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intro wording cleanup
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proposals/0045-clustered-geometry.md

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@@ -40,11 +40,12 @@ thus share cluster ID.
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There also needs to be a way for apps to tell driver shader compilation to expect that
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acceleration structures being raytraced may contain clusters. In the API this is a
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raytracing pipeline flag, `D3D12_RAYTRACING_PIPELINE_FLAG_ALLOW_CLUSTERED_GEOMETRY`,
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and this flag needs to be available when raytracing pipeline state subobjects are
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authored in HLSL, including `RayQuery` objects for inline raytracing. The reason for
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the flag is in case the possibility of clusters in an acceleration structure requires
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a different path in the driver/hardware ray traversal algorithm that might incur
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raytracing pipeline flag, `D3D12_RAYTRACING_PIPELINE_FLAG_ALLOW_CLUSTERED_GEOMETRY`.
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This flag needs to be available when raytracing pipeline state subobjects are
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authored in HLSL, including `RayQuery` objects for inline raytracing.
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The reason for the flag is if possibility of clusters in an acceleration structure requires
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a different path in the driver/hardware ray traversal algorithm. This path might add
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overhead that can be avoided if it is known clusters will not be used. In other words,
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a driver that supports clustered geometry should not regress the performance of applications
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that choose not to use it, or shipped before clustered geometry existed.

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