexelBuffer
const DEFAULT_READ: AccessType = AccessType::RayTracingShaderReadSampledImageOrUniformTexelBuffer
AccessType
for read operations, if not specified explicitly.source§const DEFAULT_WRITE: AccessType = AccessType::AnyShaderWrite
const DEFAULT_WRITE: AccessType = AccessType::AnyShaderWrite
AccessType
for write operations, if not specified explicitly.