adding descriptor sets injections to graphics stages
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@@ -34,19 +34,6 @@ dynamic_descriptor_count: usize,
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/// Shader stages affected by this descriptor set
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stages: vk.ShaderStageFlags,
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/// Mesa's common Vulkan runtime states:
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///
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/// It's often necessary to store a pointer to the descriptor set layout in
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/// the descriptor so that any entrypoint which has access to a descriptor
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/// set also has the layout. While layouts are often passed into various
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/// entrypoints, they're notably missing from vkUpdateDescriptorSets(). In
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/// order to implement descriptor writes, you either need to stash a pointer
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/// to the descriptor set layout in the descriptor set or you need to copy
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/// all of the relevant information. Storing a pointer is a lot cheaper.
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///
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/// Because descriptor set layout lifetimes and descriptor set lifetimes are
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/// not guaranteed to coincide, we have to reference count if we're going to
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/// do this.
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ref_count: std.atomic.Value(usize),
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vtable: *const VTable,
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