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RayTracingCaps.h
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1#pragma once
2
3#include "common/Export.h"
4
5#include <cstdint>
6
7namespace eve::graphics {
8
17 bool available = false;
18 bool accelerationStructure = false;
19 bool rayTracingPipeline = false;
20 bool bufferDeviceAddress = false;
21 bool rayQuery = false;
22 uint32_t shaderGroupHandleSize = 0;
23 uint32_t shaderGroupBaseAlignment = 0;
24 uint32_t shaderGroupHandleAlignment = 0;
25 uint32_t maxRecursionDepth = 0;
26
28 bool rayTracingAvailable() const {
29 return available && accelerationStructure && rayTracingPipeline && bufferDeviceAddress;
30 }
31};
32
33} // namespace eve::graphics
#define EVENGINE_API_BACKENDS_INLINE
Definition Export.h:172
卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局...
Definition Animation.h:25
Hardware ray-tracing capabilities probed once at Vulkan device creation.
bool rayTracingAvailable() const
True when BLAS/TLAS + ray-tracing pipelines can be created.