VPP  0.8
A high-level modern C++ API for Vulkan
vpp::inTextureBuffer< FormatT > Class Template Reference

Uniform (read-only) texel buffer binding point. More...

#include <vppLangIntImages.hpp>

Public Member Functions

 inTextureBuffer (unsigned int set=0, int binding=-1) auto operator
 Creates the binding point. More...
 

Detailed Description

template<class FormatT>
class vpp::inTextureBuffer< FormatT >

Uniform (read-only) texel buffer binding point.

This binding point can be used in the following image functions: ImageSize(), TextureSize(), ImageQuerySamples(), ImageQueryLevels(), TextureQueryLod(), TexelFetch(), TexelFetchLod(), TexelFetchOffset().

Constructor & Destructor Documentation

◆ inTextureBuffer()

template<class FormatT>
vpp::inTextureBuffer< FormatT >::inTextureBuffer ( unsigned int  set = 0,
int  binding = -1 
)

Creates the binding point.

Typically you do not need to specify any arguments for the constructor.

Optionally you can force the set and binding index. This feature may be useful if you need to interface VPP binding point with externally supplied shader (written in GLSL and compiled externally to SPIR-V blob). Binds a buffer view to the binding point.

This operator returns a value that must be passed to ShaderDataBlock::update() method. You can also make a list of more assignments, joining them with comma operator. The update method accepts such a list.

The binding is stored inside ShaderDataBlock instance, immediately when update is called. You select active ShaderDataBlock in your drawing command sequence by calling ShaderDataBlock::cmdBind(). Thus, actual resource binding (to the pipeline) occurs at command execution time, simultaneously for all bindings in that ShaderDataBlock instance.


The documentation for this class was generated from the following file: