Post PR cleanup
Use rayTracingPipelineProperties from base class instead of expliclity querying it in the sample
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4 changed files with 7 additions and 39 deletions
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@ -3,7 +3,7 @@
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*
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* Renders a complex scene doing recursion inside the shaders for creating reflections
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*
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* Copyright (C) 2019-2023 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2019-2024 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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@ -393,20 +393,12 @@ public:
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shaderGroups.push_back(shaderGroup);
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}
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// Get max pipeline ray tracing recursion depth for physical device
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VkPhysicalDeviceRayTracingPipelinePropertiesKHR physicalDeviceRayTracingPipelinePropertiesKHR {};
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physicalDeviceRayTracingPipelinePropertiesKHR.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_PROPERTIES_KHR;
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VkPhysicalDeviceProperties2 physicalDeviceProperties2;
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physicalDeviceProperties2.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2_KHR;
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physicalDeviceProperties2.pNext = &physicalDeviceRayTracingPipelinePropertiesKHR;
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vkGetPhysicalDeviceProperties2(physicalDevice, &physicalDeviceProperties2);
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VkRayTracingPipelineCreateInfoKHR rayTracingPipelineCI = vks::initializers::rayTracingPipelineCreateInfoKHR();
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rayTracingPipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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rayTracingPipelineCI.pStages = shaderStages.data();
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rayTracingPipelineCI.groupCount = static_cast<uint32_t>(shaderGroups.size());
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rayTracingPipelineCI.pGroups = shaderGroups.data();
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rayTracingPipelineCI.maxPipelineRayRecursionDepth = std::min(uint32_t(4), physicalDeviceRayTracingPipelinePropertiesKHR.maxRayRecursionDepth);
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rayTracingPipelineCI.maxPipelineRayRecursionDepth = std::min(uint32_t(4), rayTracingPipelineProperties.maxRayRecursionDepth);
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rayTracingPipelineCI.layout = pipelineLayout;
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VK_CHECK_RESULT(vkCreateRayTracingPipelinesKHR(device, VK_NULL_HANDLE, VK_NULL_HANDLE, 1, &rayTracingPipelineCI, nullptr, &pipeline));
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}
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