Using buffer reference instead of un-sized array

This commit is contained in:
mklefrancois 2021-06-11 12:25:06 +02:00
parent e3a57e6d63
commit c8a0122dd6
248 changed files with 2593 additions and 2660 deletions

View file

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