Refactor Mesh SDF generation on GPU to use raytracing for more precise results
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@@ -92,9 +92,8 @@ float GPUTimerQueryDX11::GetResult()
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{
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if (!_finalized)
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{
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#if BUILD_DEBUG
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ASSERT(HasResult());
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#endif
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if (!HasResult())
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return 0;
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UINT64 timeStart, timeEnd;
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auto context = _device->GetIM();
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