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Functions467 in github.com/NVIDIAGameWorks/GettingStartedWithRTXRayTracing

↓ 54 callersMethodrequestTextureResource
SharedUtils/ResourceManager.cpp:218
↓ 46 callersMethodgetTexture
SharedUtils/ResourceManager.cpp:174
↓ 41 callersMethodsetPass
SharedUtils/RenderingPipeline.cpp:421
↓ 36 callersMethodsetScene
SharedUtils/RayLaunch.cpp:95
↓ 35 callersMethodgetClearedTexture
SharedUtils/ResourceManager.cpp:186
↓ 20 callersMethodaddMissShader
SharedUtils/RayLaunch.cpp:40
↓ 16 callersMethodaddHitShader
SharedUtils/RayLaunch.cpp:49
↓ 16 callersMethodgetHeight
SharedUtils/ResourceManager.h:129
↓ 16 callersMethodgetWidth
Get the resolution of fullscreen channels.
SharedUtils/ResourceManager.h:128
↓ 15 callersMethodcompileRayProgram
SharedUtils/RayLaunch.cpp:67
↓ 15 callersMethodreadyToRender
SharedUtils/RayLaunch.cpp:77
↓ 12 callersMethodgetRayGenVars
SharedUtils/RayLaunch.cpp:165
↓ 12 callersMethodrequestTextureResources
SharedUtils/ResourceManager.cpp:251
↓ 12 callersMethodsetDefaultSceneName
SharedUtils/ResourceManager.cpp:261
↓ 10 callersMethodgetScreenSize
SharedUtils/ResourceManager.h:130
↓ 8 callersMethodgetMinTDist
We probably want to share some common ray tracing state
SharedUtils/ResourceManager.h:139
↓ 8 callersMethodgetMissVars
SharedUtils/RayLaunch.cpp:171
↓ 7 callersMethodcreateManagedFbo
SharedUtils/ResourceManager.cpp:268
↓ 7 callersMethodresize
SharedUtils/ResourceManager.cpp:30
↓ 6 callersMethodupdateEnvironmentMap
SharedUtils/ResourceManager.cpp:77
↓ 5 callersMethodgetGlobalVars
SharedUtils/RayLaunch.cpp:159
↓ 5 callersMethodgetName
Returns the name of the render pass. */
SharedUtils/RenderPass.h:142
↓ 5 callersMethodgetVars
SharedUtils/RasterLaunch.cpp:78
↓ 4 callersMethodgetDefaultFbo
Get the default system FBO. You should not write to this, but you can use it if you need to bind an FBO.
SharedUtils/ResourceManager.h:113
↓ 3 callersMethodaddHitGroup
SharedUtils/RayLaunch.cpp:58
↓ 3 callersMethodclearTexture
SharedUtils/ResourceManager.cpp:204
↓ 2 callersMethodgetEnvironmentMapName
Get details about the internally managed environment map
SharedUtils/ResourceManager.h:88
↓ 2 callersMethodgetGuiSize
Get size in pixels of the UI window in the application window's client area. */
SharedUtils/RenderPass.h:170
↓ 2 callersMethodgetTextureCount
Return the maximum number of channels we might have (some may be invalid)
SharedUtils/ResourceManager.h:80
↓ 2 callersMethodgetTextureIndex
SharedUtils/ResourceManager.cpp:160
↓ 2 callersMethodgetTextureName
SharedUtils/ResourceManager.cpp:167
↓ 2 callersFunctionloadScene
SharedUtils/SceneLoaderWrapper.cpp:29
↓ 2 callersMethodonExecute
SharedUtils/RenderPass.cpp:47
↓ 2 callersMethodonKeyEvent
SharedUtils/RenderingPipeline.cpp:751
↓ 2 callersMethodonMouseEvent
SharedUtils/RenderingPipeline.cpp:765
↓ 2 callersMethodonPassDeactivation
Called when this pass is deactivated via the UI (removed from your pipeline) */
SharedUtils/RenderPass.h:130
↓ 2 callersMethodonResize
Callback when the image/resources need to be resized. Called once at startup and when the window is resized. \param[in] width The new width of
SharedUtils/RenderPass.h:96
↓ 1 callersMethodappliesPostprocess
Will your pass use a compute pass?
