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Launch threads of a ray generation shader.
Syntax
PFND3D12DDI_DISPATCH_RAYS_0054 Pfnd3d12ddiDispatchRays0054;
VOID Pfnd3d12ddiDispatchRays0054(
D3D12DDI_HCOMMANDLIST unnamedParam1,
const D3D12DDIARG_DISPATCH_RAYS_0054 *unnamedParam2
)
{...}
Parameters
unnamedParam1
A handle to the command list.
unnamedParam2
Pointer to the D3D12DDIARG_DISPATCH_RAYS_0054 structure.
Return value
None
Remarks
This callback can be called from graphics or compute command lists and bundles.
PFND3D12DDI_DISPATCH_RAYS_0054 invokes a grid of ray generation shader invocations. Each invocation (thread) of a ray generation shader knows its location in the overall grid, can generate arbitrary rays via PFND3D12DDI_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_0054, and operates independently of other invocations. So there is no defined order of execution of threads with respect to each other.
Requirements
| Requirement | Value |
|---|---|
| Minimum supported client | Windows 10, version 1809 |
| Header | d3d12umddi.h |