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| void | UpdateRendererCameraUBO (RendererUBO &ubo, uint32_t frameNumber, float4x4 const &view, float4x4 const &proj) |
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| RHIDeviceSampler::SamplerDesc | MakeTextureSamplerDesc (RendererConfig const &cfg) |
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| RendererResources | CreateGPUSceneRendererResources (Renderer *renderer, GPUScene *scene) |
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| void | BuildGPUSceneHostUpdatePass (Renderer *renderer, RendererResources &resources) |
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| void | BuildGPUSceneAccelerationStructureUpdatePass (Renderer *renderer, RendererResources &resources) |
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| void | BuildGPUSceneLightBVHRefitPasses (Renderer *renderer, RendererResources &resources, ResourceHandle ubo) |
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| template<typename FSetup , typename FRecord > |
| PassHandle | BuildGPUSceneTextures2DUpdatePass (Renderer *renderer, StringView name, RendererResources const &resources, FSetup &&setup, FRecord &&record) |
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| template<typename FSetup , typename FRecord > |
| PassHandle | BuildGPUSceneTextures3DUpdatePass (Renderer *renderer, StringView name, RendererResources const &resources, FSetup &&setup, FRecord &&record) |
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| template<typename FSetup , typename FRecord > |
| PassHandle | BuildGPUSceneRenderToTexturePass (Renderer *renderer, StringView name, RendererResources const &resources, TextureHandle target, FSetup &&setup, FRecord &&record) |
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◆ BuildGPUSceneAccelerationStructureUpdatePass()
◆ BuildGPUSceneHostUpdatePass()
◆ BuildGPUSceneLightBVHRefitPasses()
◆ BuildGPUSceneRenderToTexturePass()
template<typename FSetup , typename FRecord >
◆ BuildGPUSceneTextures2DUpdatePass()
template<typename FSetup , typename FRecord >
◆ BuildGPUSceneTextures3DUpdatePass()
template<typename FSetup , typename FRecord >
◆ CreateGPUSceneRendererResources()
◆ MakeTextureSamplerDesc()
◆ UpdateRendererCameraUBO()