SharedUtils/RenderPass.h:61
↓ 1 callersMethodgetDefaultSceneName
Did someone specify the default scene to load?
SharedUtils/ResourceManager.h:116
↓ 1 callersMethodgetGuiName
Returns the GUI window/group name. */
SharedUtils/RenderPass.h:150
↓ 1 callersMethodgetGuiPosition
Get position in pixels of the UI window in the application window's client area. */
SharedUtils/RenderPass.h:162
↓ 1 callersFunctiongetTextureLocation
SharedUtils/SceneLoaderWrapper.cpp:110
↓ 1 callersMethodhasAnimation
Does your pass use an environment map?
SharedUtils/RenderPass.h:63
↓ 1 callersMethodhaveResourcesChanged
If resources have changed since last frame (and previous resource pointers may be invalid), this will return true
SharedUtils/ResourceManager.h:133
↓ 1 callersMethodinitializeResources
SharedUtils/ResourceManager.cpp:59
↓ 1 callersMethodisInitialized
Returns true if render pass is successfully initialized. */
SharedUtils/RenderPass.h:174
↓ 1 callersMethodisRebindFlagSet
Returns true if rebind flag is set. The flag is manually reset by calling resetRebindFlag(). */
SharedUtils/RenderPass.h:182
↓ 1 callersMethodisRefreshFlagSet
Returns true if refresh flag is set. The flag is automatically reset after execute() is called. */
SharedUtils/RenderPass.h:178
↓ 1 callersMethodloadDefaultScene
Will your pass require access to a scene?
SharedUtils/RenderPass.h:57
↓ 1 callersMethodonInitScene
Callback on scene initialization. \param[in] context Provides the current context to initialize resources for your renderer. \param[in
SharedUtils/RenderPass.h:81
↓ 1 callersMethodonInitialize
SharedUtils/RenderPass.cpp:26
↓ 1 callersMethodonPassActivation
Called when this pass is activated via the UI (to add it to your pipeline) */
SharedUtils/RenderPass.h:126
↓ 1 callersMethodonPipelineUpdate
Callback for when the pipeline state changes. \param[in] resourceManager Provides the current resource manager, which has some state changed sinc
SharedUtils/RenderPass.h:86
↓ 1 callersMethodonRenderGui
SharedUtils/RenderPass.cpp:33
↓ 1 callersMethodonStateRefresh
Called whenever any RenderPass in the current pipeline sets its mRefreshFlag */
SharedUtils/RenderPass.h:90
↓ 1 callersMethodrequiresScene
Override these to describes aspects of the pass to the pipeline. Setting these correctly is not vital, but may provide global options in the UI (e.g.
SharedUtils/RenderPass.h:56
↓ 1 callersMethodresetDirtyFlag
The owner of the resource manager can reset the dirty flag after passes have have been notified
SharedUtils/ResourceManager.h:136
↓ 1 callersMethodresetRebindFlag
Resets the rebind flag. */
SharedUtils/RenderPass.h:186
↓ 1 callersMethodsetMaxRecursionDepth
SharedUtils/RayLaunch.cpp:89
↓ 1 callersMethodsetMinTDist
SharedUtils/ResourceManager.h:140
↓ 1 callersMethodsetName
Sets the name of the render pass. */
SharedUtils/RenderPass.h:138
↓ 1 callersMethodsetRawBuffer
SharedUtils/SimpleVars.cpp:81
↓ 1 callersMethodsetSampler
SharedUtils/SimpleVars.cpp:54
↓ 1 callersMethodsetStructuredBuffer
SharedUtils/SimpleVars.cpp:72
↓ 1 callersMethodsetTexture
SharedUtils/SimpleVars.cpp:45
↓ 1 callersMethodsetTypedBuffer
SharedUtils/SimpleVars.cpp:63
↓ 1 callersMethodsetVariable
SharedUtils/SimpleVars.h:124
↓ 1 callersMethodupdatePipelineRequirementFlags
SharedUtils/RenderingPipeline.cpp:132
↓ 1 callersMethoduserSetDefaultScene
Set the default scene name
SharedUtils/ResourceManager.h:118
↓ 1 callersMethodusesCompute
Will your pass ray trace a scene?
