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<html>
<style>
table, th, td, tr
{
border: 1px solid black;
border-collapse: collapse;
}
</style>
<h1>Enums</h1>
<b>Backend : </b><br/><br/>
<table>
<tr><th colspan=2>Backend</th></tr>
<tr><td>DX12</td><td></td></tr>
<tr><td>Interpreter</td><td></td></tr>
</table>
<br/>
<b>ShaderResourceType : The type of a shader resource</b><br/><br/>
<table>
<tr><th colspan=2>ShaderResourceType</th></tr>
<tr><td>Texture</td><td>Unordered Access View (Read/Write)</td></tr>
<tr><td>Buffer</td><td>Shader Resource View</td></tr>
<tr><td>ConstantBuffer</td><td>Constant Buffer View</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>ShaderResourceAccessType : The type of a shader resource</b><br/><br/>
<table>
<tr><th colspan=2>ShaderResourceAccessType</th></tr>
<tr><td>UAV</td><td>Unordered Access View (Read/Write)</td></tr>
<tr><td>SRV</td><td>Shader Resource View</td></tr>
<tr><td>CBV</td><td>Constant Buffer View</td></tr>
<tr><td>CopySource</td><td>SRV copy source</td></tr>
<tr><td>CopyDest</td><td>SRV copy dest</td></tr>
<tr><td>Indirect</td><td>Used in Execute Indirect</td></tr>
<tr><td>RTScene</td><td>The scene for raytracing (acceleration structure)</td></tr>
<tr><td>VertexBuffer</td><td>Used as a vertex buffer</td></tr>
<tr><td>IndexBuffer</td><td>Used as an index buffer</td></tr>
<tr><td>RenderTarget</td><td>Used as a color buffer</td></tr>
<tr><td>DepthTarget</td><td>Used as a depth buffer</td></tr>
<tr><td>Barrier</td><td>Used by the barrier node</td></tr>
<tr><td>ShadingRate</td><td>Used as a shading rate image</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>DataFieldType : The type of a data field</b><br/><br/>
<table>
<tr><th colspan=2>DataFieldType</th></tr>
<tr><td>Int</td><td>int</td></tr>
<tr><td>Int2</td><td>int[2]</td></tr>
<tr><td>Int3</td><td>int[3]</td></tr>
<tr><td>Int4</td><td>int[4]</td></tr>
<tr><td>Uint</td><td>uint</td></tr>
<tr><td>Uint2</td><td>uint[2]</td></tr>
<tr><td>Uint3</td><td>uint[3]</td></tr>
<tr><td>Uint4</td><td>uint[4]</td></tr>
<tr><td>Float</td><td>float</td></tr>
<tr><td>Float2</td><td>float[2]</td></tr>
<tr><td>Float3</td><td>float[3]</td></tr>
<tr><td>Float4</td><td>float[4]</td></tr>
<tr><td>Bool</td><td>bool</td></tr>
<tr><td>Float4x4</td><td>float[4][4]</td></tr>
<tr><td>Uint_16</td><td>a 16 bit uint</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>TextureViewType : The type that a texture is actually viewed as, in a shader. A subset of DataFieldType.</b><br/><br/>
<table>
<tr><th colspan=2>TextureViewType</th></tr>
<tr><td>Int</td><td>int</td></tr>
<tr><td>Int4</td><td>int[4]</td></tr>
<tr><td>Uint</td><td>uint</td></tr>
<tr><td>Uint4</td><td>uint[4]</td></tr>
<tr><td>Float</td><td>float</td></tr>
<tr><td>Float2</td><td>float[2]</td></tr>
<tr><td>Float3</td><td>float[3]</td></tr>
<tr><td>Float4</td><td>float[4]</td></tr>
</table>
<br/>
<b>SamplerFilter : The type of filter a sampler uses</b><br/><br/>
<table>
<tr><th colspan=2>SamplerFilter</th></tr>
<tr><td>MinMagMipPoint</td><td>Point</td></tr>
<tr><td>MinMagLinear_MipPoint</td><td>Bilinear</td></tr>
<tr><td>MinMagMipLinear</td><td>Trilinear</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>SamplerAddressMode : The sampler address mode</b><br/><br/>
<table>
<tr><th colspan=2>SamplerAddressMode</th></tr>
<tr><td>Clamp</td><td>Clamp</td></tr>
<tr><td>Wrap</td><td>Wrap</td></tr>
<tr><td>Border</td><td>Border</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>TextureDimensionType : The type of a texture</b><br/><br/>
<table>
<tr><th colspan=2>TextureDimensionType</th></tr>
<tr><td>Texture2D</td><td>Texture2D</td></tr>
<tr><td>Texture2DArray</td><td>Texture2DArray</td></tr>
<tr><td>Texture3D</td><td>Texture3D</td></tr>
<tr><td>TextureCube</td><td>TextureCube</td></tr>
</table>
<br/>
<b>ShaderType : The type of a shader resource</b><br/><br/>
<table>
<tr><th colspan=2>ShaderType</th></tr>
<tr><td>Compute</td><td>Ray generation shader</td></tr>
<tr><td>RTRayGen</td><td>Ray generation shader</td></tr>
<tr><td>RTClosestHit</td><td>Closest hit shader</td></tr>
<tr><td>RTAnyHit</td><td>Any hit shader</td></tr>
<tr><td>RTIntersection</td><td>Intersection shader</td></tr>
<tr><td>RTMiss</td><td>Miss shader</td></tr>
<tr><td>Vertex</td><td>Vertex shader</td></tr>
<tr><td>Pixel</td><td>Pixel shader</td></tr>
<tr><td>Amplification</td><td>Amplification shader</td></tr>
<tr><td>Mesh</td><td>Mesh shader</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>StructFieldSemantic : Used to specify if the struct field has special meaning, such as a vertex position in a vertex buffer.</b><br/><br/>
<table>
<tr><th colspan=2>StructFieldSemantic</th></tr>
<tr><td>Position</td><td>float3</td></tr>
<tr><td>Color</td><td>float4</td></tr>
<tr><td>Normal</td><td>float3</td></tr>
<tr><td>Tangent</td><td>float4</td></tr>
<tr><td>UV</td><td>float2</td></tr>
<tr><td>MaterialID</td><td>int</td></tr>
<tr><td>ShapeID</td><td>int</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>VariableVisibility : The visibility of the variable</b><br/><br/>
<table>
<tr><th colspan=2>VariableVisibility</th></tr>
<tr><td>Internal</td><td>Internal to the technique.</td></tr>
<tr><td>Host</td><td>The host app has access.</td></tr>
<tr><td>User</td><td>The host app has access and it should also be exposed to the user through UI and Script, where possible.</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>VariableUIHint : Hints about how the UI for a variable should look or act, if it is made into UI</b><br/><br/>
<table>
<tr><th colspan=2>VariableUIHint</th></tr>
<tr><td>Button</td><td>There should be a button that when pressed makes the value true for a single frame, else is false.</td></tr>
<tr><td>Color</td><td>This represents a color, so a color selector would be appropriate.</td></tr>
<tr><td>Drag</td><td>Use the DragX functions in imgui.</td></tr>
<tr><td>Slider</td><td>Use the SliderX functions in imgui.</td></tr>
<tr><td>Angle</td><td>This value is an angle.</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>ConditionComparison : The comparison to make between the two condition values</b><br/><br/>
<table>
<tr><th colspan=2>ConditionComparison</th></tr>
<tr><td>IsFalse</td><td>Checks if value1 is false</td></tr>
<tr><td>IsTrue</td><td>Checks if value1 is true</td></tr>
<tr><td>Equals</td><td>Checks if the two values are the same</td></tr>
<tr><td>NotEquals</td><td>Checks if the two values are notthe same</td></tr>
<tr><td>LT</td><td>value1 < value2</td></tr>
<tr><td>LTE</td><td>value1 <= value2</td></tr>
<tr><td>GT</td><td>value1 > value2</td></tr>
<tr><td>GTE</td><td>value1 >= value2</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>ResourceVisibility : </b><br/><br/>
<table>
<tr><th colspan=2>ResourceVisibility</th></tr>
<tr><td>Imported</td><td>Provided as input by the host application</td></tr>
<tr><td>Internal</td><td>Used internally to the technique only</td></tr>
<tr><td>Exported</td><td>Managed by the technique but visible to the host application</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>DrawCullMode : </b><br/><br/>
<table>
<tr><th colspan=2>DrawCullMode</th></tr>
<tr><td>None</td><td></td></tr>
<tr><td>Front</td><td></td></tr>
<tr><td>Back</td><td></td></tr>
</table>
<br/>
<b>DepthTestFunction : </b><br/><br/>
<table>
<tr><th colspan=2>DepthTestFunction</th></tr>
<tr><td>Never</td><td></td></tr>
<tr><td>Less</td><td></td></tr>
<tr><td>Equal</td><td></td></tr>
<tr><td>LessEqual</td><td></td></tr>
<tr><td>Greater</td><td></td></tr>
<tr><td>NotEqual</td><td></td></tr>
<tr><td>GreaterEqual</td><td></td></tr>
<tr><td>Always</td><td></td></tr>
</table>
<br/>
<b>DrawBlendMode : </b><br/><br/>
<table>
<tr><th colspan=2>DrawBlendMode</th></tr>
<tr><td>Zero</td><td></td></tr>
<tr><td>One</td><td></td></tr>
<tr><td>SrcColor</td><td></td></tr>
<tr><td>InvSrcColor</td><td></td></tr>
<tr><td>SrcAlpha</td><td></td></tr>
<tr><td>InvSrcAlpha</td><td></td></tr>
<tr><td>DestAlpha</td><td></td></tr>
<tr><td>InvDestAlpha</td><td></td></tr>
<tr><td>DestColor</td><td></td></tr>
<tr><td>InvDestColor</td><td></td></tr>
</table>
<br/>
<b>StencilOp : </b><br/><br/>
<table>
<tr><th colspan=2>StencilOp</th></tr>
<tr><td>Keep</td><td></td></tr>
<tr><td>Zero</td><td></td></tr>
<tr><td>Replace</td><td></td></tr>
<tr><td>IncrementSaturate</td><td></td></tr>
<tr><td>DecrimentSaturate</td><td></td></tr>
<tr><td>Invert</td><td></td></tr>
<tr><td>Increment</td><td></td></tr>
<tr><td>Decriment</td><td></td></tr>
</table>
<br/>
<b>ShadingRate : Used by variable rate shading</b><br/><br/>
<table>
<tr><th colspan=2>ShadingRate</th></tr>
<tr><td>_1x1</td><td></td></tr>
<tr><td>_1x2</td><td></td></tr>
<tr><td>_2x1</td><td></td></tr>
<tr><td>_2x2</td><td></td></tr>
<tr><td>_2x4</td><td></td></tr>
<tr><td>_4x2</td><td></td></tr>
<tr><td>_4x4</td><td></td></tr>
</table>
<br/>
<b>ShadingRateCombiner : Used by variable rate shading</b><br/><br/>
<table>
<tr><th colspan=2>ShadingRateCombiner</th></tr>
<tr><td>PassThrough</td><td></td></tr>
<tr><td>Override</td><td></td></tr>
<tr><td>Min</td><td></td></tr>
<tr><td>Max</td><td></td></tr>
<tr><td>Sum</td><td></td></tr>
</table>
<br/>
<b>GeometryType : </b><br/><br/>
<table>
<tr><th colspan=2>GeometryType</th></tr>
<tr><td>TriangleList</td><td></td></tr>
<tr><td>LineList</td><td></td></tr>
<tr><td>PointList</td><td></td></tr>
</table>
<br/>
<b>TextureFormat : </b><br/><br/>
<table>
<tr><th colspan=2>TextureFormat</th></tr>
<tr><td>Any</td><td>Only valid for imported textures.</td></tr>
<tr><td>R8_Unorm</td><td>R 8 bit unorm</td></tr>
<tr><td>RG8_Unorm</td><td>RG 8 bit unorm</td></tr>
<tr><td>RGBA8_Unorm</td><td>RGBA 8 bit unorm</td></tr>
<tr><td>RGBA8_Unorm_sRGB</td><td>RGBA 8 bit unorm, sRGB</td></tr>
<tr><td>R8_Snorm</td><td>R 8 bit snorm</td></tr>
<tr><td>RG8_Snorm</td><td>RG 8 bit snorm</td></tr>
<tr><td>RGBA8_Snorm</td><td>RGBA 8 bit snorm</td></tr>
<tr><td>R8_Uint</td><td>R 8 bit uint</td></tr>
<tr><td>RG8_Uint</td><td>RG 8 bit uint</td></tr>
<tr><td>RGBA8_Uint</td><td>RGBA 8 bit uint</td></tr>
<tr><td>R8_Sint</td><td>R 8 bit sint</td></tr>
<tr><td>RG8_Sint</td><td>RG 8 bit sint</td></tr>
<tr><td>RGBA8_Sint</td><td>RGBA 8 bit sint</td></tr>
<tr><td>R16_Float</td><td>R 16 bit float</td></tr>
<tr><td>RG16_Float</td><td>RG 16 bit float</td></tr>
<tr><td>RGBA16_Float</td><td>RGBA 16 bit float</td></tr>
<tr><td>RGBA16_Unorm</td><td>RGBA 16 bit unorm</td></tr>
<tr><td>RGBA16_Snorm</td><td>RGBA 16 bit snorm</td></tr>
<tr><td>R32_Float</td><td>R 32 bit float</td></tr>
<tr><td>RG32_Float</td><td>RG 32 bit float</td></tr>
<tr><td>RGBA32_Float</td><td>RGBA 32 bit float</td></tr>
<tr><td>R32_Uint</td><td>R 32 bit uint</td></tr>
<tr><td>RGBA32_Uint</td><td>RGBA 32 bit uint</td></tr>
<tr><td>R11G11B10_Float</td><td>RGB 32 bit (total) float</td></tr>
<tr><td>D32_Float</td><td>32 bit float depth</td></tr>
<tr><td>D16_Unorm</td><td>16 bit unorm depth</td></tr>
<tr><td>D32_Float_S8</td><td>32 bit depth, 8 bit stencil, and 24 more bits unused</td></tr>
<tr><td>D24_Unorm_S8</td><td>24 bit depth, 8 bit stencil</td></tr>
<tr><td>BC7_Unorm</td><td>RGB, alpha optional</td></tr>
<tr><td>BC7_Unorm_sRGB</td><td>RGB, alpha optional. sRGB</td></tr>
<tr><td>BC6_UF16</td><td>RGB, 16 bit float unsigned</td></tr>
<tr><td>BC6_SF16</td><td>RGB, 16 bit float signed</td></tr>
</table>
<br/>
<b>PreviewMsgCS_Log_Level : </b><br/><br/>
<table>
<tr><th colspan=2>PreviewMsgCS_Log_Level</th></tr>
<tr><td>Info</td><td></td></tr>
<tr><td>Warn</td><td></td></tr>
<tr><td>Error</td><td></td></tr>
</table>
<br/>
<b>GGUserFile_TLASBuildFlags : D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE etc</b><br/><br/>
<table>
<tr><th colspan=2>GGUserFile_TLASBuildFlags</th></tr>
<tr><td>None</td><td></td></tr>
<tr><td>AllowUpdate</td><td></td></tr>
<tr><td>AllowCompaction</td><td></td></tr>
<tr><td>PreferFastTrace</td><td></td></tr>
<tr><td>PreferFastBuild</td><td></td></tr>
<tr><td>MinimizeMemory</td><td></td></tr>
</table>
<br/>
<b>GGUserFile_CameraJitterType : The sequence of the jittered projection matrix</b><br/><br/>
<table>
<tr><th colspan=2>GGUserFile_CameraJitterType</th></tr>
<tr><td>None</td><td>No Jitter</td></tr>
<tr><td>UniformWhite</td><td>Uniform white noise</td></tr>
<tr><td>Halton23</td><td>Halton(2,3)</td></tr>
</table>
<br/>
<b>GigiCompileResult : </b><br/><br/>
<table>
<tr><th colspan=2>GigiCompileResult</th></tr>
<tr><td>OK</td><td></td></tr>
<tr><td>WrongVersion</td><td></td></tr>
<tr><td>WrongParams</td><td></td></tr>
<tr><td>CantLoadRenderGraph</td><td></td></tr>
<tr><td>ShaderAsserts</td><td></td></tr>
<tr><td>ShaderReflection</td><td></td></tr>
<tr><td>Validation</td><td></td></tr>
<tr><td>ReferenceFixup</td><td></td></tr>
<tr><td>DepluralizeFileCopies</td><td></td></tr>
<tr><td>NoBackend</td><td></td></tr>
<tr><td>BackendData</td><td></td></tr>
<tr><td>Sanitize</td><td></td></tr>
<tr><td>NotCompiledYet</td><td></td></tr>
<tr><td>InterpreterError</td><td></td></tr>
<tr><td>InlineSubGraphs</td><td></td></tr>
<tr><td>ErrorCheck</td><td></td></tr>
<tr><td>ShaderFileDuplication</td><td></td></tr>
<tr><td>AddNodeInfoToShaders</td><td></td></tr>
<tr><td>DataFixup</td><td></td></tr>
<tr><td>DfltFixup</td><td></td></tr>
</table>
<br/>
<b>GigiCompileWarning : Gigi compilation warnings</b><br/><br/>
<table>
<tr><th colspan=2>GigiCompileWarning</th></tr>
<tr><td>ShaderUnusedResource</td><td>A declared resource does not appear to be used in a shader. This can lead to additional transitions and unnecessary ordering constraints.</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>DXShaderCompiler : Which directx shader compiler to use</b><br/><br/>
<table>
<tr><th colspan=2>DXShaderCompiler</th></tr>
<tr><td>FXC</td><td>The old shader compilation path.</td></tr>
<tr><td>DXC</td><td>The newer shader compilation path, required for raytracing.</td></tr>
</table>
<br/>
<b>FileCopyType : </b><br/><br/>
<table>
<tr><th colspan=2>FileCopyType</th></tr>
<tr><td>Private</td><td>Provided as input by the host application</td></tr>
<tr><td>Shader</td><td>Used internally to the technique only</td></tr>
<tr><td>Asset</td><td>An asset used by the technique</td></tr>
<tr><td>Count</td><td></td></tr>
</table>
<br/>
<b>SetVariableOperator : </b><br/><br/>
<table>
<tr><th colspan=2>SetVariableOperator</th></tr>
<tr><td>Add</td><td>+</td></tr>
<tr><td>Subtract</td><td>-</td></tr>
<tr><td>Multiply</td><td>*</td></tr>
<tr><td>Divide</td><td>/</td></tr>
<tr><td>Modulo</td><td>%</td></tr>
<tr><td>PowerOf2GE</td><td>The next power of two, greater or equal to the current value</td></tr>
<tr><td>Minimum</td><td>min(A,B)</td></tr>
<tr><td>Maximum</td><td>max(A,B)</td></tr>
<tr><td>BitwiseOr</td><td>A | B</td></tr>
<tr><td>BitwiseAnd</td><td>A & B</td></tr>
<tr><td>BitwiseXor</td><td>A ^ B</td></tr>
<tr><td>BitwiseNot</td><td>~A</td></tr>
<tr><td>Noop</td><td>Dont do anything, returns the left value</td></tr>
</table>
<br/>
<h1>Structs</h1>
Italicized fields are not serialized, and are just used for runtime storage.<br/>
<br/>
<b>BackendRestriction : Allows restriction to specific backends</b><br/><br/>
<table>
<tr><th colspan=3>BackendRestriction</th></tr>
<tr><td>Backend backends[]</td><td></td><td>A list of backends supported. Empty list means all backends</td></tr>
<tr><td>bool isWhiteList</td><td>true</td><td>If true, this is a list of allowed platforms. if false, it's a list of disallowed platforms.</td></tr>
<tr><td><i>unsigned int backendFlags</i></td><td>0</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>VariableReference : A reference to a variable</b><br/><br/>
<table>
<tr><th colspan=3>VariableReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the variable.</td></tr>
<tr><td><i>int variableIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>VariableReferenceNoConst : A reference to a variable. No const variables allowed.</b><br/><br/>
<table>
<tr><th colspan=3>VariableReferenceNoConst</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the variable.</td></tr>
<tr><td><i>int variableIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>VariableReferenceConstOnly : A reference to a variable. Only const variables allowed.</b><br/><br/>
<table>
<tr><th colspan=3>VariableReferenceConstOnly</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the variable.</td></tr>
<tr><td><i>int variableIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>StructReference : A reference to a struct</b><br/><br/>
<table>
<tr><th colspan=3>StructReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the struct.</td></tr>
<tr><td><i>int structIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>ComputeShaderReference : A reference to a shader</b><br/><br/>
<table>
<tr><th colspan=3>ComputeShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>RayGenShaderReference : A reference to a ray gen shader</b><br/><br/>
<table>
<tr><th colspan=3>RayGenShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>RTClosestHitShaderReference : A reference to a RTClosestHit shader</b><br/><br/>
<table>
<tr><th colspan=3>RTClosestHitShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>RTClosestHitShaderReferenceOptional : Optional version</b><br/><br/>
<table>
<tr><th colspan=3>RTClosestHitShaderReferenceOptional</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>RTAnyHitShaderReference : A reference to RTAnyHit shader</b><br/><br/>
<table>
<tr><th colspan=3>RTAnyHitShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>RTAnyHitShaderReferenceOptional : Optional version</b><br/><br/>
<table>
<tr><th colspan=3>RTAnyHitShaderReferenceOptional</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>RTIntersectionShaderReference : A reference to an RTIntersection shader</b><br/><br/>
<table>
<tr><th colspan=3>RTIntersectionShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>RTIntersectionShaderReferenceOptional : Optional version</b><br/><br/>
<table>
<tr><th colspan=3>RTIntersectionShaderReferenceOptional</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>VertexShaderReference : A reference to a vertex shader</b><br/><br/>
<table>
<tr><th colspan=3>VertexShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>PixelShaderReference : A reference to a pixel shader</b><br/><br/>
<table>
<tr><th colspan=3>PixelShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>AmplificationShaderReference : A reference to an amplification shader</b><br/><br/>
<table>
<tr><th colspan=3>AmplificationShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>MeshShaderReference : A reference to a mesh shader</b><br/><br/>
<table>
<tr><th colspan=3>MeshShaderReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>VertexShaderReferenceOptional : An optional reference to a vertex shader</b><br/><br/>
<table>
<tr><th colspan=3>VertexShaderReferenceOptional</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>PixelShaderReferenceOptional : An optional reference to a pixel shader</b><br/><br/>
<table>
<tr><th colspan=3>PixelShaderReferenceOptional</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>AmplificationShaderReferenceOptional : An optional reference to an amplification shader</b><br/><br/>
<table>
<tr><th colspan=3>AmplificationShaderReferenceOptional</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>MeshShaderReferenceOptional : An optional reference to a mesh shader</b><br/><br/>
<table>
<tr><th colspan=3>MeshShaderReferenceOptional</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader</td></tr>
<tr><td><i>int shaderIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>struct Shader* shader</i></td><td>nullptr</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>StructField : A field in a struct</b><br/><br/>
<table>
<tr><th colspan=3>StructField</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the field</td></tr>
<tr><td>DataFieldType type</td><td>DataFieldType::Count</td><td>The type of the field</td></tr>
<tr><td>std::string dflt</td><td>""</td><td>The default value</td></tr>
<tr><td>std::string comment</td><td>""</td><td>A comment to explain the field</td></tr>
<tr><td>std::string Enum</td><td>""</td><td>Integer types can specify an enum, which will then make symbols in both C++ and shader code.</td></tr>
<tr><td>StructFieldSemantic semantic</td><td>StructFieldSemantic::Count</td><td>Used to specify if the struct field has special meaning, such as a vertex position in a vertex buffer. If none is given, it shows up in shaders as an autonumbering text coordinate.</td></tr>
<tr><td>int semanticIndex</td><td>0</td><td>Some semantics can have multiple channels, like UVs and colors</td></tr>
<tr><td><i>int enumIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>size_t sizeInBytes</i></td><td>0</td><td>The size in bytes of this field</td></tr>
</table>
<br/>
<b>Struct : A description of a struct</b><br/><br/>
<table>
<tr><th colspan=3>Struct</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the struct.</td></tr>
<tr><td>bool forceHostVisible</td><td>false</td><td>If true, the struct will be visible to the host, even if the struct isn't used by anything host visible.</td></tr>
<tr><td>StructField fields[]</td><td></td><td>The data fields</td></tr>
<tr><td><i>size_t sizeInBytes</i></td><td>0</td><td>The size in bytes of this struct</td></tr>
<tr><td><i>bool exported</i></td><td>false</td><td>If true, will be visible to the host app</td></tr>
<tr><td>std::string definition</td><td>""</td><td>The parsed string definition of the struct.</td></tr>
<tr><td><i>std::string originalName</i></td><td>""</td><td>The name before renames and sanitization</td></tr>
<tr><td><i>std::string scope</i></td><td>""</td><td>The scope that the node lives in. A possibly nested list of subgraph node names, seperated by a dot.</td></tr>
</table>
<br/>
<b>ShaderResourceBuffer : Data specific to buffers</b><br/><br/>
<table>
<tr><th colspan=3>ShaderResourceBuffer</th></tr>
<tr><td>DataFieldType type</td><td>DataFieldType::Count</td><td>The data type of the buffer if a simple type</td></tr>
<tr><td>StructReference typeStruct</td><td>{}</td><td>The data type of the buffer if a struct type</td></tr>
<tr><td>bool raw</td><td>false</td><td>If true, will be viewed raw in the shader (E.g. DX12 ByteAddressBuffer)</td></tr>
<tr><td>bool PODAsStructuredBuffer</td><td>true</td><td>Set this to true if you want it to be StructuredBuffer instead of a Buffer, for non structure typed buffers.</td></tr>
<tr><td>bool globallyCoherent</td><td>false</td><td>Set this to true if you want the resource to be declared as globallycoherent.</td></tr>
</table>
<br/>
<b>ShaderResourceTexture : Data specific to textures</b><br/><br/>
<table>
<tr><th colspan=3>ShaderResourceTexture</th></tr>
<tr><td>TextureDimensionType dimension</td><td>TextureDimensionType::Texture2D</td><td>The dimensionality of the texture</td></tr>
<tr><td>TextureViewType viewType</td><td>TextureViewType::Float4</td><td>The dimensionality of the texture</td></tr>
<tr><td>bool globallyCoherent</td><td>false</td><td>Set this to true if you want the resource to be declared as globallycoherent.</td></tr>
</table>
<br/>
<b>ShaderSampler : Data specific to samplers</b><br/><br/>
<table>
<tr><th colspan=3>ShaderSampler</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the resource in the shader</td></tr>
<tr><td>SamplerFilter filter</td><td>SamplerFilter::MinMagMipLinear</td><td>The type of filtering to do</td></tr>
<tr><td>SamplerAddressMode addressMode</td><td>SamplerAddressMode::Wrap</td><td>The sampling address mode</td></tr>
</table>
<br/>
<b>ShaderResource : A declaration of a resource that a shader wants</b><br/><br/>
<table>
<tr><th colspan=3>ShaderResource</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the resource in the shader</td></tr>
<tr><td>ShaderResourceType type</td><td>ShaderResourceType::Count</td><td>The resource type</td></tr>
<tr><td>ShaderResourceAccessType access</td><td>ShaderResourceAccessType::Count</td><td>How the resource is accessed</td></tr>
<tr><td>ShaderResourceBuffer buffer</td><td>{}</td><td>Data specific to buffers</td></tr>
<tr><td>ShaderResourceTexture texture</td><td>{}</td><td>Data specific to textures</td></tr>
<tr><td>BackendRestriction backends</td><td>{}</td><td>The backends this resource is present for.</td></tr>
<tr><td><i>int registerIndex</i></td><td>-1</td><td>For root signatures and shader code that wants registers declared. Calculated before backend code is called, for convenience of backends.</td></tr>
<tr><td><i>int constantBufferStructIndex</i></td><td>-1</td><td>for CBVs, this is the index in renderGraph.structs that describes the constant buffer</td></tr>
</table>
<br/>
<b>ShaderConstantBuffer : A reference to a struct</b><br/><br/>
<table>
<tr><th colspan=3>ShaderConstantBuffer</th></tr>
<tr><td>std::string resourceName</td><td>""</td><td>The name of the resource in the shader</td></tr>
<tr><td>std::string structName</td><td>""</td><td>The name of the struct used</td></tr>
<tr><td><i>int structIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>ShaderDefine : A shader define as part of shader compilation</b><br/><br/>
<table>
<tr><th colspan=3>ShaderDefine</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the define.</td></tr>
<tr><td>std::string value</td><td>""</td><td>The value of the define.</td></tr>
</table>
<br/>
<b>TokenReplacement : A shader token replacement</b><br/><br/>
<table>
<tr><th colspan=3>TokenReplacement</th></tr>
<tr><td>std::string name</td><td>""</td><td>The token string.</td></tr>
<tr><td>std::string value</td><td>""</td><td>The replacement.</td></tr>
</table>
<br/>
<b>LoadedTextureReference : Information about a loaded texture referenced by this shader.</b><br/><br/>
<table>
<tr><th colspan=3>LoadedTextureReference</th></tr>
<tr><td>std::string token</td><td>""</td><td>The token as it appears in the shader.</td></tr>
<tr><td>std::string resourceName</td><td>""</td><td>The name of the resource to replace it with.</td></tr>
</table>
<br/>
<b>RTHitGroup : A declaration of a ray tracing hit group, which may contain a closest hit, any hit, and intersection shader</b><br/><br/>
<table>
<tr><th colspan=3>RTHitGroup</th></tr>
<tr><td>std::string name</td><td>""</td><td>The unique name of the hit group</td></tr>
<tr><td>RTClosestHitShaderReferenceOptional closestHit</td><td>{}</td><td>The closest hit shader</td></tr>
<tr><td>RTAnyHitShaderReferenceOptional anyHit</td><td>{}</td><td>The any hit shader</td></tr>
<tr><td>RTIntersectionShaderReferenceOptional intersection</td><td>{}</td><td>The intersection shader</td></tr>
<tr><td><i>std::string originalName</i></td><td>""</td><td>The name before renames and sanitization</td></tr>
<tr><td><i>std::string scope</i></td><td>""</td><td>The scope that the node lives in. A possibly nested list of subgraph node names, seperated by a dot.</td></tr>
</table>
<br/>
<b>SlangOptions : A declaration of a shader</b><br/><br/>
<table>
<tr><th colspan=3>SlangOptions</th></tr>
<tr><td>bool process</td><td>false</td><td>if true, this shader will be processed by slang</td></tr>
</table>
<br/>
<b>Shader : A declaration of a shader</b><br/><br/>
<table>
<tr><th colspan=3>Shader</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the shader, as it will be referenced by nodes</td></tr>
<tr><td>std::string fileName</td><td>""</td><td>The file name of the shader file.</td></tr>
<tr><td><i>std::string destFileName</i></td><td>""</td><td>Filled out by compiler. Where the shader file is supposed to go after compilation.</td></tr>
<tr><td>ShaderType type</td><td>ShaderType::Compute</td><td>The type of shader it is</td></tr>
<tr><td>std::string entryPoint</td><td>""</td><td>The shader entrypoint.</td></tr>
<tr><td>ShaderDefine defines[]</td><td></td><td>The defines the shader is compiled with.</td></tr>
<tr><td><i>TokenReplacement tokenReplacements[]</i></td><td></td><td>The token replacements specific for the shader.</td></tr>
<tr><td>int CSNumThreads[3]</td><td>{ 8 , 8 , 1 }</td><td>For compute shaders only, the number of threads each dispatch has. 61,1,1 suggested for 1d. 8,8,1 for 2d. 4,4,4 for 3d.</td></tr>
<tr><td>int NumThreads[3]</td><td>{ 8 , 8 , 1 }</td><td>The number of threads each dispatch has, for applicable shader types. 64,1,1 suggested for 1d. 8,8,1 for 2d. 4,4,4 for 3d.</td></tr>
<tr><td>bool copyFile</td><td>true</td><td>if false, will not copy the file over. A hackaround for when you have multiple raytracing shaders in the same file. TODO: resolve this better.</td></tr>
<tr><td>SlangOptions slangOptions</td><td>{}</td><td>Settings for optionally processing shaders with slang</td></tr>
<tr><td>BackendRestriction backends</td><td>{}</td><td>The backends this file copy happens for.</td></tr>
<tr><td>ShaderResource resources[]</td><td></td><td>SRVs, UAVs etc. that the shader wants to access. Generates code into the shader for their declarations.</td></tr>
<tr><td>ShaderSampler samplers[]</td><td></td><td>SRVs, UAVs etc. that the shader wants to access. Generates code into the shader for their declarations.</td></tr>
<tr><td>ShaderConstantBuffer constantBuffers[]</td><td></td><td>A list of constant buffers this shader wants.</td></tr>
<tr><td><i>std::vector<LoadedTextureReference> loadedTextureRefs</i></td><td>{}</td><td>The list of loaded textures this shader references.</td></tr>
<tr><td><i>std::wstring entryPointW</i></td><td>L""</td><td>The wide string version of the entry point. Made for convinience.</td></tr>
<tr><td><i>std::string originalName</i></td><td>""</td><td>The name before renames and sanitization</td></tr>
<tr><td><i>std::string scope</i></td><td>""</td><td>The scope that the node lives in. A possibly nested list of subgraph node names, seperated by a dot.</td></tr>
<tr><td><i>std::string Used_RTHitGroupIndex[]</i></td><td></td><td>All RTHitGroupIndex names used in the shader</td></tr>
<tr><td><i>std::string Used_RTMissIndex[]</i></td><td></td><td>All RTMissIndex names used in the shader</td></tr>
</table>
<br/>
<b>VariableUISettings : UI information for variables</b><br/><br/>
<table>
<tr><th colspan=3>VariableUISettings</th></tr>
<tr><td>VariableUIHint UIHint</td><td>VariableUIHint::Count</td><td>Any hints for UI</td></tr>
<tr><td>std::string min</td><td>""</td><td>The minimum value of the variable. Leave blank for no minimum.</td></tr>
<tr><td>std::string max</td><td>""</td><td>The maximum value of the variable. Leave blank for no maximum.</td></tr>
<tr><td>std::string step</td><td>""</td><td>The step size of the variable. Leave blank for default step size.</td></tr>
</table>
<br/>
<b>Variable : A variable definition</b><br/><br/>
<table>
<tr><th colspan=3>Variable</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the variable.</td></tr>
<tr><td>std::string comment</td><td>""</td><td>A comment for the variable.</td></tr>
<tr><td>DataFieldType type</td><td>DataFieldType::Count</td><td>The type of the variable</td></tr>
<tr><td>bool Const</td><td>false</td><td>If true, the variable is declared const and cannot change at runtime</td></tr>
<tr><td>bool Static</td><td>false</td><td>If true, the variable has the same value for all instances of the technique</td></tr>
<tr><td>std::string dflt</td><td>""</td><td>The default value of the variable. The default memory is zero initialized before this is parsed, so if you don't give it enough initializers, it will use zero for the unlisted fields.</td></tr>
<tr><td>VariableVisibility visibility</td><td>VariableVisibility::Internal</td><td>Who can see and interact with this variable</td></tr>
<tr><td>std::string Enum</td><td>""</td><td>Integer types can specify an enum, which will then make symbols in both C++ and shader code.</td></tr>
<tr><td>BackendRestriction backends</td><td>{}</td><td>This variable can be limited to specific backends</td></tr>
<tr><td>bool transient</td><td>false</td><td>If true, the variable should not be saved between runs of this technique. The Gigi viewer uses this to decide if it should save it in the gguser file or not, for example.</td></tr>
<tr><td>VariableUISettings UISettings</td><td>{}</td><td>UI Settings.</td></tr>
<tr><td>std::string UIGroup</td><td>""</td><td>Used to organize variables into folders in the viewer. separate folders with dots. For instance: settings.controls</td></tr>
<tr><td><i>int enumIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>std::string originalName</i></td><td>""</td><td>The name before renames and sanitization</td></tr>
<tr><td><i>std::string scope</i></td><td>""</td><td>The scope that the node lives in. A possibly nested list of subgraph node names, seperated by a dot.</td></tr>
<tr><td>VariableUIHint UIHint</td><td>VariableUIHint::Count</td><td>Any hints for UI</td></tr>
</table>
<br/>
<b>Condition : Specifiy a condition to make something conditional</b><br/><br/>
<table>
<tr><th colspan=3>Condition</th></tr>
<tr><td>std::string variable1</td><td>{}</td><td>Value 1</td></tr>
<tr><td>ConditionComparison comparison</td><td>ConditionComparison::Count</td><td>The comparison operator</td></tr>
<tr><td>std::string value2</td><td>{}</td><td>Value 2</td></tr>
<tr><td>std::string variable2</td><td>{}</td><td>Value 2</td></tr>
<tr><td><i>int variable1Index</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>int variable2Index</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td>bool alwaysFalse</td><td>false</td><td>If checked, condition always evaluates to false</td></tr>
</table>
<br/>
<b>EnumItem : Specifiy an enum</b><br/><br/>
<table>
<tr><th colspan=3>EnumItem</th></tr>
<tr><td>std::string label</td><td>""</td><td>The text label of an enum</td></tr>
<tr><td><i>std::string displayLabel</i></td><td>""</td><td>name before sanitization</td></tr>
<tr><td>std::string comment</td><td>""</td><td></td></tr>
</table>
<br/>
<b>Enum : Specifiy an enum</b><br/><br/>
<table>
<tr><th colspan=3>Enum</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the enum</td></tr>
<tr><td>EnumItem items[]</td><td></td><td>The items in the enum. Values start at 0 and count up from there.</td></tr>
<tr><td>std::string comment</td><td>""</td><td></td></tr>
<tr><td><i>std::string originalName</i></td><td>""</td><td>The name before renames and sanitization</td></tr>
<tr><td><i>std::string scope</i></td><td>""</td><td>The scope that the node lives in. A possibly nested list of subgraph node names, seperated by a dot.</td></tr>
</table>
<br/>
<b>NodeReference : A generic node reference</b><br/><br/>
<table>
<tr><th colspan=3>NodeReference</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the node</td></tr>
<tr><td><i>int nodeIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>TextureNodeReference : A texture node reference</b><br/><br/>
<table>
<tr><th colspan=3>TextureNodeReference - Inherits from NodeReference</th></tr>
<tr><td><i>struct RenderGraphNode_Resource_Texture* textureNode</i></td><td>nullptr</td><td>A pointer to the texture node</td></tr>
</table>
<br/>
<b>BufferNodeReference : A buffer node reference</b><br/><br/>
<table>
<tr><th colspan=3>BufferNodeReference - Inherits from NodeReference</th></tr>
<tr><td><i>struct RenderGraphNode_Resource_Buffer* bufferNode</i></td><td>nullptr</td><td>A pointer to the buffer node</td></tr>
</table>
<br/>
<b>TextureOrBufferNodeReference : A texture or buffer node reference</b><br/><br/>
<table>
<tr><th colspan=3>TextureOrBufferNodeReference - Inherits from NodeReference</th></tr>
<tr><td><i>struct RenderGraphNode_Resource_Texture* textureNode</i></td><td>nullptr</td><td>A pointer to the texture node</td></tr>
<tr><td><i>struct RenderGraphNode_Resource_Buffer* bufferNode</i></td><td>nullptr</td><td>A pointer to the texture node</td></tr>
</table>
<br/>
<b>NodePinReference : A reference to a pin on a node</b><br/><br/>
<table>
<tr><th colspan=3>NodePinReference</th></tr>
<tr><td>std::string node</td><td>""</td><td>The name of the node</td></tr>
<tr><td>std::string pin</td><td>""</td><td>The name of the pin</td></tr>
<tr><td><i>int nodeIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>int nodePinIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>int resourceNodeIndex</i></td><td>-1</td><td>Calculated for convenience. The resource node ultimately plugged into this pin.</td></tr>
</table>
<br/>
<b>NodePinReferenceOptional : A reference to a pin on a node</b><br/><br/>
<table>
<tr><th colspan=3>NodePinReferenceOptional</th></tr>
<tr><td>std::string node</td><td>""</td><td>The name of the node</td></tr>
<tr><td>std::string pin</td><td>""</td><td>The name of the pin</td></tr>
<tr><td><i>int nodeIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>int nodePinIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>int resourceNodeIndex</i></td><td>-1</td><td>Calculated for convenience. The resource node ultimately plugged into this pin.</td></tr>
</table>
<br/>
<b>NodePinConnection : A connection from a node to another node</b><br/><br/>
<table>
<tr><th colspan=3>NodePinConnection</th></tr>
<tr><td>std::string srcPin</td><td>""</td><td>The name of this pin</td></tr>
<tr><td>std::string dstNode</td><td>""</td><td>The name of the node</td></tr>
<tr><td>std::string dstPin</td><td>""</td><td>The name of the pin</td></tr>
<tr><td>BackendRestriction backends</td><td>{}</td><td>The backends this connection is present for.</td></tr>
<tr><td><i>int srcNodePinIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>int dstNodeIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
<tr><td><i>int dstNodePinIndex</i></td><td>-1</td><td>Calculated for convenience.</td></tr>
</table>
<br/>
<b>TextureSizeDesc : size = (inputSize + preAdd) * multiply / divide + postAdd. inputSize is (1,1,1) if nothing given.</b><br/><br/>
<table>
<tr><th colspan=3>TextureSizeDesc</th></tr>
<tr><td>TextureNodeReference node</td><td>{}</td><td>The node referenced, if there is one.</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>If a variable is given, the size will be based on the value of the variable</td></tr>
<tr><td>int multiply[3]</td><td>{ 1 , 1 , 1 }</td><td></td></tr>
<tr><td>int divide[3]</td><td>{ 1 , 1 , 1 }</td><td></td></tr>
<tr><td>int preAdd[3]</td><td>{ 0 , 0 , 0 }</td><td></td></tr>
<tr><td>int postAdd[3]</td><td>{ 0 , 0 , 0 }</td><td></td></tr>
</table>
<br/>
<b>DispatchSizeDesc : The number of threads to dispatch. Not thread groups. size = (inputSize + preAdd) * multiply / divide + postAdd. inputSize is (1,1,1) if nothing given.</b><br/><br/>
<table>
<tr><th colspan=3>DispatchSizeDesc</th></tr>
<tr><td>TextureOrBufferNodeReference node</td><td>{}</td><td>If a texture or buffer is specified, the dispatch size will be based on the size of the texture or buffer</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>If a variable is given, the dispatch size will be based on the value of the variable</td></tr>
<tr><td>NodePinReferenceOptional indirectBuffer</td><td>{}</td><td>If given, this buffer will be used as an indirect dispatch buffer</td></tr>
