8ed65ef031
* 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
12 lines
422 B
C
12 lines
422 B
C
#ifndef WI_GRAPHICSDEVICE_SHAREDINTERNALS_H
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#define WI_GRAPHICSDEVICE_SHAREDINTERNALS_H
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// Descriptor layout counts per shader stage:
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// Rebuilding shaders and graphics devices are necessary after changing these values
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#define GPU_RESOURCE_HEAP_CBV_COUNT 12
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#define GPU_RESOURCE_HEAP_SRV_COUNT 48
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#define GPU_RESOURCE_HEAP_UAV_COUNT 8
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#define GPU_SAMPLER_HEAP_COUNT 16
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#endif // WI_GRAPHICSDEVICE_SHAREDINTERNALS_H
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