SharedUtils/RenderPass.h:60
↓ 1 callersMethodusesEnvironmentMap
Does your pass apply a postprocess?
SharedUtils/RenderPass.h:62
↓ 1 callersMethodusesRasterization
If set to true, load a default scene on initialization
SharedUtils/RenderPass.h:58
↓ 1 callersMethodusesRayTracing
Will your pass rasterize a scene?
SharedUtils/RenderPass.h:59
MethodAmbientOcclusionPass
05-AmbientOcclusion/Passes/AmbientOcclusionPass.h:34
MethodAmbientOcclusionPass
CommonPasses/AmbientOcclusionPass.h:36
MethodConstantColorPass
Constructor. The strings represent: 1) The name of the pass that will be in the dropdown pass selector widget(s) 2) The name of the GUI window showin
01-OpenWindow/Passes/ConstantColorPass.h:43
MethodCopyToOutputPass
Constructor. The strings represent: 1) The name of the pass that will be in the dropdown pass selector widget(s) 2) The name of the GUI window showin
03-RasterGBuffer/Passes/CopyToOutputPass.h:34
MethodCopyToOutputPass
Constructor. The strings represent: 1) The name of the pass that will be in the dropdown pass selector widget(s) 2) The name of the GUI window showin
CommonPasses/CopyToOutputPass.h:35
MethodDiffuseOneShadowRayPass
11-OneShadowRayPerPixel/Passes/DiffuseOneShadowRayPass.h:43
MethodFullscreenLaunch
SharedUtils/FullscreenLaunch.cpp:28
MethodGGXGlobalIlluminationPass
14-GGXGlobalIllumination/Passes/GGXGlobalIllumination.h:37
MethodIdx1
Constructor gets called when mySharedPtr["myIdx1"] is encoutered
SharedUtils/SimpleVars.h:84
MethodJitteredGBufferPass
07-SimpleAntialiasing/Passes/JitteredGBufferPass.h:38
MethodJitteredGBufferPass
CommonPasses/JitteredGBufferPass.h:16
MethodLambertianPlusShadowPass
CommonPasses/LambertianPlusShadowPass.h:36
MethodLambertianPlusShadowPass
09-LambertianPlusShadows/Passes/LambertianPlusShadowPass.h:40
MethodLightProbeGBufferPass
CommonPasses/LightProbeGBufferPass.h:35
MethodLightProbeGBufferPass
10-LightProbeEnvironmentMap/Passes/LightProbeGBufferPass.h:41
MethodRasterLaunch
SharedUtils/RasterLaunch.cpp:58
MethodRayLaunch
SharedUtils/RayLaunch.cpp:26
MethodRayTracedGBufferPass
04-RayTracedGBuffer/Passes/RayTracedGBufferPass.h:33
MethodRayTracingInOneWeekendDemo
DXR-RayTracingInOneWeekend/Passes/RayTracingInOneWeekendDemoPass.h:18
MethodRenderPass
Constructor. \param[in] name The name of the render pass. \param[in] guiName The name of the GUI group window. */
SharedUtils/RenderPass.h:193
MethodRenderingPipeline
SharedUtils/RenderingPipeline.cpp:31
MethodResourceManager
SharedUtils/ResourceManager.h:143
MethodSharedPtr
SharedUtils/SimpleVars.h:109
MethodSimpleAccumulationPass
06-TemporalAccumulation/Passes/SimpleAccumulationPass.cpp:32
MethodSimpleAccumulationPass
DXR-RayTracingInOneWeekend/Passes/SimpleAccumulationPass.cpp:7
MethodSimpleAccumulationPass
CommonPasses/SimpleAccumulationPass.cpp:25
MethodSimpleAccumulationPass
DXR-Sphereflake/Passes/SimpleAccumulationPass.cpp:7
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