adding custom pipeline for water (what a journey to do so...)

This commit is contained in:
2025-06-02 00:00:08 +02:00
parent ce9335ba6a
commit f6decee5fa
22 changed files with 355 additions and 122 deletions

View File

@@ -31,16 +31,18 @@ namespace Scop
void Shader::GeneratePipelineLayout(ShaderLayout layout)
{
for(auto& [n, set] : layout.set_layouts)
for(auto& [_, set] : layout.set_layouts)
{
std::vector<VkDescriptorSetLayoutBinding> bindings(set.binds.size());
for(std::size_t i = 0; i < set.binds.size(); i++)
std::size_t i = 0;
for(auto& [bind, type] : set.binds)
{
bindings[i].binding = set.binds[i].first;
bindings[i].binding = bind;
bindings[i].descriptorCount = 1;
bindings[i].descriptorType = set.binds[i].second;
bindings[i].descriptorType = type;
bindings[i].pImmutableSamplers = nullptr;
bindings[i].stageFlags = m_stage;
i++;
}
m_set_layouts.emplace_back(kvfCreateDescriptorSetLayout(RenderCore::Get().GetDevice(), bindings.data(), bindings.size()));
Message("Vulkan: descriptor set layout created");