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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>UE_5_3</td><td></td></tr>
<tr><td>WebGPU</td><td></td></tr>
<tr><td>Interpreter</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>Int_64</td><td>a 64 bit int</td></tr>
<tr><td>Uint_64</td><td>a 64 bit uint</td></tr>
<tr><td>Float_16</td><td>a 16 bit float</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>CooperativeVectorBufferLayout : Describe the format of a buffer for use in cooperative vectors</b><br/><br/>
<table>
<tr><th colspan=2>CooperativeVectorBufferLayout</th></tr>
<tr><td>RowMajor</td><td>D3D12_LINEAR_ALGEBRA_MATRIX_LAYOUT_ROW_MAJOR</td></tr>
<tr><td>ColMajor</td><td>D3D12_LINEAR_ALGEBRA_MATRIX_LAYOUT_COLUMN_MAJOR</td></tr>
<tr><td>MulOptimal</td><td>D3D12_LINEAR_ALGEBRA_MATRIX_LAYOUT_MUL_OPTIMAL</td></tr>
<tr><td>OuterProductOptimal</td><td>D3D12_LINEAR_ALGEBRA_MATRIX_LAYOUT_OUTER_PRODUCT_OPTIMAL</td></tr>
</table>
<br/>
<b>CooperativeVectorDataType : The data type stored. D3D12_LINEAR_ALGEBRA_DATATYPE</b><br/><br/>
<table>
<tr><th colspan=2>CooperativeVectorDataType</th></tr>
<tr><td>_sint16</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_SINT16</td></tr>
<tr><td>_uint16</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_UINT16</td></tr>
<tr><td>_sint32</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_SINT32</td></tr>
<tr><td>_uint32</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_UINT32</td></tr>
<tr><td>_float16</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_FLOAT16</td></tr>
<tr><td>_float32</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_FLOAT32</td></tr>
<tr><td>_sint8x4</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_SINT8_T4_PACKED</td></tr>
<tr><td>_uint8x4</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_UINT8_T4_PACKED</td></tr>
<tr><td>_uint8</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_UINT8</td></tr>
<tr><td>_sint8</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_SINT8</td></tr>
<tr><td>_float8_e4m3</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_FLOAT_E4M3. 8 bits: 1 sign, 4 exp, 3 mantissa.</td></tr>
<tr><td>_float8_e5m2</td><td>D3D12_LINEAR_ALGEBRA_DATATYPE_FLOAT_E5M2. 8 bits: 1 sign, 5 exp, 2 mantissa.</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>Noop</td><td>Used by the reroute node</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>Uint2</td><td>uint[2]</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>Int_64</td><td>int64_t</td></tr>
<tr><td>Uint_64</td><td>uint64_t</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>
<tr><td>Texture2DMS</td><td>Texture2DMS</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>Compute shader</td></tr>
<tr><td>WorkGraph</td><td>WorkGraph Entry 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>ShaderLanguage : A shader source code language</b><br/><br/>
<table>
<tr><th colspan=2>ShaderLanguage</th></tr>
<tr><td>HLSL</td><td>The directx shader language. https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl</td></tr>
<tr><td>Slang</td><td>The slang shader language. https://shader-slang.org/</td></tr>
<tr><td>WGSL</td><td>The WebGPU shader language. https://www.w3.org/TR/WGSL/</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>GigiSlangOptimizationLevel : The level of optimizations</b><br/><br/>
<table>
<tr><th colspan=2>GigiSlangOptimizationLevel</th></tr>
<tr><td>None</td><td>Don't optimize at all.</td></tr>
<tr><td>Default</td><td>Default optimization level: balance code quality and compilation time.</td></tr>
<tr><td>High</td><td>Optimize aggressively.</td></tr>
<tr><td>Maximum</td><td>Include optimizations that may take a very long time, or may involve severe space-vs-speed tradeoffs.</td></tr>
</table>
<br/>
<b>GigiSlangFloatingPointMode : Floating point mode</b><br/><br/>
<table>
<tr><th colspan=2>GigiSlangFloatingPointMode</th></tr>
<tr><td>Default</td><td></td></tr>
<tr><td>Fast</td><td></td></tr>
<tr><td>Precise</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>MemoryUnitOfMeasurement : </b><br/><br/>
<table>
<tr><th colspan=2>MemoryUnitOfMeasurement</th></tr>
<tr><td>Items</td><td></td></tr>
<tr><td>Bytes</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>BGRA8_Unorm</td><td>BGRA 8 bit unorm</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>RG16_Uint</td><td>RG 16 bit uint</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>RG32_Uint</td><td>RG 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>BC1_Unorm</td><td>RGB 5:6:5 unorm, 1 bit alpha. block compressed.</td></tr>
