22 Commits over 31 Days - 0.03cph!
Actually ship new compiler dll
Working test gpu raytracing scene
Begin raytracing, Update dx11 shader compiler
Use hex, it's nicer to read than dec for masks
Initial point light ray finding
Begin light importance tracing
Make compute dispatch thread division optional
Pass textures to compute shader
Pass materials & instances
Move push buffer routine to a dynamic combo
Ensure our random samples are valid & passed correctly
Set our global rt params as a parent to our local attributes
Begin execution of rt
Compute is now dispatched & isolated from the game
initial test shader case for push constants
Add renderdoc_nextframe too
attach_renderdoc & detatch_renderdoc to let renderdoc capture vrad3 gpu passes
Upload raytrace push constants as a constbuffer
Get rid of bindings & rt pipeline init
Remove cur spv
Set buffer data
Create attributes & start binding our buffers
Strip out TLAS & BLAS, we dont want hw specific specs
Get a render device initialized
Get rid of vk rt init
Switch scene buffers to structured buffers and const buffers