QP_SHADER_TYPE_TESS_CONTROL,
QP_SHADER_TYPE_TESS_EVALUATION,
QP_SHADER_TYPE_COMPUTE,
- QP_SHADER_TYPE_LAST,
- QP_SHADER_TYPE_LAST,
- QP_SHADER_TYPE_LAST,
- QP_SHADER_TYPE_LAST,
- QP_SHADER_TYPE_LAST,
- QP_SHADER_TYPE_LAST
+ QP_SHADER_TYPE_RAYGEN,
+ QP_SHADER_TYPE_ANY_HIT,
+ QP_SHADER_TYPE_CLOSEST_HIT,
+ QP_SHADER_TYPE_MISS,
+ QP_SHADER_TYPE_INTERSECTION,
+ QP_SHADER_TYPE_CALLABLE,
};
DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_typeMap) == SHADERTYPE_LAST);
DE_ASSERT(de::inBounds<int>(shaderType, 0, DE_LENGTH_OF_ARRAY(s_typeMap)));
{ "TessControlCompileTime", "Tesselation control shader compile time" },
{ "TessEvaluationCompileTime", "Tesselation evaluation shader compile time" },
{ "ComputeCompileTime", "Compute shader compile time" },
- { "ERROR Unused for GL", "ERROR Unused for GL" },
- { "ERROR Unused for GL", "ERROR Unused for GL" },
- { "ERROR Unused for GL", "ERROR Unused for GL" },
- { "ERROR Unused for GL", "ERROR Unused for GL" },
- { "ERROR Unused for GL", "ERROR Unused for GL" },
- { "ERROR Unused for GL", "ERROR Unused for GL" },
+ { "RaygenCompileTime", "Raygen shader compile time" },
+ { "AnyHitCompileTime", "Any hit shader compile time" },
+ { "ClosestHitCompileTime", "Closest hit shader compile time" },
+ { "MissCompileTime", "Miss shader compile time" },
+ { "IntersectionCompileTime", "Intersection shader compile time" },
+ { "CallableCompileTime", "Callable shader compile time" },
};
DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_compileTimeDesc) == SHADERTYPE_LAST);
{ QP_SHADER_TYPE_TESS_CONTROL, "TessControlShader" },
{ QP_SHADER_TYPE_TESS_EVALUATION, "TessEvaluationShader" },
{ QP_SHADER_TYPE_COMPUTE, "ComputeShader" },
+ { QP_SHADER_TYPE_RAYGEN, "RaygenShader" },
+ { QP_SHADER_TYPE_ANY_HIT, "AnyHitShader" },
+ { QP_SHADER_TYPE_CLOSEST_HIT, "ClosestHitShader" },
+ { QP_SHADER_TYPE_MISS, "MissShader" },
+ { QP_SHADER_TYPE_INTERSECTION, "IntersectionShader" },
+ { QP_SHADER_TYPE_CALLABLE, "CallableShader" },
{ QP_SHADER_TYPE_LAST, DE_NULL }
};
QP_SHADER_TYPE_TESS_CONTROL,
QP_SHADER_TYPE_TESS_EVALUATION,
QP_SHADER_TYPE_COMPUTE,
+ QP_SHADER_TYPE_RAYGEN,
+ QP_SHADER_TYPE_ANY_HIT,
+ QP_SHADER_TYPE_CLOSEST_HIT,
+ QP_SHADER_TYPE_MISS,
+ QP_SHADER_TYPE_INTERSECTION,
+ QP_SHADER_TYPE_CALLABLE,
QP_SHADER_TYPE_LAST
} qpShaderType;