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- 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 - Include a-johnston RenderingDeviceDriverMetal changes - Unimplemented placeholders for Metal and D3D12. - Apply Mickeon docs suggestions - Build acceleration structure command - Expose a shader preprocessor define - Align build scratch address - Separate buffer memory barriers
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