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Add memory backed buffer allocation for L0 ray tracing.
This allocates the buffer on a per-device basis and enables ray tracing on devices that support it when given a kernel with ray tracing calls. Signed-off-by: Jim Snow <jim.m.snow@intel.com>
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Compute-Runtime-Automation
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135ac74c2c
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2acc0fb3f6
@@ -370,4 +370,10 @@ struct EncodeMiArbCheck {
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static void program(LinearStream &commandStream);
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static size_t getCommandSize();
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};
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template <typename GfxFamily>
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struct EncodeEnableRayTracing {
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static void programEnableRayTracing(LinearStream &commandStream, GraphicsAllocation &backBuffer);
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};
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} // namespace NEO
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