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case RenderPassReflection::Field::Type::RawBuffer:
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if(height > 0 || depth > 0 || sampleCount > 0) logWarning("RenderPassReflection::Field::resourceType - height, depth, sampleCount for " + to_string(type) + " must be either 0");
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returnrawBuffer(width);
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+
case RenderPassReflection::Field::Type::StructuredBuffer:
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if (depth > 0 || sampleCount > 0) logWarning("RenderPassReflection::Field::resourceType - depth, sampleCount for " + to_string(type) + " must be 0");
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returnstructuredBuffer(width, height);
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case RenderPassReflection::Field::Type::TypedBuffer:
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if (height > 0 || depth > 0 || sampleCount > 0) logWarning("RenderPassReflection::Field::resourceType - height, depth, sampleCount for " + to_string(type) + " must be 0");
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returntypedBuffer(width);
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case RenderPassReflection::Field::Type::Texture1D:
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if (height > 1 || depth > 1 || sampleCount > 1) logWarning("RenderPassReflection::Field::resourceType - height, depth, sampleCount for " + to_string(type) + " must be either 0 or 1");
/** Overwrite previously unknown/unspecified fields with specified ones.
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If a property is specified both in the current object, as well as the other field, an error will be logged and the current field will be undefined
@@ -117,8 +121,8 @@ namespace Falcor
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Type mType = Type::Texture2D;
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std::string mName; ///< The field's name
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std::string mDesc; ///< A description of the field
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uint32_tmWidth = 0; ///< For texture, the width. For buffers, the size in bytes. 0 means don't care - the pass will use whatever is bound (the RenderGraph will use the window size if this field is 0)
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uint32_tmHeight = 0; ///< 0 means don't care - the pass will use whatever is bound (the RenderGraph will use the window size if this field is 0)
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uint32_tmWidth = 0; ///< For texture, the width. For raw buffer, the size in bytes. For typed or structured buffer, the numer of elements. 0 means don't care - the pass will use whatever is bound (the RenderGraph will use the window size if this field is 0)
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uint32_tmHeight = 0; ///< For texture, the height. For structured buffer, the structure size. 0 means don't care - the pass will use whatever is bound (the RenderGraph will use the window size if this field is 0)
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uint32_tmDepth = 0; ///< 0 means don't care - the pass will use whatever is bound (the RenderGraph will use the window size if this field is 0)
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uint32_tmSampleCount = 1; ///< 0 means don't care - the pass will use whatever is bound
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uint32_tmMipCount = 1; ///< The required mip-level count. Only valid for textures
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