Struct screen_13::driver::physical_device::RayTraceFeatures
source · pub struct RayTraceFeatures {
pub ray_tracing_pipeline: bool,
pub ray_tracing_pipeline_shader_group_handle_capture_replay: bool,
pub ray_tracing_pipeline_shader_group_handle_capture_replay_mixed: bool,
pub ray_tracing_pipeline_trace_rays_indirect: bool,
pub ray_traversal_primitive_culling: bool,
}
Expand description
Features of the physical device for ray tracing.
See
VkPhysicalDeviceRayTracingPipelineFeaturesKHR
manual page.
Fields§
§ray_tracing_pipeline: bool
Indicates whether the implementation supports the ray tracing pipeline functionality.
See Ray Tracing.
ray_tracing_pipeline_shader_group_handle_capture_replay: bool
Indicates whether the implementation supports saving and reusing shader group handles, e.g. for trace capture and replay.
ray_tracing_pipeline_shader_group_handle_capture_replay_mixed: bool
Indicates whether the implementation supports reuse of shader group handles being arbitrarily mixed with creation of non-reused shader group handles.
If this is false
, all reused shader group handles must be specified before any non-reused
handles may be created.
ray_tracing_pipeline_trace_rays_indirect: bool
Indicates whether the implementation supports indirect ray tracing commands, e.g.
vkCmdTraceRaysIndirectKHR
.
ray_traversal_primitive_culling: bool
Indicates whether the implementation supports primitive culling during ray traversal.