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WickedEngine/WickedEngine/wiGraphicsDevice_SharedInternals.h
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Turánszki János 8ed65ef031 Raytracing API - Vulkan (#130)
* vulkan acceleration structure implementation

* vulkan: optimized resource binding

* dx12 optimizations

* vulkan shadercompiler update

* dx12 raytracing resource binding update

* dx12 descriptor refactor

* dx12 and vulkan updates

* VK_KHR_raytracing

* vulkan acceleration structure fix

* vk acceleration structure fix

* dx12 acceleration structure build fix

* vulkan shader shifts refactor

* vulkan raytracing fixes

* uwp: cannot use dxcompiler.dll for shader reflection

* updated version

* refactors, shader compiler updates

* updated shader build tools

* updated shader compilers

* raytraced shadows

* revert shader model

* try fix shader validate error

* ray traced shadow refactors
2020-06-28 13:34:59 +01:00

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#ifndef WI_GRAPHICSDEVICE_SHAREDINTERNALS_H
#define WI_GRAPHICSDEVICE_SHAREDINTERNALS_H
// Descriptor layout counts per shader stage:
// Rebuilding shaders and graphics devices are necessary after changing these values
#define GPU_RESOURCE_HEAP_CBV_COUNT 12
#define GPU_RESOURCE_HEAP_SRV_COUNT 48
#define GPU_RESOURCE_HEAP_UAV_COUNT 8
#define GPU_SAMPLER_HEAP_COUNT 16
#endif // WI_GRAPHICSDEVICE_SHAREDINTERNALS_H