I'm quite new to Vulkan and I try to understand the descriptor set feature.
For a given shader, I would like to bind my uniforms separately at different steps during rendering :
per subpass binding (ex: camera stuff)
per material binding (ex: texture stuff)
per object binding (ex: gameplay instance stuff)
But I would like to do automatic grouping of uniforms by 'set' (I don't want the user to be forced to know what variable should go in which set).
Is it possible to create multiple Descriptor sets without explicitely marking the uniforms in the GLSL shader with "set = X"? Can we do this "grouping" manually with the Vulkan API?
descriptor
index to give the particular variable, right? If they get that wrong, then their shader doesn't work. If they already have to follow a specific convention, what's one more value added to that convention? – Nicol Bolasdescriptor
or a specific name that has some meaning, then there is a convention that they must follow. What you're talking about ultimately boils down to some kind of convention, and if try to abstract it into a reasonable alternative, you're now talking about a completely separate shader language. – Nicol Bolasdescriptor
yet notset
, even though it makes absolutely no sense to set one without setting the other. It's like being fine with latitude, but not longitude. – Nicol Bolas