adding descriptor sets injections to graphics stages
Test / build_and_test (push) Successful in 45s
Build / build (push) Successful in 1m18s

This commit is contained in:
2026-05-15 00:58:58 +02:00
parent d460f22a45
commit 134925a16e
9 changed files with 75 additions and 28 deletions
-13
View File
@@ -34,19 +34,6 @@ dynamic_descriptor_count: usize,
/// Shader stages affected by this descriptor set
stages: vk.ShaderStageFlags,
/// Mesa's common Vulkan runtime states:
///
/// It's often necessary to store a pointer to the descriptor set layout in
/// the descriptor so that any entrypoint which has access to a descriptor
/// set also has the layout. While layouts are often passed into various
/// entrypoints, they're notably missing from vkUpdateDescriptorSets(). In
/// order to implement descriptor writes, you either need to stash a pointer
/// to the descriptor set layout in the descriptor set or you need to copy
/// all of the relevant information. Storing a pointer is a lot cheaper.
///
/// Because descriptor set layout lifetimes and descriptor set lifetimes are
/// not guaranteed to coincide, we have to reference count if we're going to
/// do this.
ref_count: std.atomic.Value(usize),
vtable: *const VTable,