text: #pragma once
  #include "../BearGraphics/BearRenderBase.h"
  /////////////////////////////////////
  ///////////Configure/////////////////
  /////////////////////////////////////
  #ifdef VK_11
  #if CURRENT_PROCCESOR == PROCCESOR_AMD64
  #define RTX
  #endif
  #endif
  /////////////////////////////////////
  /////////////////////////////////////
  /////////////////////////////////////
  #ifdef DEVELOPER_VERSION
  #ifdef RTX
  #define NV_EXTENSIONS
  #include "dxc/dxcapi.h"
  #endif
  #include "shaderc/shaderc.hpp"
  #endif
  
  #if CURRENT_PLATFORM == PLATFORM_WINDOWS
  #ifndef VK_USE_PLATFORM_WIN32_KHR
  #define VK_USE_PLATFORM_WIN32_KHR
  #endif
  #endif
  
  #define VK_NO_PROTOTYPES
  
  #include "vulkan/vulkan.h"
  extern void VkError(VkResult result);
  #define V_CHK(a) { VkResult __Result_ = a ;if(__Result_!=VK_SUCCESS)VkError(__Result_); }
  
  enum EVKQuery
  {
  	VKQ_None = 0,
  	VKQ_ShaderResource,
  	VKQ_UnorderedAccess,
  	VKQ_Pipeline,
  	VKQ_RayTracingPipeline
  };
  
  #include "VKImports.h"
  #include "VKFactory.h"
  #include "VKViewport.h"
  #include "VKContext.h"
  #include "VKShader.h"
  #include "VKBufferTools.h"
  #include "VKVertexBuffer.h"
  #include "VKIndexBuffer.h"
  
  #include "VKUniformBuffer.h"
  
  #include "VKRootSignature.h"
  #include "VKPipeline.h"
  #include "VKPipelineGraphics.h"
  #include "VKPipelineMesh.h"
  #include "VKDescriptorHeap.h"
  
  #include "VKSamplers.h"
  #include "VKShaderResource.h"
  #include "VKUnorderedAccess.h"
  #include "VKTexture2D.h"
  #include "VKStats.h"
  
  #include "VKRenderPass.h" 
  #include "VKFrameBuffer.h"
  #include "VKTextureCube.h"
  #include "VKStructuredBuffer.h"
  
  #include "VKPipelineRayTracing.h"
  #include "VKRayTracingBottomLevel.h"
  #include "VKRayTracingTopLevel.h"
  #include "VKRayTracingShaderTable.h"