Cleaned up the createShaderBindingTable for the raytracing examples

This commit is contained in:
VZout 2019-11-01 16:01:48 +01:00
parent e1e348ac7a
commit cd2ec54f7f
3 changed files with 5 additions and 6 deletions

View file

@ -432,7 +432,6 @@ public:
VK_CHECK_RESULT(vkGetRayTracingShaderGroupHandlesNV(device, pipeline, 0, NUM_SHADER_GROUPS, sbtSize, shaderHandleStorage));
auto* data = static_cast<uint8_t*>(shaderBindingTable.mapped);
// Copy the shader identifiers to the shader binding table
VkDeviceSize offset = 0;
data += copyShaderIdentifier(data, shaderHandleStorage, INDEX_RAYGEN);
data += copyShaderIdentifier(data, shaderHandleStorage, INDEX_MISS);
data += copyShaderIdentifier(data, shaderHandleStorage, INDEX_SHADOW_MISS);