Using buffer reference instead of un-sized array
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248 changed files with 2593 additions and 2660 deletions
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@ -75,6 +75,7 @@ public:
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Offscreen& offscreen() { return m_offscreen; }
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Raytracer& raytracer() { return m_raytrace; }
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ObjPushConstants m_pushConstants;
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// Array of objects and instances in the scene
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@ -83,20 +84,21 @@ public:
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// Graphic pipeline
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VkPipelineLayout m_pipelineLayout;
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VkPipeline m_graphicsPipeline;
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VkPipelineLayout m_pipelineLayout;
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VkPipeline m_graphicsPipeline;
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nvvk::DescriptorSetBindings m_descSetLayoutBind;
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VkDescriptorPool m_descPool;
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VkDescriptorSetLayout m_descSetLayout;
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VkDescriptorSet m_descSet;
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VkDescriptorPool m_descPool;
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VkDescriptorSetLayout m_descSetLayout;
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VkDescriptorSet m_descSet;
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int m_maxFrames{10};
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void resetFrame();
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void updateFrame();
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nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
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nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
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std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
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nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
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nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
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std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
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nvvk::DebugUtil m_debug; // Utility to name objects
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