DescriptorSets

因缺少内容无法生成合适标题
layout(set = 0, binding = 0) uniform UboVS {
   
     
    mat4 mvp;  
} uboVS;  

layout(location = 0) in vec3 inPosition;  
layout(location = 0) out vec3 fragColor;  

void main() {
   
     
    gl_Position = uboVS.mvp * vec4(inPosition, 1.0);  
    fragColor = inPosition;  
}
layout(set = 1, binding = 0) uniform UboMaterial {
   
     
    vec4 color;  
    float roughness;  
} material;  

layout(location = 0) in vec3 fragColor;  
layout(location = 0) out vec4 outColor;  

void main() {
   
     
    outColor = material.color * vec4(fragColor, 1.0);  
}

#include <vulkan/vulkan.h>
#include <vector>
#include <stdexcept>
#include <array>

// 假设这些函数和变量已在其他地方定义
VkDevice device;
VkPhysicalDevice physicalDevice;
uint32_t queueFamilyIndex;

// 用于存储 uniform 缓冲的结构体
struct UniformBufferObject {
   
   
    glm::mat4 mvp;
};

struct MaterialProperties {
   
   
    glm::vec4 color;
    float roughness;
};

// 创建缓冲的辅助函数
VkBuffer createBuffer(VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties, VkDeviceMemory& bufferMemory) {
   
   
    VkBuffer buffer;
    // 创建缓冲的代码...
    return buffer;
}

class VulkanMultipleDescriptorSets {
   
   
public:
    void setup() {
   
   
        createDescriptorSetLayouts();
        createUniformBuffers();
        createDescriptorPool();
        createDescriptorSets();
        createPipelineLayout();
    }

    void cleanup() {
   
   
        vkDestroyBuffer(device, uniformBufferMVP, nullptr);
        vkFreeMemory(device, uniformBufferMemoryMVP
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