Use a descriptor for PipelineLayout (#206)

Adds support for structures inside descriptors.
This commit is contained in:
Kai Ninomiya
2018-06-27 16:21:39 -07:00
committed by GitHub
parent a2f9277dac
commit f53f98bf86
46 changed files with 192 additions and 158 deletions

View File

@@ -165,9 +165,7 @@ void init() {
.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
cameraBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform)