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- using Unity.Mathematics;
-
- namespace UnityEngine.Rendering.UnifiedRayTracing
- {
- internal interface IRayTracingShader
- {
- uint3 GetThreadGroupSizes();
- void PopulateDispatchDimensionBuffer(CommandBuffer cmd, GraphicsBuffer dispatchDimensionsBuffer, uint3 dimensions);
- void SetAccelerationStructure(CommandBuffer cmd, string name, IRayTracingAccelStruct accelStruct);
- void SetIntParam(CommandBuffer cmd, int nameID, int val);
- void SetFloatParam(CommandBuffer cmd, int nameID, float val);
- void SetVectorParam(CommandBuffer cmd, int nameID, Vector4 val);
- void SetMatrixParam(CommandBuffer cmd, int nameID, Matrix4x4 val);
- void SetTextureParam(CommandBuffer cmd, int nameID, RenderTargetIdentifier rt);
- void SetBufferParam(CommandBuffer cmd, int nameID, GraphicsBuffer buffer);
- void SetBufferParam(CommandBuffer cmd, int nameID, ComputeBuffer buffer);
- void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, uint width, uint height, uint depth);
- void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, GraphicsBuffer argsBuffer);
- ulong GetTraceScratchBufferRequiredSizeInBytes(uint width, uint height, uint depth);
- }
- }
-
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