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hub / github.com/NVIDIAGameWorks/Falcor / addMiss

Method addMiss

Source/Falcor/Core/Program/Program.h:467–480  ·  view source on GitHub ↗

* Add a miss shader. * @param[in] miss Entry point for the miss shader. * @param[in] typeConformances Optional list of type conformances for the miss shader. * @param[in] entryPointNameSuffix Optional suffix added to the entry point names in the generated code. * @return Shader ID for miss shader. This is used when building the binding table. */

Source from the content-addressed store, hash-verified

465 * @return Shader ID for miss shader. This is used when building the binding table.
466 */
467 ShaderID addMiss(
468 const std::string& miss,
469 const TypeConformanceList& typeConformances_ = TypeConformanceList(),
470 const std::string& entryPointNameSuffix = ""
471 )
472 {
473 FALCOR_CHECK(!miss.empty(), "'miss' entry point name must not be empty");
474
475 auto& group = addEntryPointGroup();
476 group.setTypeConformances(typeConformances_);
477 group.addEntryPoint(ShaderType::Miss, miss, miss + entryPointNameSuffix);
478
479 return ShaderID{int32_t(entryPointGroups.size() - 1)};
480 }
481
482 /**
483 * Add a hit group.

Callers 7

TracePassMethod · 0.80
setSceneMethod · 0.80
setSceneMethod · 0.80
executeRaytraceMethod · 0.80
executeRaytraceMethod · 0.80
sceneChangedMethod · 0.80
loadSceneMethod · 0.80

Calls 4

TypeConformanceListClass · 0.85
setTypeConformancesMethod · 0.80
emptyMethod · 0.45
sizeMethod · 0.45

Tested by 1

sceneChangedMethod · 0.64