Per Render Pass Resource Binding (Vulkan)
gamedev.net
Hello,I'm trying to write resource binding related code for my Vulkan rendererr.The idea is there are a few static descriptor set layouts, and a few descriptor sets.Each descriptor set contains data based on how often the data needs to be updated.Like this: https://zoo.dev/blog/vulkan-resource-binding-2023Set0: per frame, Set1: per render pass, Set2: per material, etcNote: render pass is not vkRenderPass, it's more general, like recording G buffer, pre Z pas
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