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<title>slang.git/examples/ray-tracing-pipeline/README.md, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2021-07-28T19:24:12+00:00</updated>
<entry>
<title>Experimental DXR1.0 support in gfx. (#1915)</title>
<updated>2021-07-28T19:24:12+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-07-28T19:24:12+00:00</published>
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* Experimental DXR1.0 support in gfx.

- Add `dispatchRays` command.
- Add `createRayTracingPipelineState` method to construct a D3D ray tracing state object from a linked slang program and user specified shader table.

Limitations/simplifications: no local root signature support, shader table entries contains only shader identifiers and is specified at pipeline creation time, owned by the pipeline state object.

* Root object binding for raytracing pipelines.

* `maybeSpecializePipeline` implementation for raytracing pipelines.

* Add ray-tracing-pipeline example.

* Fixes.

* Update README.md

* Update comments on the lifespan of specialized pipelines

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;
Co-authored-by: jsmall-nvidia &lt;jsmall@nvidia.com&gt;</content>
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