<tr><td>int multiply[3]</td><td>{ 1 , 1 , 1 }</td><td></td></tr>
<tr><td>int divide[3]</td><td>{ 1 , 1 , 1 }</td><td></td></tr>
<tr><td>int preAdd[3]</td><td>{ 0 , 0 , 0 }</td><td></td></tr>
<tr><td>int postAdd[3]</td><td>{ 0 , 0 , 0 }</td><td></td></tr>
<tr><td>VariableReference indirectOffsetVariable</td><td>{}</td><td>If a variable is given, it will be used as the offset into the indirect dispatch buffer. 0 would be the start of the buffer, 1 would start at the 4th value in the buffer, and so on.</td></tr>
<tr><td>int indirectOffsetValue</td><td>0</td><td>The offset into the indirect dispatch buffer if no variable given. 0 would be the start of the buffer, 1 would start at the 4th value in the buffer, and so on.</td></tr>
</table>
<br/>
<b>RayDispatchSizeDesc : size = (inputSize + preAdd) * multiply / divide + postAdd. inputSize is (1,1,1) if nothing given.</b><br/><br/>
<table>
<tr><th colspan=3>RayDispatchSizeDesc</th></tr>
<tr><td>TextureOrBufferNodeReference node</td><td>{}</td><td>If a texture or buffer is specified, the dispatch size will be based on the size of the texture or buffer</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>If a variable is given, the dispatch size will be based on the value of the variable</td></tr>
<tr><td>int multiply[3]</td><td>{ 1 , 1 , 1 }</td><td></td></tr>
<tr><td>int divide[3]</td><td>{ 1 , 1 , 1 }</td><td></td></tr>
<tr><td>int preAdd[3]</td><td>{ 0 , 0 , 0 }</td><td></td></tr>
<tr><td>int postAdd[3]</td><td>{ 0 , 0 , 0 }</td><td></td></tr>
</table>
<br/>
<b>BufferCountDesc : count = (inputCount + preAdd) * multiply / divide + postAdd. inputCount is 1 if nothing given.</b><br/><br/>
<table>
<tr><th colspan=3>BufferCountDesc</th></tr>
<tr><td>BufferNodeReference node</td><td>{}</td><td>The node referenced, if there is one.</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The variable referenced, if there is one.</td></tr>
<tr><td>int multiply</td><td>1</td><td></td></tr>
<tr><td>int divide</td><td>1</td><td></td></tr>
<tr><td>int preAdd</td><td>0</td><td></td></tr>
<tr><td>int postAdd</td><td>0</td><td></td></tr>
</table>
<br/>
<b>TextureFormatDesc : Specifies a texture format</b><br/><br/>
<table>
<tr><th colspan=3>TextureFormatDesc</th></tr>
<tr><td>TextureNodeReference node</td><td>{}</td><td>This node's format is used, if specified</td></tr>
<tr><td>TextureFormat format</td><td>TextureFormat::Any</td><td>A specific format can be specified</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The variable that holds the texture format. Assumed to be a uint32.</td></tr>
</table>
<br/>
<b>BufferFormatDesc : Specifies a buffer format</b><br/><br/>
<table>
<tr><th colspan=3>BufferFormatDesc</th></tr>
<tr><td>BufferNodeReference node</td><td>{}</td><td>This node's format is used, if specified</td></tr>
<tr><td>StructReference structureType</td><td>{}</td><td>The buffer type, if it is a structured buffer</td></tr>
<tr><td>DataFieldType type</td><td>DataFieldType::Count</td><td>The buffer type. May become a typed or structured buffer, depending on the type chosen.</td></tr>
</table>
<br/>
<b>ResourceDependency : Specifies a resource dependency</b><br/><br/>
<table>
<tr><th colspan=3>ResourceDependency</th></tr>
<tr><td><i>int nodeIndex</i></td><td>-1</td><td>The index of the resource node.</td></tr>
<tr><td><i>int pinIndex</i></td><td>-1</td><td>The pin index of this action node</td></tr>
<tr><td><i>ShaderResourceAccessType access</i></td><td>ShaderResourceAccessType::Count</td><td>How the resource is accessed.</td></tr>
<tr><td><i>ShaderResourceType type</i></td><td>ShaderResourceType::Count</td><td>What type of resource it is.</td></tr>
</table>
<br/>
<b>SetCBFromVar : Specify that a structure field should be set to the value of a variable</b><br/><br/>
<table>
<tr><th colspan=3>SetCBFromVar</th></tr>
<tr><td>std::string field</td><td>""</td><td>The name of the field to set</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The name of the variable to take the value from</td></tr>
</table>
<br/>
<b>ColorTargetSettings : Settings for a color target in a draw call</b><br/><br/>
<table>
<tr><th colspan=3>ColorTargetSettings</th></tr>
<tr><td>bool clear</td><td>false</td><td>If true, clears the color target before drawing</td></tr>
<tr><td>float clearColor[4]</td><td>{ 1.0f , 1.0f , 1.0f , 1.0f}</td><td>The color to clear the render target</td></tr>
<tr><td>bool writeChannels[4]</td><td>{ true , true , true , true }</td><td>Controls whether R,G,B,A get written or not</td></tr>
<tr><td>bool enableBlending</td><td>false</td><td>Enables alpha blending</td></tr>
<tr><td>DrawBlendMode srcBlend</td><td>DrawBlendMode::One</td><td></td></tr>
<tr><td>DrawBlendMode destBlend</td><td>DrawBlendMode::Zero</td><td></td></tr>
<tr><td>DrawBlendMode srcBlendAlpha</td><td>DrawBlendMode::One</td><td></td></tr>
<tr><td>DrawBlendMode destBlendAlpha</td><td>DrawBlendMode::Zero</td><td></td></tr>
<tr><td>int arrayIndex</td><td>0</td><td>The array index, for Texture2DArray, Texture3D etc</td></tr>
<tr><td>int mipLevel</td><td>0</td><td>The mip to use</td></tr>
</table>
<br/>
<b>SubgraphDataVariable : Variables in the subgraph</b><br/><br/>
<table>
<tr><th colspan=3>SubgraphDataVariable</th></tr>
<tr><td>std::string name</td><td>""</td><td>variable name</td></tr>
<tr><td>VariableVisibility visibility</td><td>VariableVisibility::Internal</td><td>Who can see and interact with this variable</td></tr>
</table>
<br/>
<b>SubGraphData : Cached data about a subgraph</b><br/><br/>
<table>