- Ditch VMA for per frame data - Add basic global descriptor set and all the boilerplate to manage that - Add global uniform buffer that only has camera matrices right now - Implement a per frame GPU memory arena, one large buffer that wraps around holding data for all frames in flight - Get free look camera working again
16 lines
222 B
GLSL
16 lines
222 B
GLSL
#ifndef GLOBAL_GLSL
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#define GLOBAL_GLSL
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struct View
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{
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mat4 world_to_clip;
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mat4 view_to_clip;
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mat4 world_to_view;
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};
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layout(binding = 0, std430) uniform GlobalUniform {
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View view;
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} Global;
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#endif // GLOBAL_GLSL
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