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auto pipelineLayout = mDevice.createPipelineLayoutUnique(
vk::PipelineLayoutCreateInfo{} // A pipeline's layout describes all resources used by a pipeline or in shaders.
.setSetLayoutCount(1u)
.setPSetLayouts(&descriptorSetLayout.get()) // We don't need the actual descriptors when defining the PIPELINE. The LAYOUT is sufficient at this point.
, nullptr, mDispatchLoader
If I understand it correctly (I'm new to Vulkan) this prevents binding different descriptor sets that change at different rates when recording commands. This presentation shows what I want to be able to do. The same technique is also referenced here.
The text was updated successfully, but these errors were encountered:
vklCreateGraphicsPipeline
does not allow multiple descriptor set layouts.VkPipelineLayoutCreateInfo.setLayoutCount
is limited to 1.VulkanLaunchpad/VulkanLaunchpad.cpp
Lines 641 to 645 in 29c24ca
If I understand it correctly (I'm new to Vulkan) this prevents binding different descriptor sets that change at different rates when recording commands. This presentation shows what I want to be able to do. The same technique is also referenced here.
The text was updated successfully, but these errors were encountered: