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Types & classes746 in github.com/TomClabault/HIPRT-Path-Tracer

↓ 354 callersClassvec<4, T, Q>
thirdparties/glm/glm/detail/type_vec4.hpp:17
↓ 236 callersClassColorRGB32F
src/HostDeviceCommon/Color.h:69
↓ 100 callersClassvec<3, T, Q>
thirdparties/glm/glm/detail/type_vec3.hpp:17
↓ 60 callersClasscolor3
thirdparties/nvidia-FLIP/FLIP.h:175
↓ 30 callersClassvec<2, T, Q>
thirdparties/glm/glm/detail/type_vec2.hpp:17
↓ 28 callersClassColorRGBA32F
src/HostDeviceCommon/Color.h:12
↓ 19 callersClassImage32Bit
src/Image/Image.h:83
↓ 15 callersClassOpenGLShader
src/OpenGL/OpenGLShader.h:14
↓ 8 callersClassDisplayView
src/UI/DisplayView/DisplayView.h:15
↓ 7 callersClassLightSampleInformation
src/HostDeviceCommon/LightSampleInformation.h:14
↓ 7 callersClassReGIRHashGridSoADevice
src/Device/includes/ReSTIR/ReGIR/HashGridSoADevice.h:11
↓ 6 callersClassGPUBakerKernel
src/Renderer/Baker/GPUBakerKernel.h:13
↓ 6 callersClassReSTIRGIReservoir
src/Device/includes/ReSTIR/GI/Reservoir.h:56
↓ 4 callersClassFHeapCompare
thirdparties/tinyexr/tinyexr.h:2220
↓ 4 callersClassImage32Bit3D
src/Image/Image.h:147
↓ 4 callersClassImage8Bit
src/Image/Image.h:23
↓ 4 callersClassOrochiTexture3D
src/HIPRT-Orochi/OrochiTexture3D.h:14
↓ 4 callersClassReGIRReservoir
src/Device/includes/ReSTIR/ReGIR/Reservoir.h:22
↓ 3 callersClassGPUKernel
src/Compiler/GPUKernel.h:20
↓ 3 callersClassOrochiTexture
src/HIPRT-Orochi/OrochiTexture.h:12
↓ 3 callersClassReGIRGridFillSettings
src/Device/includes/ReSTIR/ReGIR/Settings.h:81
↓ 3 callersClassReSTIRDIReservoir
src/Device/includes/ReSTIR/DI/Reservoir.h:52
↓ 2 callersClassBSDFContext
src/Device/includes/BSDFs/BSDFContext.h:13
↓ 2 callersClassDeviceUnpackedEffectiveMaterial
* Unpacked material for use in the shaders */
src/HostDeviceCommon/Material/MaterialUnpacked.h:95
↓ 2 callersClassReGIRHashCellDataSoADevice
src/Device/includes/ReSTIR/ReGIR/HashGridCellData.h:11
↓ 2 callersClassvec
thirdparties/glm/glm/detail/qualifier.hpp:35
↓ 1 callersClassBoundingBox
* Axis Aligned Bounding Box class */
src/Scene/BoundingBox.h:9
↓ 1 callersClassCPUMaterial
This material structure is only used on the CPU. The reason why we have a CPU and a GPU material is because we may want to precompute some properties
src/HostDeviceCommon/Material/MaterialCPU.h:26
↓ 1 callersClassGPUKernelCompilerOptions
src/Compiler/GPUKernelCompilerOptions.h:17
↓ 1 callersClassQueueElement
src/Renderer/BVH.h:29
↓ 1 callersClassRenderGraph
src/Renderer/RenderPasses/RenderGraph.h:16
↓ 1 callersClassScene
src/Scene/SceneParser.h:109
↓ 1 callersClassTriangle
src/Renderer/Triangle.h:12
↓ 1 callersClassXorshift32Generator
src/HostDeviceCommon/Xorshift.h:18
↓ 1 callersClassXorshift32Generator
src/Device/functions/FilterFunctionPayload.h:10
↓ 1 callersClassop_div
thirdparties/glm/glm/detail/_swizzle.hpp:77
↓ 1 callersClassop_equal
thirdparties/glm/glm/detail/_swizzle.hpp:57
↓ 1 callersClassop_minus
thirdparties/glm/glm/detail/_swizzle.hpp:62
↓ 1 callersClassop_mul
thirdparties/glm/glm/detail/_swizzle.hpp:72
↓ 1 callersClassop_plus
thirdparties/glm/glm/detail/_swizzle.hpp:67
EnumAddEnvVarError
src/Utils/Utils.h:54
EnumAmbientLightType
src/HostDeviceCommon/WorldSettings.h:14
EnumAnisotropicSpecularIndices
src/HostDeviceCommon/Material/MaterialPacked.h:524
ClassApplicationSettings
src/UI/ApplicationSettings.h:17
ClassApplicationState
src/UI/ApplicationState.h:9
ClassAuxiliaryBuffers
src/HostDeviceCommon/RenderData.h:23
ClassBRDFsData
src/HostDeviceCommon/BSDFsData.h:26
EnumBSDFIncidentLightInfo
src/Device/includes/BSDFs/BSDFIncidentLightInfo.h:9
ClassBSDFLightSampleRayHitInfo
* Information returned by a shadow ray cast from a BSDF sample. * * This structure is filled by the 'evaluate_bsdf_light_sample_ray()' * function
src/HostDeviceCommon/HitInfo.h:33
ClassBVH
src/Renderer/BVH.h:24
ClassBVH
src/HostDeviceCommon/RenderData.h:78
ClassBVHConstants
src/Renderer/BVHConstants.h:9
EnumBaseColorRoughnessMetallicIndices
src/HostDeviceCommon/Material/MaterialPacked.h:512
ClassBoundingVolume
src/Renderer/BoundingVolume.h:14
EnumBufferNames
src/Device/includes/NEE++/NEE++.h:73
ClassCPUData
src/HostDeviceCommon/RenderData.h:79
ClassCPURenderer
src/Renderer/CPURenderer.h:33
ClassCallbackPayload
Recording GPU frame time stop timestamp and computing the frame time
src/Renderer/GPURendererThread.cpp:273
ClassCamera
* Camera class meant for being manipulated through used interactions * etc... (hence the attributes m_translation and m_rotation for example) * *
src/Scene/Camera.h:27
ClassCamera
src/Scene/CameraAnimation.h:13
ClassCameraAnimation
src/Scene/CameraAnimation.h:16
EnumCameraRotationType
src/Scene/CameraRotationType.h:9
EnumCoatSheenIndices
src/HostDeviceCommon/Material/MaterialPacked.h:530
ClassColorRGB24bFloat0_1Packed
* Packs a ColorRGB32F into 3x8 bit = 24 bits (this isn't a loss of precision * for colors that already were in SDR [0, 255]). * * A float in rang
src/HostDeviceCommon/Packing.h:56
ClassCommandlineArguments
src/Utils/CommandlineArguments.h:11
ClassComputeElapsedTimeCallbackData
src/Compiler/GPUKernel.h:113
EnumCudaTensorState
thirdparties/nvidia-FLIP/FLIP.h:165
ClassDenoiserBuffersGPUData
src/Renderer/GPUDataStructures/DenoiserBuffersGPUData.h:16
ClassDeviceAliasTable
src/Device/includes/AliasTable.h:11
ClassDevicePackedEffectiveMaterial
* Packed material for use in the shaders */
src/HostDeviceCommon/Material/MaterialPacked.h:16
ClassDevicePackedEffectiveMaterialSoA
src/HostDeviceCommon/Material/MaterialPackedSoA.h:13
ClassDevicePackedEffectiveMaterialSoACPUData
src/Renderer/CPUDataStructures/MaterialPackedSoACPUData.h:55
ClassDevicePackedEffectiveMaterialSoAGPUData
src/Renderer/GPUDataStructures/MaterialPackedSoAGPUData.h:54
ClassDevicePackedMaterialSoACPUGPUCommonData
src/Renderer/CPUGPUCommonDataStructures/DevicePackedMaterialSoACPUGPUCommonData.h:9
ClassDevicePackedTexturedMaterial
