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Types & classes40 in github.com/NVIDIAGameWorks/GettingStartedWithRTXRayTracing

↓ 37 callersClassSharedPtr
SharedUtils/SimpleVars.h:52
↓ 2 callersClassVar
SharedUtils/SimpleVars.h:57
↓ 1 callersClassIdx1
SharedUtils/SimpleVars.h:80
ClassAmbientOcclusionPass
Ray traced ambient occlusion pass. */
05-AmbientOcclusion/Passes/AmbientOcclusionPass.h:25
ClassAmbientOcclusionPass
Ray traced ambient occlusion pass. */
CommonPasses/AmbientOcclusionPass.h:26
ClassConstantColorPass
01-OpenWindow/Passes/ConstantColorPass.h:30
ClassCopyToOutputPass
03-RasterGBuffer/Passes/CopyToOutputPass.h:22
ClassCopyToOutputPass
CommonPasses/CopyToOutputPass.h:22
ClassDiffuseOneShadowRayPass
11-OneShadowRayPerPixel/Passes/DiffuseOneShadowRayPass.h:33
ClassFullscreenLaunch
This is a very light wrapper around Falcor::FullScreenPass that removes some of the boilerplate of calling and initializing a FullScreenPass pass and
SharedUtils/FullscreenLaunch.h:42
ClassGGXGlobalIlluminationPass
14-GGXGlobalIllumination/Passes/GGXGlobalIllumination.h:27
ClassJitteredGBufferPass
07-SimpleAntialiasing/Passes/JitteredGBufferPass.h:29
ClassJitteredGBufferPass
CommonPasses/JitteredGBufferPass.h:6
ClassLambertianPlusShadowPass
Ray traced ambient occlusion pass. */
CommonPasses/LambertianPlusShadowPass.h:26
ClassLambertianPlusShadowPass
Ray traced ambient occlusion pass. */
09-LambertianPlusShadows/Passes/LambertianPlusShadowPass.h:30
ClassLightProbeGBufferPass
CommonPasses/LightProbeGBufferPass.h:25
ClassLightProbeGBufferPass
10-LightProbeEnvironmentMap/Passes/LightProbeGBufferPass.h:31
ClassRasterLaunch
This is a very light wrapper around Falcor's raster rendering that removes boilerplate and uses the SimpleVars wrapper to access variables, constant
SharedUtils/RasterLaunch.h:44
ClassRayLaunch
SharedUtils/RayLaunch.h:78
ClassRayTracedGBufferPass
04-RayTracedGBuffer/Passes/RayTracedGBufferPass.h:24
ClassRayTracingInOneWeekendDemo
DXR-RayTracingInOneWeekend/Passes/RayTracingInOneWeekendDemoPass.h:9
ClassRenderPass
Abstract base class for render passes. */
SharedUtils/RenderPass.h:25
ClassRenderingPipeline
SharedUtils/RenderingPipeline.h:24
ClassResourceManager
SharedUtils/ResourceManager.h:26
ClassSimpleAccumulationPass
06-TemporalAccumulation/Passes/SimpleAccumulationPass.h:29
ClassSimpleAccumulationPass
DXR-RayTracingInOneWeekend/Passes/SimpleAccumulationPass.h:9
ClassSimpleAccumulationPass
CommonPasses/SimpleAccumulationPass.h:24
ClassSimpleAccumulationPass
DXR-Sphereflake/Passes/SimpleAccumulationPass.h:9
ClassSimpleDiffuseGIPass
12-DiffuseGlobalIllumination/Passes/SimpleDiffuseGIPass.h:27
ClassSimpleDiffuseGIPass
Ray traced ambient occlusion pass. */
CommonPasses/SimpleDiffuseGIPass.h:26
ClassSimpleGBufferPass
03-RasterGBuffer/Passes/SimpleGBufferPass.h:23
ClassSimpleGBufferPass
CommonPasses/SimpleGBufferPass.h:23
ClassSimpleToneMappingPass
CommonPasses/SimpleToneMappingPass.h:23
ClassSimpleToneMappingPass
13-SimpleToneMapping/Passes/SimpleToneMappingPass.h:28
ClassSimpleVars
This provides a clear syntactic sugar for sending varaibles to your HLSL shaders from C++ code Usually usage of this class looks as follows: // G
SharedUtils/SimpleVars.h:47
ClassSinusoidRasterPass
02-SimpleRasterShader/Passes/SinusoidRasterPass.h:31
ClassSphereflakeDemo
DXR-Sphereflake/Passes/SphereflakeDemoPass.h:9
ClassThinLensGBufferPass
08-ThinLensCamera/Passes/ThinLensGBufferPass.h:30
ClassThinLensGBufferPass
CommonPasses/ThinLensGBufferPass.h:25
EnumUIOptions
SharedUtils/RenderingPipeline.h:117