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working on code refactor
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49
runtime/Sources/Renderer/Descriptors/DescriptorSetLayout.cpp
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49
runtime/Sources/Renderer/Descriptors/DescriptorSetLayout.cpp
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* DescriptorSetLayout.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: maldavid <kbz_8.dev@akel-engine.com> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2023/01/23 18:37:28 by maldavid #+# #+# */
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/* Updated: 2024/04/23 19:52:41 by maldavid ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include <PreCompiled.h>
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#include <Renderer/Descriptors/DescriptorSetLayout.h>
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#include <Renderer/Core/Rendercore.h>
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namespace mlx
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{
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void DescriptorSetLayout::Init(std::vector<std::pair<int, VkDescriptorType>> binds, VkShaderStageFlagBits stage)
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{
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std::vector<VkDescriptorSetLayoutBinding> bindings(binds.size());
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for(std::size_t i = 0; i < binds.size(); i++)
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{
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bindings[i].binding = binds[i].first;
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bindings[i].descriptorCount = 1;
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bindings[i].descriptorType = binds[i].second;
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bindings[i].pImmutableSamplers = nullptr;
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bindings[i].stageFlags = stage;
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}
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m_bindings = std::move(binds);
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VkDescriptorSetLayoutCreateInfo layout_info{};
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layout_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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layout_info.bindingCount = m_bindings.size();
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layout_info.pBindings = m_bindings.data();
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VkResult res = vkCreateDescriptorSetLayout(RenderCore::Get().GetDevice().Get(), &layout_info, nullptr, &m_layout);
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if(res != VK_SUCCESS)
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FatalError("Vulkan : failed to create descriptor set layout, %", VerbaliseVkResult(res));
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}
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void DescriptorSetLayout::Destroy() noexcept
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{
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vkDestroyDescriptorSetLayout(RenderCore::Get().GetDevice().Get(), m_layout, nullptr);
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m_layout = VK_NULL_HANDLE;
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}
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}
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