Kanzi 4.1.0
ComputeRenderPassMetadata Interface Reference

Metadata definitions for ComputeRenderPass. More...

Inheritance diagram for ComputeRenderPassMetadata:
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Public Attributes

DynamicPropertyType< Resource > IndirectDispatchBufferProperty
 Sets the GPU buffer that contains the indirect dispatch parameters.
 
DynamicPropertyType< Integer > IndirectDispatchOffsetProperty
 Sets the byte offset into the indirect dispatch buffer.
 
DynamicPropertyType< Integer > InvokeCountXProperty
 Sets the number of shader invocations in the X dimension.
 
DynamicPropertyType< Integer > InvokeCountYProperty
 Sets the number of shader invocations in the Y dimension.
 
DynamicPropertyType< Integer > InvokeCountZProperty
 Sets the number of shader invocations in the Z dimension.
 
DynamicPropertyType< Resource > MaterialProperty
 Sets the material that contains the compute shader program.
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.ComputeRenderPass")
 Metaclass for ComputeRenderPass.
 
- Public Attributes inherited from RenderPassMetadata
DynamicPropertyType< Matrix4x4 > CameraMatrixProperty
 The camera matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
 
DynamicPropertyType< Vector3 > CameraPositionProperty
 The camera position that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
 
DynamicPropertyType< String > CameraProperty
 Sets the Camera node that you want to use to render the nodes.
 
DynamicPropertyType< Boolean > EnabledProperty
 Whether Kanzi executes this render pass and its child render pass tree.
 
DynamicPropertyType< Vector4 > InputViewportAreaProperty
 Reports the viewport area relative to the composition space as passed from the parent render pass.
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.RenderPass")
 Metaclass for RenderPass.
 
DynamicPropertyType< Vector2 > NearFarPlaneProperty
 The distances to the camera near and far planes that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
 
DynamicPropertyType< Vector4 > OutputViewportProperty
 Viewport applied by the rendering of the render pass.
 
DynamicPropertyType< Matrix4x4 > PreviousCameraMatrixProperty
 Camera matrix from the previous frame, used for velocity buffer calculation.
 
DynamicPropertyType< Matrix4x4 > PreviousProjectionMatrixProperty
 Projection matrix from the previous frame, used for velocity buffer calculation.
 
DynamicPropertyType< Matrix4x4 > ProjectionMatrixProperty
 The projection matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
 
DynamicPropertyType< Boolean > ShadowProjectionFittingEnabledProperty
 Controls how the directional light shadow projection is calculated Enabling this will fit the lights projection to the area covered by the main camera.
 
DynamicPropertyType< Vector3 > ShadowProjectionMarginProperty
 Use to add extra margin by scaling the area of the projection.
 
DynamicPropertyType< Vector2 > ShadowProjectionRangeProperty
 Use to limit the projection to a smaller proportional slice (X: near, Y: far) of the main camera frustum.
 
DynamicPropertyType< Integer > UpdateOffsetProperty
 Sets a frame offset to the rendering rate that you set with the Update Rate property.
 
DynamicPropertyType< Integer > UpdateRateProperty
 Sets the rate at which to render the render pass.
 
DynamicPropertyType< Vector4 > ViewPositionProperty
 The homogeneous view position that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
 
- Public Attributes inherited from ResourceMetadata
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.Resource")
 Metaclass for Resource.
 

Detailed Description

Metadata definitions for ComputeRenderPass.

Member Data Documentation

◆ IndirectDispatchBufferProperty

DynamicPropertyType<Resource> IndirectDispatchBufferProperty
Initial value:
=
new DynamicPropertyType<>("ComputeRenderPass.IndirectDispatchBuffer", Resource.class)

Sets the GPU buffer that contains the indirect dispatch parameters.

◆ IndirectDispatchOffsetProperty

DynamicPropertyType<Integer> IndirectDispatchOffsetProperty
Initial value:
=
new DynamicPropertyType<>("ComputeRenderPass.IndirectDispatchOffset", Integer.class)

Sets the byte offset into the indirect dispatch buffer.

◆ InvokeCountXProperty

DynamicPropertyType<Integer> InvokeCountXProperty
Initial value:
=
new DynamicPropertyType<>("ComputeRenderPass.InvokeCountX", Integer.class)

Sets the number of shader invocations in the X dimension.

The value is rounded up to a multiple of the workgroup size specified in the shader.

◆ InvokeCountYProperty

DynamicPropertyType<Integer> InvokeCountYProperty
Initial value:
=
new DynamicPropertyType<>("ComputeRenderPass.InvokeCountY", Integer.class)

Sets the number of shader invocations in the Y dimension.

The value is rounded up to a multiple of the workgroup size specified in the shader.

◆ InvokeCountZProperty

DynamicPropertyType<Integer> InvokeCountZProperty
Initial value:
=
new DynamicPropertyType<>("ComputeRenderPass.InvokeCountZ", Integer.class)

Sets the number of shader invocations in the Z dimension.

The value is rounded up to a multiple of the workgroup size specified in the shader.

◆ MaterialProperty

DynamicPropertyType<Resource> MaterialProperty
Initial value:
=
new DynamicPropertyType<>("ComputeRenderPass.Material", Resource.class)

Sets the material that contains the compute shader program.