Nebula
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#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) |