Code cleanup
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0f56b8270d
commit
fb895169ba
2 changed files with 7 additions and 7 deletions
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@ -44,23 +44,23 @@ public:
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// Vertex buffer and attributes
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// Vertex buffer and attributes
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struct {
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struct {
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VkDeviceMemory memory{ VK_NULL_HANDLE }; // Handle to the device memory for this buffer
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VkDeviceMemory memory{ VK_NULL_HANDLE }; // Handle to the device memory for this buffer
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VkBuffer buffer; // Handle to the Vulkan buffer object that the memory is bound to
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VkBuffer buffer{ VK_NULL_HANDLE }; // Handle to the Vulkan buffer object that the memory is bound to
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} vertices;
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} vertices;
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// Index buffer
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// Index buffer
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struct {
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struct {
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VkDeviceMemory memory{ VK_NULL_HANDLE };
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VkDeviceMemory memory{ VK_NULL_HANDLE };
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VkBuffer buffer;
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VkBuffer buffer{ VK_NULL_HANDLE };
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uint32_t count{ 0 };
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uint32_t count{ 0 };
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} indices;
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} indices;
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// Uniform buffer block object
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// Uniform buffer block object
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struct UniformBuffer {
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struct UniformBuffer {
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VkDeviceMemory memory;
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VkDeviceMemory memory{ VK_NULL_HANDLE };
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VkBuffer buffer;
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VkBuffer buffer{ VK_NULL_HANDLE };
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// The descriptor set stores the resources bound to the binding points in a shader
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// The descriptor set stores the resources bound to the binding points in a shader
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// It connects the binding points of the different shaders with the buffers and images used for those bindings
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// It connects the binding points of the different shaders with the buffers and images used for those bindings
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VkDescriptorSet descriptorSet;
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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// We keep a pointer to the mapped buffer, so we can easily update it's contents via a memcpy
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// We keep a pointer to the mapped buffer, so we can easily update it's contents via a memcpy
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uint8_t* mapped{ nullptr };
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uint8_t* mapped{ nullptr };
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};
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};
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@ -53,7 +53,7 @@ public:
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struct UniformBuffer : VulkanBuffer {
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struct UniformBuffer : VulkanBuffer {
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// The descriptor set stores the resources bound to the binding points in a shader
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// The descriptor set stores the resources bound to the binding points in a shader
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// It connects the binding points of the different shaders with the buffers and images used for those bindings
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// It connects the binding points of the different shaders with the buffers and images used for those bindings
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VkDescriptorSet descriptorSet;
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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// We keep a pointer to the mapped buffer, so we can easily update it's contents via a memcpy
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// We keep a pointer to the mapped buffer, so we can easily update it's contents via a memcpy
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uint8_t* mapped{ nullptr };
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uint8_t* mapped{ nullptr };
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};
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};
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@ -817,7 +817,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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}
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}
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return (DefWindowProc(hWnd, uMsg, wParam, lParam));
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return (DefWindowProc(hWnd, uMsg, wParam, lParam));
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}
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}
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int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
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int APIENTRY WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR, _In_ int)
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{
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{
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for (size_t i = 0; i < __argc; i++) { VulkanExample::args.push_back(__argv[i]); };
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for (size_t i = 0; i < __argc; i++) { VulkanExample::args.push_back(__argv[i]); };
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vulkanExample = new VulkanExample();
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vulkanExample = new VulkanExample();
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