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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>
20 lines
414 B
C++
20 lines
414 B
C++
/*
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* Copyright (C) 2020-2021 Intel Corporation
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#include "shared/source/command_container/command_encoder.h"
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#include "shared/source/helpers/hw_info.h"
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#include "hw_cmds.h"
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namespace NEO {
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template <typename GfxFamily>
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void EncodeEnableRayTracing<GfxFamily>::programEnableRayTracing(LinearStream &commandStream, GraphicsAllocation &backBuffer) {
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}
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} // namespace NEO
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