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Manages the capturing, serialising, and replay of acceleration structures for Vulkan. It works in a similar way to how device memory is handled: * A temporary host-accessible buffer is created for each AS * The AS is serialised (in the Vulkan AS sense of the word) into it * The buffer handle is stored in the initial contents and downloaded when appropriate * Replay is handled similarly but in reverse * Workaround added for broken Mali AS serialising Note this is missing the descriptor and SPIR-V handling, that work will follow in a later PR. The serialiser version has been bumped for backwards compatibility with 'RenderDoc for Arm GPUs 2024.0'.