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Multiple Vulkan buffer binding points
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Shader | |
layout (location = 0) in vec3 inPos; | |
layout (location = 1) in vec3 inColor; | |
layout (location = 2) in vec3 inPosB; | |
layout (location = 3) in vec3 inColorB; | |
... | |
Application | |
// Input state | |
std::array<VkVertexInputBindingDescription,2> vertexInputBinding = {}; | |
vertexInputBinding[0].binding = 0; | |
vertexInputBinding[0].stride = sizeof(Vertex); | |
vertexInputBinding[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; | |
vertexInputBinding[1].binding = 1; | |
vertexInputBinding[1].stride = sizeof(Vertex); | |
vertexInputBinding[1].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; | |
// Inpute attribute bindings describe shader attribute locations and memory layouts | |
std::array<VkVertexInputAttributeDescription, 4> vertexInputAttributs; | |
vertexInputAttributs[0].binding = 0; | |
vertexInputAttributs[0].location = 0; | |
vertexInputAttributs[0].format = VK_FORMAT_R32G32B32_SFLOAT; | |
vertexInputAttributs[0].offset = offsetof(Vertex, position); | |
vertexInputAttributs[1].binding = 0; | |
vertexInputAttributs[1].location = 1; | |
vertexInputAttributs[1].format = VK_FORMAT_R32G32B32_SFLOAT; | |
vertexInputAttributs[1].offset = offsetof(Vertex, color); | |
vertexInputAttributs[2].binding = 1; | |
vertexInputAttributs[2].location = 2; | |
vertexInputAttributs[2].format = VK_FORMAT_R32G32B32_SFLOAT; | |
vertexInputAttributs[2].offset = offsetof(Vertex, position); | |
vertexInputAttributs[3].binding = 1; | |
vertexInputAttributs[3].location = 3; | |
vertexInputAttributs[3].format = VK_FORMAT_R32G32B32_SFLOAT; | |
vertexInputAttributs[3].offset = offsetof(Vertex, color); | |
// Vertex input state used for pipeline creation | |
VkPipelineVertexInputStateCreateInfo vertexInputState = {}; | |
vertexInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; | |
vertexInputState.vertexBindingDescriptionCount = 2; | |
vertexInputState.pVertexBindingDescriptions = vertexInputBinding.data(); | |
vertexInputState.vertexAttributeDescriptionCount = 4; | |
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributs.data(); | |
// Bind | |
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertices.buffer, offsets); | |
vkCmdBindVertexBuffers(drawCmdBuffers[i], 1, 1, &verticesB.buffer, offsets); |
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I am under the impression that this is an example that teaches us how to properly use vertex input attributes and not an example that is meant to demonstrate optimal usage of buffers. I believe the you are right and using the same buffer would have been a great idea. :)