Using Vulkan C API
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@ -44,8 +44,7 @@ Vulkan ray tracing allows recursive calls to traceRayEXT, up to a limit defined
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In `createRtPipeline()` in `hello_vulkan.cpp`, bring the maximum recursion depth up to 10, making sure not to exceed the physical device's maximum recursion limit:
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~~~~ C++
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rayPipelineInfo.setMaxPipelineRayRecursionDepth(
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std::max(10u, m_rtProperties.maxRecursionDepth)); // Ray depth
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rayPipelineInfo.maxPipelineRayRecursionDepth = std::max(10u, m_rtProperties.maxRecursionDepth); // Ray depth
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~~~~
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### `raycommon.glsl`
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@ -203,7 +202,7 @@ Since the ray generation shader now handles attenuation, we no longer need to at
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Finally, we no longer need to have a deep recursion setting in `createRtPipeline` -- just a depth of 2, one for the initial ray generation segment and another for shadow rays.
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~~~~ C++
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rayPipelineInfo.setMaxPipelineRayRecursionDepth(2); // Ray depth
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rayPipelineInfo.maxPipelineRayRecursionDepth = 2; // Ray depth
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~~~~
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In `raytrace.rgen`, we can now make the maximum ray depth significantly larger -- such as 100, for instance -- without causing a device lost error.
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