Refactor UniformBuffers and DescriptorSets

- Refactor UniformBuffers to keep track of the uniforms it contains
- Refactor DescriptorSets to initialize UniformsBuffers and keep track
  of all its bindings
- DescriptorSets can now be created from the Pipeline
- Add custom DescriptorSets to Renderer
This commit is contained in:
Thraix
2023-03-24 22:27:03 +01:00
parent fbf53234f3
commit 9faec15fd6
22 changed files with 469 additions and 173 deletions
+4 -2
View File
@@ -17,6 +17,7 @@ namespace Copium
private:
Vulkan& vulkan;
ShaderReflector shaderReflector;
std::vector<VkDescriptorSetLayout> descriptorSetLayouts{};
std::vector<VkDescriptorSet> boundDescriptorSets;
VkPipelineLayout pipelineLayout;
@@ -26,9 +27,10 @@ namespace Copium
Pipeline(Vulkan& vulkan, PipelineCreator creator);
~Pipeline();
void Bind(const CommandBuffer& commandBuffer);
void SetDescriptorSet(uint32_t setIndex, const DescriptorSet& descriptorSet);
void SetDescriptorSet(const DescriptorSet& descriptorSet);
void BindDescriptorSets(const CommandBuffer& commandBuffer);
VkDescriptorSetLayout GetDescriptorSetLayout(uint32_t setIndex) const;
std::unique_ptr<DescriptorSet> CreateDescriptorSet(DescriptorPool& descriptorPool, int setIndex) const;
private:
void InitializeDescriptorSetLayout(const PipelineCreator& creator);