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MPSRayIntersector macOS xcode13.0 rc
Alex Soto edited this page Sep 14, 2021
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1 revision
#MPSRayIntersector.framework
diff -ruN /Applications/Xcode_13.0.0-beta5.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Headers/MPSRayIntersector.h /Applications/Xcode_13.0.0-rc.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Headers/MPSRayIntersector.h
--- /Applications/Xcode_13.0.0-beta5.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Headers/MPSRayIntersector.h 2021-08-07 08:50:38.000000000 -0400
+++ /Applications/Xcode_13.0.0-rc.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Headers/MPSRayIntersector.h 2021-08-03 21:49:33.000000000 -0400
@@ -168,26 +168,6 @@
* @brief Use the DistancePrimitiveIndexInstanceIndexCoordinates struct type
*/
MPSIntersectionDataTypeDistancePrimitiveIndexInstanceIndexCoordinates = 4,
-
- /**
- * @brief Use the MPSIntersectionDistancePrimitiveIndexBufferIndex struct type
- */
- MPSIntersectionDataTypeDistancePrimitiveIndexBufferIndex MPS_ENUM_AVAILABLE_STARTING(macos(12.0), ios(15.0), macCatalyst(15.0), tvos(15.0)) = 5,
-
- /**
- * @brief Use the MPSIntersectionDistancePrimitiveIndexBufferIndexCoordinates struct type
- */
- MPSIntersectionDataTypeDistancePrimitiveIndexBufferIndexCoordinates MPS_ENUM_AVAILABLE_STARTING(macos(12.0), ios(15.0), macCatalyst(15.0), tvos(15.0)) = 6,
-
- /**
- * @brief Use the DistancePrimitiveIndexBufferIndexInstanceIndex struct type
- */
- MPSIntersectionDataTypeDistancePrimitiveIndexBufferIndexInstanceIndex MPS_ENUM_AVAILABLE_STARTING(macos(12.0), ios(15.0), macCatalyst(15.0), tvos(15.0)) = 7,
-
- /**
- * @brief Use the DistancePrimitiveIndexBufferIndexInstanceIndexCoordinates struct type
- */
- MPSIntersectionDataTypeDistancePrimitiveIndexBufferIndexInstanceIndexCoordinates MPS_ENUM_AVAILABLE_STARTING(macos(12.0), ios(15.0), macCatalyst(15.0), tvos(15.0)) = 8,
} MPS_ENUM_AVAILABLE_STARTING(macos(10.14), ios(12.0), macCatalyst(13.0), tvos(12.0));
/**
diff -ruN /Applications/Xcode_13.0.0-beta5.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Headers/MPSRayIntersectorTypes.h /Applications/Xcode_13.0.0-rc.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Headers/MPSRayIntersectorTypes.h
--- /Applications/Xcode_13.0.0-beta5.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Headers/MPSRayIntersectorTypes.h 2021-08-01 06:18:13.000000000 -0400
+++ /Applications/Xcode_13.0.0-rc.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Headers/MPSRayIntersectorTypes.h 2021-03-16 04:44:16.000000000 -0400
@@ -248,36 +248,6 @@
} MPSIntersectionDistancePrimitiveIndex;
/**
- * @brief Intersection result which contains the distance from the ray origin to the
- * intersection point, the index of the intersected primitive, and the polygon buffer
- * index of the intersected primitive.
- *
- * @discussion This type is available from the Metal Shading Language by including the
- * MetalPerformanceShaders/MetalPerformanceShaders.h header.
- */
-typedef struct {
- /**
- * @brief Distance from the ray origin to the intersection point along the ray direction
- * vector such that intersection = ray.origin + ray.direction * distance. Is negative if
- * there is no intersection. If the intersection type is MPSIntersectionTypeAny, is
- * a positive value for a hit or a negative value for a miss.
