Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
SparseBufferId CreateSparseBuffer(const SparseBufferCreateInfo &info)
create sparse buffer
void DestroySparseBuffer(const SparseBufferId id)
destroy sparse buffers
Compile time configuration options for the CoreGraphics subsystem.
#define RESOURCE_ID_TYPE(type)
Definition resourceid.h:41
Definition sparsebuffer.h:19
sparse buffer type
Definition sparsebuffer.h:16