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3 files changed

+6
-6
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3 files changed

+6
-6
lines changed

guide/src/descriptor_sets/shader_buffer.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@ Uniform and Storage buffers need to be N-buffered unless they are "GPU const", i
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class ShaderBuffer {
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public:
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explicit ShaderBuffer(VmaAllocator allocator, std::uint32_t queue_family,
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vk::BufferUsageFlags usage);
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vk::BufferUsageFlags usage);
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void write_at(std::size_t frame_index, std::span<std::byte const> bytes);
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guide/src/descriptor_sets/texture.md

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -9,8 +9,8 @@ With a large part of the complexity wrapped away in `vma`, a `Texture` is just a
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In `texture.hpp`, create a default sampler:
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```cpp
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[[nodiscard]] constexpr auto create_sampler_ci(vk::SamplerAddressMode wrap,
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vk::Filter filter) {
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[[nodiscard]] constexpr auto
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create_sampler_ci(vk::SamplerAddressMode const wrap, vk::Filter const filter) {
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auto ret = vk::SamplerCreateInfo{};
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ret.setAddressModeU(wrap)
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.setAddressModeV(wrap)
@@ -205,7 +205,7 @@ write.setImageInfo(image_info)
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writes[1] = write;
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```
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Since set 1 is not N-buffered (because the Texture is "GPU const"), in this case the sets could also be updated once after texture creation instead of every frame.
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Since the Texture is not N-buffered (because it is "GPU const"), in this case the sets could also be updated once after texture creation instead of every frame.
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Add the UV vertex attribute the vertex shader and pass it to the fragment shader:
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src/texture.hpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2,8 +2,8 @@
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#include <vma.hpp>
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namespace lvk {
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[[nodiscard]] constexpr auto create_sampler_ci(vk::SamplerAddressMode wrap,
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vk::Filter filter) {
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[[nodiscard]] constexpr auto
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create_sampler_ci(vk::SamplerAddressMode const wrap, vk::Filter const filter) {
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auto ret = vk::SamplerCreateInfo{};
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ret.setAddressModeU(wrap)
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.setAddressModeV(wrap)

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