// 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 referenceNo description available.
Launch threads of a ray generation shader.
unnamedParam1A handle to the command list.
unnamedParam2Pointer to the D3D12DDIARG_DISPATCH_RAYS_0054 structure.
//Declaration
PFND3D12DDI_DISPATCH_RAYS_0054 Pfnd3d12ddiDispatchRays0054;
// Definition
VOID Pfnd3d12ddiDispatchRays0054
(
D3D12DDI_HCOMMANDLIST Arg1
CONST D3D12DDIARG_DISPATCH_RAYS_0054 *
)
{...}
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.