Cleaned up the createShaderBindingTable for the raytracing examples
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3 changed files with 5 additions and 6 deletions
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@ -432,7 +432,6 @@ public:
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VK_CHECK_RESULT(vkGetRayTracingShaderGroupHandlesNV(device, pipeline, 0, NUM_SHADER_GROUPS, sbtSize, shaderHandleStorage));
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auto* data = static_cast<uint8_t*>(shaderBindingTable.mapped);
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// Copy the shader identifiers to the shader binding table
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VkDeviceSize offset = 0;
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data += copyShaderIdentifier(data, shaderHandleStorage, INDEX_RAYGEN);
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data += copyShaderIdentifier(data, shaderHandleStorage, INDEX_MISS);
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data += copyShaderIdentifier(data, shaderHandleStorage, INDEX_SHADOW_MISS);
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