src/HostDeviceCommon/Material/MaterialPacked.h:504
ClassDevicePackedTexturedMaterialSoA
src/HostDeviceCommon/Material/MaterialPackedSoA.h:222
ClassDevicePackedTexturedMaterialSoACPUData
src/Renderer/CPUDataStructures/MaterialPackedSoACPUData.h:93
ClassDevicePackedTexturedMaterialSoAGPUData
src/Renderer/GPUDataStructures/MaterialPackedSoAGPUData.h:92
ClassDeviceUnpackedTexturedMaterial
src/HostDeviceCommon/Material/MaterialUnpacked.h:239
ClassDisplaySettings
src/UI/DisplayView/DisplaySettings.h:9
ClassDisplayTextureType
src/UI/DisplayView/DisplayTextureType.h:11
ClassDisplayViewSystem
src/UI/DisplayView/DisplayViewSystem.h:18
EnumDisplayViewType
* Enum used to 'switch' between what to display in the viewport */
src/UI/DisplayView/DisplayViewEnum.h:12
ClassEGLClientPixmapHI
thirdparties/opengl/include/GL/eglew.h:153
ClassFillGBufferRenderPass
src/Renderer/RenderPasses/FillGBufferRenderPass.h:15
ClassFilterFunctionPayload
src/Device/functions/FilterFunctionPayload.h:12
ClassFloat2xUChar2xPacked
* 2 floats in [0, 1] and 2 unsigned chars all packed into a 32 bit unsigned int. * * This gives 8 bits for each float in [0, 1] --> precision of 0.0
src/HostDeviceCommon/Packing.h:143
ClassFloat3xLengthUint10bPacked
* Packs a float3 into 8 bytes (saves 4 bytes) with very good precision * * This stores the length of the float3 and then normalizes it and then sto
src/HostDeviceCommon/Packing.h:369
ClassFloat4xPacked
* 4 floats in [0, 1] all packed into a 32 bit unsigned int. * * This gives 8 bits for each float in [0, 1] --> precision of 0.004 */
src/HostDeviceCommon/Packing.h:104
ClassGBufferCPUData
GBuffer that stores information about the current frame first hit data
src/Renderer/CPUDataStructures/GBufferCPUData.h:16
ClassGBufferDevice
Structure of arrays for the data contained in the pixels of the GBuffer If you want the roughness of the pixel (X, Y) = [50, 0] for example, get it a
src/Device/includes/GBufferDevice.h:17
ClassGBufferGPURenderer
GBuffer that stores information about the current frame first hit data
src/Renderer/GPUDataStructures/GBufferGPUData.h:16
ClassGGXConductorDirectionalAlbedoSettings
src/Renderer/Baker/GGXConductorDirectionalAlbedoSettings.h:11
ClassGGXFresnelDirectionalAlbedoSettings
src/Renderer/Baker/GGXFresnelDirectionalAlbedoSettings.h:11
ClassGGXGlassDirectionalAlbedoSettings
src/Renderer/Baker/GGXGlassDirectionalAlbedoSettings.h:11
EnumGGXMaskingShadowingFlavor
* What masking-shadowing term to use with the GGX NDF. * * 'HeightCorrelated' is a little be more precise and * corect than 'HeightUncorrelated'
src/HostDeviceCommon/BSDFsData.h:20
ClassGGXThinGlassDirectionalAlbedoSettings
src/Renderer/Baker/GGXThinGlassDirectionalAlbedoSettings.h:11
ClassGLFWcursor
thirdparties/opengl/include/GLFW/glfw3.h:1207
ClassGLFWgamepadstate
thirdparties/opengl/include/GLFW/glfw3.h:1754
ClassGLFWgammaramp
thirdparties/opengl/include/GLFW/glfw3.h:1701
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