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

@ -21,7 +21,12 @@ Using monolithic pipeline definitions all stages are compiled for each pipeline,
Pipeline libraries are `VkPipeline` objects that cannot be bound directly. Instead, they can be compiled once and linked into as many pipelines as necessary. The Shader Binding Table of the resulting pipeline references the shader groups of the library as if they had been appended to the groups and stages in the main `VkRayTracingPipelineCreateInfo`
![](images/library.png)
We start by adding a new member in the `HelloVulkan` class:
We start by adding the device extension in main()
~~~~ C
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
~~~~
Following by adding a new member in the `HelloVulkan` class:
~~~~ C
// Ray tracing shader library
VkPipeline m_rtShaderLibrary;