Vulkan SDK 之 Descriptor Set Layouts and Pipeline Layouts
当我们有了一个uniform buff之后,vulkan 还不知道这个信息,需要通过descriptor进行描述。
Descriptors and Descriptor Sets
A descriptor is a special opaque shader variable(隐藏变量) that shaders use to access buffer and image resources in an indirect fashion. It can be thought of as a "pointer" to a resource. The Vulkan API allows these variables to be changed between draw operations so that the shaders can access different resources for each draw.
A descriptor set layout is used to describe the content of a list of descriptor sets.
A descriptor set is called a "set" because it can refer to an array of homogenous resources that can be described with the same layout binding. (The "layout binding" will be explained shortly.)
Pipeline Layouts
A pipeline layout contains a list of descriptor set layouts. It also can contain a list of push constant ranges, which is an alternate way to pass constants to a shader and will not be covered here.
Shader Referencing of Descriptors
Create a Descriptor Set
Recall that the descriptor set that you defined is used to inform the GPU how the data contained in the uniform buffer is mapped to the shader program's uniform variables.
Descriptor Pool
Allocate a Descriptor Set from the Pool
Update the Descriptor Set

Reference
1、ARB_uniform_buffer_object.txt
Vulkan SDK 之 Descriptor Set Layouts and Pipeline Layouts的更多相关文章
- Vulkan SDK Demo 之一 熟悉
DiligentEngine的API是D3d11和D3D12风格的,vulkan也被封装成了这种风格的API. 在了解Diligent Engine是如何对vulkan进行封装之前,我准备先学习下Vu ...
- Vulkan SDK 之 Instance
上一篇 Vulkan SDK Demo 熟悉 粗略的了解了下,一个app是如何调用vulkan的api来展示一个立方体的,但是对其中的每一个api了解并不深刻,后面的系列会根据sample的tutor ...
- Vulkan SDK 之 Graphics Pipeline
A graphics pipeline consists of shader stages, a pipeline layout, a render pass, and fixed-function ...
- Vulkan Tutorial 23 Descriptor layout and buffer
操作系统:Windows8.1 显卡:Nivida GTX965M 开发工具:Visual Studio 2017 Introduction 我们现在可以将任意属性传递给每个顶点的顶点着色器使用.但是 ...
- Vulkan Tutorial 24 Descriptor pool and sets
操作系统:Windows8.1 显卡:Nivida GTX965M 开发工具:Visual Studio 2017 Introduction 描述符布局描述了前一章节讨论过的可以绑定的描述符的类型.在 ...
- Vulkan SDK 之 DrawCube
Waiting for a Swapchain Buffer Beginning the Render Pass Bind the Pipeline Bind the Descriptor Sets ...
- Vulkan SDK之 FrameBuffer
The Vulkan Framebuffer Framebuffers represent a collection of memory attachments that are used by a ...
- Vulkan SDK 之 Shaders
Compiling GLSL Shaders into SPIR-V 1.SPIR-V 是vulkan的底层shader语言.GLSL可以通过相关接口转换为SPIR-V. Creating Vulka ...
- Vulkan SDK 之Render Pass
Create a Render Pass A render pass describes the scope of a rendering operation by specifying the co ...
随机推荐
- crm业务流程图(精简版)
网址:https://www.processon.com/view/link/5e0be839e4b0aef94cbcee28#map如果链接失效,请及时反馈(在评论区评论),博主会及时更新
- python实现PCA算法原理
PCA主成分分析法的数据主成分分析过程及python原理实现 1.对于主成分分析法,在求得第一主成分之后,如果需要求取下一个主成分,则需要将原来数据把第一主成分去掉以后再求取新的数据X’的第一主成分, ...
- 二十二 动态代理&解决网站的字符集编码问题
设计模式: 软件开发过程中,遇到相似问题,将问题的解决方式抽取模型(套路) 单例,工厂,装饰者,适配器,动态代理 谷歌汽车场景: 谷歌汽车场景Car Interface Icar{ start r ...
- 深入理解 C# 协变和逆变 (转载)
深入理解 C# 协变和逆变 msdn 解释如下: “协变”是指能够使用与原始指定的派生类型相比,派生程度更大的类型. “逆变”则是指能够使用派生程度更小的类型. 解释的很正确,大致就是这样,不过不 ...
- 编程题目:输入一个链表,输出该链表中倒数第k个节点
两种方法 1.在链表的初始化数据中加入 num 数据, 每添加一个节点,num加1,每删除一个节点,num减1 查找倒数第k个元素,即 指向第一个节点的指针向后移动 num - k 步. 2.使用两个 ...
- android中的简单animation(一)shake
1.shake animation_1.xml: <?xml version="1.0" encoding="utf-8"?> <Linear ...
- CSS:导航栏下拉菜单模板
<!DOCTYPE html><html> <head> <meta charset="utf-8"> ...
- 微信扫码登陆(JAVA)
在web端用到weChat扫码登录,在手机扫码登陆成功后,跳转到相应的界面. 1.第一步请求code 调用接口:https://open.weixin.qq.com/connect/qrconnect ...
- flower——知识总结
创建主外键关联的话,外键表的外键字段一定要与主键表的主键字段相一致,包括字段类型,字段长度,字段符号等等 inverse="true" 将控制权交给对方,在一对多的关系中,一端控制 ...
- C++输入问题探究
突发奇想对C++输入输出做一点研究,主要是做笔试题自己写输入老是花很多时间,所以做一个总结. 对于输入多行字符串,代码如下: #include<iostream> #include< ...