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β¦n structures after they have been built.
β¦ instead of compile-time options.
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Describe the pull request
This PR implements support for hardware ray tracing and hardware ray queries. Additionally, many improvements have been made alongside to further streamline resource handling, synchronization and ...
This is quite a large PR, which results from the complexity of the feature. The following major aspects have been implemented:
There are many smaller improvements:
BufferTypewas renamed toResourceHeapand a newResourceUsageflag has been added. This helps to specialize behavior for different backends.constresources.shared_from_this.GraphicsDeviceFeatures) to enable optional features. This is supported for mesh shaders, ray tracing pipelines and ray queries at the moment.The following bugs have been fixed:
VulkanDescriptorSetLayout::allocateMultipleoverload that uses a callback now passes the right set index.Related issues