xash3d-fwgs/ref_vk/vk_ray_primary.h
Ivan Avdeev b3c69851dc 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
2022-01-26 23:52:19 -08:00

4 lines
67 B
C

#pragma once
struct ray_pass_s *R_VkRayPrimaryPassCreate( void );