|
Nebula
|
#include "core/refcounted.h"#include "coregraphics/config.h"#include "resources/resourcestreamcache.h"#include "util/dictionary.h"#include "coregraphics/shaderfeature.h"#include "lowlevel/vk/vkprogram.h"#include "coregraphics/shader.h"#include "vkloader.h"#include "coregraphics/buffer.h"#include "coregraphics/shaderidentifier.h"#include "coregraphics/resourcetable.h"#include "vkshaderprogram.h"#include "vktexture.h"#include "vkshader.h"Go to the source code of this file.
Namespaces | |
| namespace | CoreGraphics |
| Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH. | |
| namespace | Vulkan |
| Vulkan implementation of GPU acceleration structure. | |
Functions | |
| void | CoreGraphics::SetShaderProgram (const CoreGraphics::ShaderProgramId pro, const CoreGraphics::QueueType queue, const bool bindSharedResources) |