PFND3D12DDI_DISPATCH_RAYS_0054 - NtDoc

Native API online documentation, based on the System Informer (formerly Process Hacker) phnt headers
// d3d12umddi.h

PFND3D12DDI_DISPATCH_RAYS_0054 Pfnd3d12ddiDispatchRays0054;

VOID Pfnd3d12ddiDispatchRays0054(
  D3D12DDI_HCOMMANDLIST unnamedParam1,
  const D3D12DDIARG_DISPATCH_RAYS_0054 *unnamedParam2
)
{...}
View the official Windows Driver Kit DDI reference

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Windows Driver Kit DDI reference (nc-d3d12umddi-pfnd3d12ddi_dispatch_rays_0054)

PFND3D12DDI_DISPATCH_RAYS_0054 callback function

Description

Launch threads of a ray generation shader.

Parameters

unnamedParam1

A handle to the command list.

unnamedParam2

Pointer to the D3D12DDIARG_DISPATCH_RAYS_0054 structure.

Prototype

//Declaration

PFND3D12DDI_DISPATCH_RAYS_0054 Pfnd3d12ddiDispatchRays0054;

// Definition

VOID Pfnd3d12ddiDispatchRays0054
(
    D3D12DDI_HCOMMANDLIST Arg1
    CONST D3D12DDIARG_DISPATCH_RAYS_0054 *
)
{...}

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.

See also