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wgpu-core/src/pipeline.rs

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@@ -1296,7 +1296,7 @@ pub struct RayTracingPipelineDescriptor<
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}
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/// Metal's shader binding data is opaque, but Vulkan's and DX12's has opaque data
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/// but a non-opaque storage mechanism, so each require seperate codepaths.
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/// but a non-opaque storage mechanism, so each require separate codepaths.
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/// Therefore, this is a semi-opaque structure because if metal gets ray tracing pipelines,
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/// this will need to turn into an enum so it shouldn't have other code
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/// tangled with it.

wgpu/src/api/ray_tracing_pipeline.rs

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@@ -2,7 +2,7 @@ use crate::*;
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/// Handle to a ray tracing pipeline.
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///
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/// A `RayTracingPipeline` object represents a ray traing pipeline and its stages.
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/// A `RayTracingPipeline` object represents a ray tracing pipeline and its stages.
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/// It can be created with [`Device::create_ray_tracing_pipeline`].
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#[derive(Debug, Clone)]
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pub struct RayTracingPipeline {

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