@@ -13,11 +13,11 @@ images. We're going to set up a buffer that contains the transformation matrices
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and have the vertex shader access them through a descriptor. Usage of
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descriptors consists of three parts:
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- * Specify a descriptor layout during pipeline creation
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+ * Specify a descriptor set layout during pipeline creation
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* Allocate a descriptor set from a descriptor pool
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* Bind the descriptor set during rendering
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- The * descriptor layout* specifies the types of resources that are going to be
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+ The * descriptor set layout* specifies the types of resources that are going to be
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accessed by the pipeline, just like a render pass specifies the types of
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attachments that will be accessed. A * descriptor set* specifies the actual
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buffer or image resources that will be bound to the descriptors, just like a
@@ -86,7 +86,7 @@ void main() {
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Note that the order of the ` uniform ` , ` in ` and ` out ` declarations doesn't
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matter. The ` binding ` directive is similar to the ` location ` directive for
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- attributes. We're going to reference this binding in the descriptor layout. The
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+ attributes. We're going to reference this binding in the descriptor set layout. The
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line with ` gl_Position ` is changed to use the transformations to compute the
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final position in clip coordinates. Unlike the 2D triangles, the last component
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of the clip coordinates may not be ` 1 ` , which will result in a division when
@@ -208,7 +208,7 @@ layouts here, because a single one already includes all of the bindings. We'll
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get back to that in the next chapter, where we'll look into descriptor pools and
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descriptor sets.
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- The descriptor layout should stick around while we may create new graphics
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+ The descriptor set layout should stick around while we may create new graphics
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pipelines i.e. until the program ends:
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``` c++
@@ -411,6 +411,6 @@ In the next chapter we'll look at descriptor sets, which will actually bind the
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`VkBuffer`s to the uniform buffer descriptors so that the shader can access this
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transformation data.
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- [C++ code](/code/22_descriptor_layout .cpp) /
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+ [C++ code](/code/22_descriptor_set_layout .cpp) /
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[Vertex shader](/code/22_shader_ubo.vert) /
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[Fragment shader](/code/22_shader_ubo.frag)
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