class
DescriptorSetLayoutSimple wrapper around the VkDescriptorSetLayout object.
Contents
- Reference
No explicit construction function: it is created when it is first used by calling vkHandle(). Make sure to add bindings before calling vkHandle(), however, as I believe an empty set won't break anything but the validation layers should give warnings or errors if it's not done for valid reasons.
Empty sets can be required if you have shaders that use descriptors at bindings 1 and 3, for example, as you will still then need to pass an array of 3 set layouts to the function for binding descriptor sets.
Public functions
- void AddDescriptorBinding(const VkDescriptorType& descriptor_type, const VkShaderStageFlags& shader_stage, const uint32_t& descriptor_binding_loc) noexcept
- Specifies that a descriptor of the given type be accessible from the given stage, and sets the index it will be accessed at in the shader.
- auto vkHandle() const -> const VkDescriptorSetLayout& noexcept
- Calling vkHandle() on this object will create the object if it is not already ready for use.