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Half-Life-RTX
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xash3d-fwgs
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1d2e763baf
xash3d-fwgs
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ref_vk
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vk_ray_primary.h
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rt: start splitting tracer into passes; add primary pass stub renders only uv gradient as a test empty rgen, 6900xt: 12.3us, 6/16 vgpr, 20/128 sgpr, 16/16 occupancy
2022-01-08 03:51:59 +01:00
#
pragma once
rt: cosolidate pass args in a central structure
2022-01-22 05:55:43 +01:00
rt: draft a universal pass sketch allows easily creating arbitrary ray tracing pipelines out of sets of bindings and shaders what's missing: - optimal handling of duplicate shaders - reading bindings from shaders (parse SPIR-V) instead of specifying in code - automatic resource creation according to binding definitions - automatic barriers according to bindings interface
2022-01-27 08:52:14 +01:00
struct
ray_pass_s
*
R_VkRayPrimaryPassCreate
(
void
)
;
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