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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@ -50,9 +50,8 @@ You can safely remove all raytrace.* shaders
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In `HelloVulkan::createDescriptorSetLayout`, add the acceleration structure to the description layout to have access to the acceleration structure directly in the fragment shader.
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~~~~ C++
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// The top level acceleration structure
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m_descSetLayoutBind.emplace_back( //
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vkDS(7, vkDT::eAccelerationStructureKHR, 1, vkSS::eFragment));
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// The top level acceleration structure
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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~~~~
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In `HelloVulkan::updateDescriptorSet`, write the value to the descriptor set.
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@ -62,7 +61,7 @@ In `HelloVulkan::updateDescriptorSet`, write the value to the descriptor set.
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VkWriteDescriptorSetAccelerationStructureKHR descASInfo{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR};
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descASInfo.accelerationStructureCount = 1;
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descASInfo.pAccelerationStructures = &tlas;
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 7, &descASInfo));
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 3, &descASInfo));
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~~~~
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@ -86,7 +85,7 @@ Then we need to add new extensions
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We have to add the layout to access the top level acceleration structure.
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~~~~ C++
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layout(binding = 7, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 3, set = 0) uniform accelerationStructureEXT topLevelAS;
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~~~~
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