Code cleanup

This commit is contained in:
Sascha Willems 2024-11-23 16:01:23 +01:00
parent 0f56b8270d
commit fb895169ba
2 changed files with 7 additions and 7 deletions

View file

@ -44,23 +44,23 @@ public:
// Vertex buffer and attributes // Vertex buffer and attributes
struct { struct {
VkDeviceMemory memory{ VK_NULL_HANDLE }; // Handle to the device memory for this buffer VkDeviceMemory memory{ VK_NULL_HANDLE }; // Handle to the device memory for this buffer
VkBuffer buffer; // Handle to the Vulkan buffer object that the memory is bound to VkBuffer buffer{ VK_NULL_HANDLE }; // Handle to the Vulkan buffer object that the memory is bound to
} vertices; } vertices;
// Index buffer // Index buffer
struct { struct {
VkDeviceMemory memory{ VK_NULL_HANDLE }; VkDeviceMemory memory{ VK_NULL_HANDLE };
VkBuffer buffer; VkBuffer buffer{ VK_NULL_HANDLE };
uint32_t count{ 0 }; uint32_t count{ 0 };
} indices; } indices;
// Uniform buffer block object // Uniform buffer block object
struct UniformBuffer { struct UniformBuffer {
VkDeviceMemory memory; VkDeviceMemory memory{ VK_NULL_HANDLE };
VkBuffer buffer; VkBuffer buffer{ VK_NULL_HANDLE };
// The descriptor set stores the resources bound to the binding points in a shader // The descriptor set stores the resources bound to the binding points in a shader
// It connects the binding points of the different shaders with the buffers and images used for those bindings // It connects the binding points of the different shaders with the buffers and images used for those bindings
VkDescriptorSet descriptorSet; VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
// We keep a pointer to the mapped buffer, so we can easily update it's contents via a memcpy // We keep a pointer to the mapped buffer, so we can easily update it's contents via a memcpy
uint8_t* mapped{ nullptr }; uint8_t* mapped{ nullptr };
}; };

View file

@ -53,7 +53,7 @@ public:
struct UniformBuffer : VulkanBuffer { struct UniformBuffer : VulkanBuffer {
// The descriptor set stores the resources bound to the binding points in a shader // The descriptor set stores the resources bound to the binding points in a shader
// It connects the binding points of the different shaders with the buffers and images used for those bindings // It connects the binding points of the different shaders with the buffers and images used for those bindings
VkDescriptorSet descriptorSet; VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
// We keep a pointer to the mapped buffer, so we can easily update it's contents via a memcpy // We keep a pointer to the mapped buffer, so we can easily update it's contents via a memcpy
uint8_t* mapped{ nullptr }; uint8_t* mapped{ nullptr };
}; };
@ -817,7 +817,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
} }
return (DefWindowProc(hWnd, uMsg, wParam, lParam)); return (DefWindowProc(hWnd, uMsg, wParam, lParam));
} }
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow) int APIENTRY WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR, _In_ int)
{ {
for (size_t i = 0; i < __argc; i++) { VulkanExample::args.push_back(__argv[i]); }; for (size_t i = 0; i < __argc; i++) { VulkanExample::args.push_back(__argv[i]); };
vulkanExample = new VulkanExample(); vulkanExample = new VulkanExample();