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Vulkan Schnee 0.0.1
High-performance rendering engine
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Shaders have bound resources. Normally they would have to be bound with an index in glsl and on the c++ side.
I have created a system which is centered around /Engine/include/Renderer/ShaderBindingsDef.hpp and /Engine/include/Renderer/GpuDataLayouts.hpp. When you try to bind from a shader you first need to include the generated bindings file. The filename is
On the c++ side of the code this is how an enum is defined.
This is how the defines are used in shaders