this moves one step closer to fully dynamic resources and automatic
barriers.
next steps would be:
- passes declaring their bindings at creation time
- resources automatically preparing values based on that declaration
- automatic barriers
- single descriptor pool stored at resources (aware of frames in flight,
etc)
- parsing shaders to generate binding declaration
(look how easy that was! yay passes!
... still need to do spir-v parsing to extract bindings though)
perf (c1a0 lobby, 720p, 6900XT)
- total ray tracing time: 15.2ms
- primary: 0.7ms v:80/80 s:60/128 lds:2048 o:12/16 (-4v +1o)
- dir poly: 13.8ms v:256/256 s:98/128 lds:2048 o:4/16 (-28v +1o)
- dir point: 0.9ms v:85/96 s:68/128 lds:2048 o:10/16 (-6v +1o)
dir point and poly are not synchronized and overlap. but poly takes most
of the time, and point can only ramp up gradually at the very tail of
poly.