- */
- float distance;
-
- /**
- * @brief Index of the intersected primitive. Undefined if the ray does not intersect
- * a primitive or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int primitiveIndex;
-
- /**
- * @brief Buffer index of the intersected primitive. Undefined if the ray does not
- * intersect a primitive or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int bufferIndex;
-} MPSIntersectionDistancePrimitiveIndexBufferIndex;
-
-/**
* @brief Intersection result which contains the distance from the ray origin to the intersection
* point, the index of the intersected primitive, and the two dimensional parameterization of
* the intersection point.
@@ -343,76 +313,6 @@
/**
* @brief Intersection result which contains the distance from the ray origin to the intersection
- * point, the index of the intersected primitive, the polygon buffer index of the intersected
- * primitive, and the two dimensional parameterization of the intersection point.
- *
- * @discussion This type is available from the Metal Shading Language by including the
- * MetalPerformanceShaders/MetalPerformanceShaders.h header.
- */
-typedef struct {
- /**
- * @brief Distance from the ray origin to the intersection point along the ray direction
- * vector such that intersection = ray.origin + ray.direction * distance. Is negative if
- * there is no intersection. If the intersection type is MPSIntersectionTypeAny, is
- * a positive value for a hit or a negative value for a miss.
- */
- float distance;
-
- /**
- * @brief Index of the intersected primitive. Undefined if the ray does not intersect
- * a primitive or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int primitiveIndex;
-
- /**
- * @brief Buffer index of the intersected primitive. Undefined if the ray does not
- * intersect a primitive or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int bufferIndex;
-
- /**
- * @brief A two dimensional coordinate representing the intersection point according to the
- * primitive's parameterization.
- *
- * For triangle primitives, these are the first two barycentric coordinates U and V of the
- * intersection point. The third coordinate W = 1 - U - V. If the triangle has vertices v0, v1,
- * and v2, the position of the intersection point (and other per-vertex attributes) can be
- * interpolated as follows:
- *
- * @code
- * float3 v_interpolated = U * v0 + V * v1 + W * v2;
- * @endcode
- *
- * Quadrilateral primitives are treated as two triangles internally. If the quadrilateral has
- * vertices v0, v1, v2, and v3, the two triangles will have vertices v0, v1, v2 and v0, v2, v3.
- * The coordinates will still be the first two barycentric coordinates of the intersected
- * triangle, but they will be subtracted from one for the second triangle. In that case, the
- * third coordinate W = 1 - U - V will be less than zero. This can be used to interpolate per-
- * vertex attributes as follows:
- *
- * @code
- * float W = 1 - U - V;
- * float3 v_interpolated;
- *
- * if (W < 0.0f) {
- * U = 1 - U;
- * V = 1 - V;
- * W = 1 - U - V;
- * v_interpolated = U * v0 + V * v2 + W * v3;
- * }
- * else {
- * v_interpolated = U * v0 + V * v1 + W * v2;
- * }
- * @endcode
- *
- * This value is undefined if the ray does not intersect a primitive or if the intersection
- * type is MPSIntersectionTypeAny.
- */
- vector_float2 coordinates;
-} MPSIntersectionDistancePrimitiveIndexBufferIndexCoordinates;
-
-/**
- * @brief Intersection result which contains the distance from the ray origin to the intersection
* point, the index of the intersected primitive, and the index of the intersected instance.
*
* @discussion This type is available from the Metal Shading Language by including the
@@ -443,43 +343,6 @@
/**
* @brief Intersection result which contains the distance from the ray origin to the intersection
- * point, the index of the intersected primitive, the polygon buffer index of the intersected
- * primitive, and the index of the intersected instance.
- *
- * @discussion This type is available from the Metal Shading Language by including the
- * MetalPerformanceShaders/MetalPerformanceShaders.h header.
- */
-typedef struct {
- /**
- * @brief Distance from the ray origin to the intersection point along the ray direction
- * vector such that intersection = ray.origin + ray.direction * distance. Is negative if
- * there is no intersection. If the intersection type is MPSIntersectionTypeAny, is
- * a positive value for a hit or a negative value for a miss.
- */
- float distance;
-
- /**
- * @brief Index of the intersected primitive. Undefined if the ray does not intersect
- * a primitive or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int primitiveIndex;
-
- /**
- * @brief Buffer index of the intersected primitive. Undefined if the ray does not
- * intersect a primitive or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int bufferIndex;
-
- /**
- * @brief Index of the intersected instance. Undefined if the ray does not intersect a
- * primitive, if the acceleration structure is not an instance acceleration structure,
- * or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int instanceIndex;
-} MPSIntersectionDistancePrimitiveIndexBufferIndexInstanceIndex;
-
-/**
- * @brief Intersection result which contains the distance from the ray origin to the intersection
* point, the index of the intersected primitive, the index of the intersected instance, and the
* two dimensional parameterization of the intersection point.
*
@@ -549,82 +412,4 @@
vector_float2 coordinates;
} MPSIntersectionDistancePrimitiveIndexInstanceIndexCoordinates;
-/**
- * @brief Intersection result which contains the distance from the ray origin to the intersection
- * point, the index of the intersected primitive, the polygon buffer index of the intersected
- * primitive, the index of the intersected instance, and the two dimensional parameterization of
- * the intersection point.
- *
- * @discussion This type is available from the Metal Shading Language by including the
- * MetalPerformanceShaders/MetalPerformanceShaders.h header.
- */
-typedef struct {
- /**
- * @brief Distance from the ray origin to the intersection point along the ray direction
- * vector such that intersection = ray.origin + ray.direction * distance. Is negative if
- * there is no intersection. If the intersection type is MPSIntersectionTypeAny, is
- * a positive value for a hit or a negative value for a miss.
- */
- float distance;
-
- /**
- * @brief Index of the intersected primitive. Undefined if the ray does not intersect
- * a primitive or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int primitiveIndex;
-
- /**
- * @brief Buffer index of the intersected primitive. Undefined if the ray does not
- * intersect a primitive or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int bufferIndex;
-
- /**
- * @brief Index of the intersected instance. Undefined if the ray does not intersect a
- * primitive, if the acceleration structure is not an instance acceleration structure,
- * or if the intersection type is MPSIntersectionTypeAny.
- */
- unsigned int instanceIndex;
-
- /**
- * @brief A two dimensional coordinate representing the intersection point according to the
- * primitive's parameterization.
- *
- * For triangle primitives, these are the first two barycentric coordinates U and V of the
- * intersection point. The third coordinate W = 1 - U - V. If the triangle has vertices v0, v1,
- * and v2, the position of the intersection point (and other per-vertex attributes) can be
- * interpolated as follows:
- *
- * @code
- * float3 v_interpolated = U * v0 + V * v1 + W * v2;
- * @endcode
- *
- * Quadrilateral primitives are treated as two triangles internally. If the quadrilateral has
- * vertices v0, v1, v2, and v3, the two triangles will have vertices v0, v1, v2 and v0, v2, v3.
- * The coordinates will still be the first two barycentric coordinates of the intersected
- * triangle, but they will be subtracted from one for the second triangle. In that case, the
- * third coordinate W = 1 - U - V will be less than zero. This can be used to interpolate per-
- * vertex attributes as follows:
- *
- * @code
- * float W = 1 - U - V;
- * float3 v_interpolated;
- *
- * if (W < 0.0f) {
- * U = 1 - U;
- * V = 1 - V;
- * W = 1 - U - V;
- * v_interpolated = U * v0 + V * v2 + W * v3;
- * }
- * else {
- * v_interpolated = U * v0 + V * v1 + W * v2;
- * }
- * @endcode
- *
- * This value is undefined if the ray does not intersect a primitive or if the intersection
- * type is MPSIntersectionTypeAny.
- */
- vector_float2 coordinates;
-} MPSIntersectionDistancePrimitiveIndexBufferIndexInstanceIndexCoordinates;
-
#endif
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