* Get a hit group shader ID. * @param[in] rayType The ray type. * @param[in] geometryID The geometry ID in the scene. * @return The shader ID in the program. */
| 114 | * @return The shader ID in the program. |
| 115 | */ |
| 116 | ShaderID getHitGroup(uint32_t rayType, uint32_t geometryID) const { return mShaderTable[getHitGroupOffset(rayType, geometryID)]; } |
| 117 | |
| 118 | uint32_t getMissCount() const { return mMissCount; } |
| 119 | uint32_t getRayTypeCount() const { return mRayTypeCount; } |
nothing calls this directly
no test coverage detected