std::vector<VkWriteDescriptorSet> writeDescriptorSets;
for (int index = 0; index < descriptorBindings.size(); index++)
{
VkWriteDescriptorSet writeDescriptorSet = {};
// Binding 0 : Uniform buffer
writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeDescriptorSet.dstSet = descriptorSet;
// Binds this uniform buffer to binding point 0
writeDescriptorSet.dstBinding = index;
writeDescriptorSet.descriptorCount = descriptorBindings[index].Count;
writeDescriptorSet.pNext = nullptr;
writeDescriptorSet.pTexelBufferView = nullptr;
if (descriptorBindings[index].Type == DescriptorType::UniformBuffer)
{
VkDescriptorBufferInfo uniformBufferDescriptor = {};
uniformBufferDescriptor.buffer = descriptorBindings[index].UniformBuffer->buffer;
uniformBufferDescriptor.offset = 0;
uniformBufferDescriptor.range = descriptorBindings[index].UniformBuffer->size;
writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeDescriptorSet.pBufferInfo = &uniformBufferDescriptor;
}
else if (descriptorBindings[index].Type == DescriptorType::TextureSampler)
{
VkDescriptorImageInfo textureDescriptor = {};
textureDescriptor.imageView = descriptorBindings[index].Texture->imageView->imageView; // The image's view (images are never directly accessed by the shader, but rather through views defining subresources)
textureDescriptor.sampler = descriptorBindings[index].Texture->sampler; // The sampler (Telling the pipeline how to sample the texture, including repeat, border, etc.)
textureDescriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // The current layout of the image (Note: Should always fit the actual use, e.g. shader read)
//printf("%d\n", textureDescriptor.imageLayout);
writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writeDescriptorSet.pImageInfo = &textureDescriptor;
}
writeDescriptorSets.push_back(writeDescriptorSet);
}
vkUpdateDescriptorSets(logicalDevice, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
I am really scratching my head over this. If I enabled optimizations inside Visual Studio then the textureDescriptor.imageLayout
line, and probably the rest of the textureDescriptor, gets optimized out and it causes errors in Vulkan. If I comment out the printf
below it then no problem. I suspect that the compiler detects that imageLayout
is being used and doesn't get rid of it.
Do I even need optimizations? If so how can I prevent it from removing that code?