Zdexby TheHolyOneZ
36,909 classes
Class

ComputeRayTracingAccelStruct

: Object
UnityEngine.Rendering.UnifiedRayTracing.ComputeRayTracingAccelStruct, Unity.UnifiedRayTracing.Runtime 0x00D0 (208 B) inherited 0x0010 Unity.UnifiedRayTracing.Runtime.dll
0x00x00D0

Members 14

OffsetSizeNameTypeFlagsDefault
0x04m_HandleObfuscationuintPrivate+1 flags—
0x00140x04padding / unreflected
0x08m_RadeonRaysAPIRadeonRaysAPIPrivate+1 flags—
0x04m_BuildFlagsBuildFlagsPrivate+1 flags—
0x00240x04padding / unreflected
0x08m_CounterReferenceCounterPrivate+1 flags—
0x08m_BlasesDictionary<System.ValueTuple<System.Int32Private+1 flags—
0x20m_BlasAllocatorBlockAllocator1 flags—
0x08m_BlasBufferGraphicsBufferPrivate—
0x20m_BlasLeavesAllocatorBlockAllocator1 flags—
0x08m_BlasLeavesBufferGraphicsBufferPrivate—
0x08m_BlasPositionsBLASPositionsPoolPrivate+1 flags—
0x28m_TopLevelAccelStructNullable<UnityEngine.Rendering.RadeonRays.TopLevelAccelStruct>Private—
0x08m_CopyShaderComputeShaderPrivate+1 flags—
0x08m_RadeonInstancesDictionary<System.Int32Private+1 flags—
0x08m_FreeHandlesQueue<System.UInt32>Private+1 flags—

Functions 35

SignatureFlagsNativeParams
void .ctor(AccelerationStructureOptions options, RayTracingResources resources, ReferenceCounter counter, int blasBufferInitialSizeBytes)2 flags0x08
GraphicsBuffer get_topLevelBvhBuffer()2 flags0x08
GraphicsBuffer get_bottomLevelBvhBuffer()2 flags0x08
GraphicsBuffer get_instanceInfoBuffer()2 flags0x08
void Dispose()PublicFinal+2 flags0x00
int AddInstance(const MeshInstanceDesc& meshInstance)PublicFinal+2 flags0x58
void RemoveInstance(int instanceHandle)PublicFinal+2 flags0x04
void ClearInstances()PublicFinal+2 flags0x00
void UpdateInstanceTransform(int instanceHandle, const Matrix4x4& localToWorldMatrix)PublicFinal+2 flags0x40
void UpdateInstanceID(int instanceHandle, uint instanceID)PublicFinal+2 flags0x04
void UpdateInstanceMask(int instanceHandle, uint mask)PublicFinal+2 flags0x04
void Build(CommandBuffer cmd, GraphicsBuffer scratchBuffer)PublicFinal+2 flags0x08
ulong GetBuildScratchBufferRequiredSizeInBytes()PublicFinal+2 flags0x08
void FreeTopLevelAccelStruct()Private0x00
MeshBlas GetOrAllocateMeshBlas(Mesh mesh, int subMeshIndex)Private0x08
void AllocateBlas(Mesh mesh, int submeshIndex, MeshBlas blas)Private0x08
GraphicsBuffer LoadIndexBuffer(Mesh mesh)Private0x08
GraphicsBuffer LoadPositionBuffer(Mesh mesh, ref int& stride, ref int& offset)Private0x08
void DeleteMeshBlas(const ValueTuple<System.Int32& geomKey, MeshBlas blas)Private0x08
ulong GetBvhBuildScratchBufferSizeInDwords()Private0x08
void CreateBvh(CommandBuffer cmd, GraphicsBuffer scratchBuffer)Private0x08
void BuildMissingBottomLevelAccelStructs(CommandBuffer cmd, GraphicsBuffer scratchBuffer)Private0x08
void BuildTopLevelAccelStruct(CommandBuffer cmd, GraphicsBuffer scratchBuffer)Private0x08
BuildFlags ConvertFlagsToGpuBuild(const BuildFlags& flags)Private0x04
void Bind(CommandBuffer cmd, const string& name, IRayTracingShader shader)Public0x08
void Bind(CommandBuffer cmd, const string& name, ComputeShader shader, int kernelIndex)Public0x08
Transform ConvertTranform(const Matrix4x4& input)PrivateStatic0x40
Matrix4x4 ConvertTranform(const Transform& input)PrivateStatic0x40
int3 GetFaceIndices(List<System.Int32> indices, int triangleIdx)PrivateStatic0x0C
Triangle GetTriangle(List<UnityEngine.Vector3> vertices, const int3& idx)PrivateStatic0x24
Allocation AllocateBlasInternalNodes(int allocationNodeCount)Private0x0C
Allocation AllocateBlasLeafNodes(int allocationNodeCount)Private0x0C
int NewHandle()Private0x04
void ReleaseHandle(int handle)Private0x04
void CheckInstanceHandleIsValid(int instanceHandle)Private0x04