raytracing: Initial Vulkan support
- Vulkan implementations in `RenderingDeviceDriverVulkan`. - Raytracing instruction list in `RenderingDeviceGraph`. - Functions to create acceleration structures and raytracing pipelines in `RenderingDevice`. - Raygen, Miss, and ClosestHit shader stages support. - GDScript bindings. - Update classes documentation. - Unimplemented placeholders for Metal and D3D12. - Build acceleration structure command. - Expose a shader preprocessor define. - Align build scratch address. - Create STB after creating the pipeline. - Separate acceleration structure barriers. - Use transforms in TLAS instances. - AnyHit and Intersection stages. - Optionally set acceleration structure build input buffer usage. - Introduce instances buffer. - Move scratch buffers to RenderingDevice. - Rename AccelerationStructureGeometryBits. - Use regular buffer creation and free routines for scratch buffer. - Store trackers in acceleration structures. - Bump Shader SPIR-V version to 1.4 - Add Position attribute location in blas_create. - Encapsulate MoltenVK check in preprocessor macro. - Split SUPPORTS_RAYTRACING for pipeline and query.
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@ -49,7 +49,12 @@ Vector<uint8_t> compile_glslang_shader(RenderingDeviceCommons::ShaderStage p_sta
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EShLangFragment,
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EShLangTessControl,
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EShLangTessEvaluation,
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EShLangCompute
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EShLangCompute,
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EShLangRayGen,
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EShLangAnyHit,
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EShLangClosestHit,
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EShLangMiss,
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EShLangIntersect,
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};
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int ClientInputSemanticsVersion = 100; // maps to, say, #define VULKAN 100
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