<tr><td>BC4_Unorm</td><td>R 8 bit unorm. block compressed.</td></tr>
<tr><td>BC4_Snorm</td><td>R 8 bit snorm. block compressed.</td></tr>
<tr><td>BC5_Unorm</td><td>RG 8 bit unorm. block compressed.</td></tr>
<tr><td>BC5_Snorm</td><td>RG 8 bit snorm. block compressed.</td></tr>
<tr><td>BC7_Unorm</td><td>RGB, alpha optional. block compressed.</td></tr>
<tr><td>BC7_Unorm_sRGB</td><td>RGB, alpha optional. sRGB. block compressed.</td></tr>
<tr><td>BC6_UF16</td><td>RGB, 16 bit float unsigned. block compressed.</td></tr>
<tr><td>BC6_SF16</td><td>RGB, 16 bit float signed. block compressed.</td></tr>
</table>
<br/>
<b>ExternalNode_AMD_FidelityFXSDK_Upscaling_GenerateReactiveMask_ReactiveMaskMode : </b><br/><br/>
<table>
<tr><th colspan=2>ExternalNode_AMD_FidelityFXSDK_Upscaling_GenerateReactiveMask_ReactiveMaskMode</th></tr>
<tr><td>Off</td><td>No reactive mask will be used</td></tr>
<tr><td>Generate</td><td>Generative mask will be generated by FidelityFX SDK into the texture plugged into the reactive pin, and will be used during upscaling.</td></tr>
<tr><td>Custom</td><td>Generative mask provided to the reactive pin will be used during upscale.</td></tr>
</table>
<br/>
<b>ExternalNode_AMD_FidelityFXSDK_Upscaling_Version : </b><br/><br/>
<table>
<tr><th colspan=2>ExternalNode_AMD_FidelityFXSDK_Upscaling_Version</th></tr>
<tr><td>Default</td><td></td></tr>
<tr><td>v2_3_4</td><td>Use 2.3.4</td></tr>
<tr><td>v3_1_5</td><td>Use 3.1.5</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_BLASCullMode : controls D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_CULL_DISABLE and D3D12_RAYTRACING_INSTANCE_FLAG_TRIANGLE_FRONT_COUNTERCLOCKWISE</b><br/><br/>
<table>
<tr><th colspan=2>GGUserFile_BLASCullMode</th></tr>
<tr><td>CullNone</td><td></td></tr>
<tr><td>FrontIsClockwise</td><td></td></tr>
<tr><td>FrontIsCounterClockwise</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>BackendTemplateFileType : </b><br/><br/>
<table>
<tr><th colspan=2>BackendTemplateFileType</th></tr>
<tr><td>Output</td><td>This goes into the output package</td></tr>
<tr><td>InternalShader</td><td>This is a shader used during the code gen process, but should not be part of the output package</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>
<tr><td>HandleOutputsToMultiInput</td><td></td></tr>
<tr><td>DuplicateNodeShaders</td><td></td></tr>
<tr><td>ValueOrVariables</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. Useful for assignment. This does implicit type casting.</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>
<tr><td><i>DataFieldType UIType</i></td><td>DataFieldType::Count</td><td>If not count, will limit to variables of the specific type.</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>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>VariableReference onUserChange</td><td>{}</td><td>A boolean variable that gets set to true when the user changes this variable.</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><i>bool system</i></td><td>false</td><td>Is set if the runtime overrides the value</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>
<tr><td><i>bool hideUI</i></td><td>false</td><td>Used by editor to hide this UI when it isn't supported</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>ValueOrVariable_Bool : ValueOrVariable<bool></b><br/><br/>
<table>
<tr><th colspan=3>ValueOrVariable_Bool</th></tr>
<tr><td>bool value</td><td>false</td><td>The value to use if no variable given</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The variable to use</td></tr>
</table>
<br/>
<b>ValueOrVariable_Float : ValueOrVariable<float></b><br/><br/>
<table>
<tr><th colspan=3>ValueOrVariable_Float</th></tr>
<tr><td>float value</td><td>0.0f</td><td>The value to use if no variable given</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The variable to use</td></tr>
</table>
<br/>
<b>ValueOrVariable_Float2 : ValueOrVariable<float2></b><br/><br/>
<table>
<tr><th colspan=3>ValueOrVariable_Float2</th></tr>
<tr><td>float value[2]</td><td>{ 0 , 0 }</td><td>The value to use if no variable given</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The variable to use</td></tr>
</table>
<br/>
<b>ValueOrVariable_Float3 : ValueOrVariable<float3></b><br/><br/>
<table>
<tr><th colspan=3>ValueOrVariable_Float3</th></tr>
<tr><td>float value[3]</td><td>{ 0 , 0 , 0 }</td><td>The value to use if no variable given</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The variable to use</td></tr>
</table>
<br/>
<b>ValueOrVariable_Uint : ValueOrVariable<uint></b><br/><br/>
<table>
<tr><th colspan=3>ValueOrVariable_Uint</th></tr>
<tr><td>uint32_t value</td><td>0</td><td>The value to use if no variable given</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The variable to use</td></tr>
</table>
<br/>
<b>ValueOrVariable_Int4 : ValueOrVariable<int4></b><br/><br/>
<table>
<tr><th colspan=3>ValueOrVariable_Int4</th></tr>
<tr><td>int value[4]</td><td>{ 0 , 0 , 0 , 0 }</td><td>The value to use if no variable given</td></tr>
<tr><td>VariableReference variable</td><td>{}</td><td>The variable to use</td></tr>
</table>
<br/>
<b>CooperativeVectorData : Data needed for cooperative vectors support for imported buffer resources</b><br/><br/>
<table>
<tr><th colspan=3>CooperativeVectorData</th></tr>
<tr><td>bool convert</td><td>false</td><td>If true, does the data conversion described below</td></tr>
<tr><td>unsigned int width</td><td>1</td><td>How many columns in the matrix or vector.</td></tr>
<tr><td>unsigned int height</td><td>1</td><td>How many rows in the matrix or vector.</td></tr>
<tr><td>CooperativeVectorDataType srcType</td><td>CooperativeVectorDataType::_float32</td><td>The data type of the source data.</td></tr>
<tr><td>CooperativeVectorBufferLayout srcLayout</td><td>CooperativeVectorBufferLayout::RowMajor</td><td>The layout of the source data.</td></tr>
<tr><td>CooperativeVectorDataType destType</td><td>CooperativeVectorDataType::_float16</td><td>The data type you want it to be converted to.</td></tr>
<tr><td>CooperativeVectorBufferLayout destLayout</td><td>CooperativeVectorBufferLayout::RowMajor</td><td>The layout you want it to be converted to.</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>WorkGraphShaderReference : A reference to a work graph entry shader</b><br/><br/>
<table>
<tr><th colspan=3>WorkGraphShaderReference</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>bool allowAtomicOps</td><td>false</td><td>Nedeed by WebGPU. Check this box to allow atopic operations on this field.</td></tr>
<tr><td><i>bool isPadding</i></td><td>false</td><td>true if this field was added to pad the struct for alignment reasons.</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>
<tr><td><i>bool isForShaderConstants</i></td><td>false</td><td>If true, this struct is used by shader constants, else it isn't</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>
<tr><td><i>bool hideUI</i></td><td>false</td><td>the shader resource will change this flag based on the type of the resource chosen</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>
<tr><td><i>bool hideUI</i></td><td>false</td><td>the shader resource will change this flag based on the type of the resource chosen</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>
<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>std::string registerSpaceString</i></td><td>""</td><td>Displayed after the register in the shader</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>ShaderResourceAccessType access</td><td>ShaderResourceAccessType::Count</td><td>How the resource is accessed</td></tr>
<tr><td>ShaderResourceType type</td><td>ShaderResourceType::Count</td><td>The resource type</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>bool allowAtomicOps</td><td>false</td><td>Nedeed by WebGPU. Check this box to allow atopic operations on this field.</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>std::string registerSpaceString</i></td><td>""</td><td>Displayed after the register in the shader</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>
<tr><td><i>ShaderResourceAccessType originalAccess</i></td><td>ShaderResourceAccessType::Count</td><td>If the access is changed (like in post load), this is what it was originally. If this is Count, it wasn't changed.</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>ShaderVariableAliasDeclaration : Specify a variable alias</b><br/><br/>
<table>
<tr><th colspan=3>ShaderVariableAliasDeclaration</th></tr>
<tr><td>std::string name</td><td>""</td><td>The name of the alias. The name used in the /*$(VariableAlias:name)*/ tag in the shader.</td></tr>
<tr><td>DataFieldType type</td><td>DataFieldType::Count</td><td>The type of the alias.</td></tr>
<tr><td><i>bool usedInShader</i></td><td>false</td><td>set to true if this is actually used in the shader</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>