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  1. namespace UnityEngine.Rendering.RadeonRays
  2. {
  3. internal class SID
  4. {
  5. public static readonly int g_vertices = Shader.PropertyToID("g_vertices");
  6. public static readonly int g_indices = Shader.PropertyToID("g_indices");
  7. public static readonly int g_scratch_buffer = Shader.PropertyToID("g_scratch_buffer");
  8. public static readonly int g_bvh = Shader.PropertyToID("g_bvh");
  9. public static readonly int g_buffer = Shader.PropertyToID("g_buffer");
  10. public static readonly int g_primitive_refs_offset = Shader.PropertyToID("g_primitive_refs_offset");
  11. public static readonly int g_morton_codes_offset = Shader.PropertyToID("g_morton_codes_offset");
  12. public static readonly int g_constants_num_keys = Shader.PropertyToID("g_constants_num_keys");
  13. public static readonly int g_constants_input_keys_offset = Shader.PropertyToID("g_constants_input_keys_offset");
  14. public static readonly int g_constants_part_sums_offset = Shader.PropertyToID("g_constants_part_sums_offset");
  15. public static readonly int g_constants_output_keys_offset = Shader.PropertyToID("g_constants_output_keys_offset");
  16. public static readonly int g_constants_num_blocks = Shader.PropertyToID("g_constants_num_blocks");
  17. public static readonly int g_constants_bit_shift = Shader.PropertyToID("g_constants_bit_shift");
  18. public static readonly int g_input_keys_offset = Shader.PropertyToID("g_input_keys_offset");
  19. public static readonly int g_group_histograms_offset = Shader.PropertyToID("g_group_histograms_offset");
  20. public static readonly int g_output_keys_offset = Shader.PropertyToID("g_output_keys_offset");
  21. public static readonly int g_input_values_offset = Shader.PropertyToID("g_input_values_offset");
  22. public static readonly int g_output_values_offset = Shader.PropertyToID("g_output_values_offset");
  23. public static readonly int g_aabb_offset = Shader.PropertyToID("g_aabb_offset");
  24. public static readonly int g_constants_vertex_stride = Shader.PropertyToID("g_constants_vertex_stride");
  25. public static readonly int g_constants_triangle_count = Shader.PropertyToID("g_constants_triangle_count");
  26. public static readonly int g_constants_ray_count = Shader.PropertyToID("g_constants_ray_count");
  27. public static readonly int g_ray_count = Shader.PropertyToID("g_ray_count");
  28. public static readonly int g_rays = Shader.PropertyToID("g_rays");
  29. public static readonly int g_hits = Shader.PropertyToID("g_hits");
  30. public static readonly int g_stack = Shader.PropertyToID("g_stack");
  31. public static readonly int g_constants_min_prims_per_treelet = Shader.PropertyToID("g_constants_min_prims_per_treelet");
  32. public static readonly int g_treelet_count_offset = Shader.PropertyToID("g_treelet_count_offset");
  33. public static readonly int g_treelet_roots_offset = Shader.PropertyToID("g_treelet_roots_offset");
  34. public static readonly int g_primitive_counts_offset = Shader.PropertyToID("g_primitive_counts_offset");
  35. public static readonly int g_treelet_dispatch_buffer = Shader.PropertyToID("g_treelet_dispatch_buffer");
  36. public static readonly int g_treelet_offset = Shader.PropertyToID("g_treelet_offset");
  37. public static readonly int g_remainder_treelets = Shader.PropertyToID("g_remainder_treelets");
  38. public static readonly int g_bvh_offset = Shader.PropertyToID("g_bvh_offset");
  39. public static readonly int g_instance_infos = Shader.PropertyToID("g_instance_infos");
  40. public static readonly int g_bottom_bvhs = Shader.PropertyToID("g_bottom_bvhs");
  41. public static readonly int g_indices_offset = Shader.PropertyToID("g_indices_offset");
  42. public static readonly int g_vertices_offset = Shader.PropertyToID("g_vertices_offset");
  43. public static readonly int g_bvh_node_count = Shader.PropertyToID("g_bvh_node_count");
  44. public static readonly int g_bvh_max_node_count = Shader.PropertyToID("g_bvh_max_node_count");
  45. public static readonly int g_trace_index_buffer = Shader.PropertyToID("g_trace_index_buffer");
  46. public static readonly int g_trace_vertex_buffer = Shader.PropertyToID("g_trace_vertex_buffer");
  47. public static readonly int g_trace_vertex_stride = Shader.PropertyToID("g_trace_vertex_stride");
  48. public static readonly int g_sorted_prim_refs_offset = Shader.PropertyToID("g_sorted_prim_refs_offset");
  49. public static readonly int g_temp_indices_offset = Shader.PropertyToID("g_temp_indices_offset");
  50. public static readonly int g_internal_node_range_offset = Shader.PropertyToID("g_internal_node_range_offset");
  51. public static readonly int g_cluster_validity_offset = Shader.PropertyToID("g_cluster_validity_offset");
  52. public static readonly int g_cluster_range_offset = Shader.PropertyToID("g_cluster_range_offset");
  53. public static readonly int g_neighbor_offset = Shader.PropertyToID("g_neighbor_offset");
  54. public static readonly int g_cluster_to_node_offset = Shader.PropertyToID("g_cluster_to_node_offset");
  55. public static readonly int g_deltas_offset = Shader.PropertyToID("g_deltas_offset");
  56. public static readonly int g_dispatch_dimensions = Shader.PropertyToID("g_Dimensions");
  57. }
  58. }