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https://github.com/w23/xash3d-fwgs
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b3c69851dc
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
4 lines
67 B
C
4 lines
67 B
C
#pragma once
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struct ray_pass_s *R_VkRayPrimaryPassCreate( void );
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