Skip to content

Descriptor sets


Current implementation uses the 'old' descriptor set approach. The plan is to migrate to KHR_EXT_descriptor_buffers as descriptor sets aren't well suited for our use-case.

Resource binding

Blender uses a resource binding approach that doesn't align with Vulkans binding approach.

  • Blender uses a namespace per resource type; Uniform buffers, textures, images and Shader buffers are bound to their own list.
  • Vulkan needs to bind these to shader locations.
  • Textures/images and uniform buffers can be bound without a shader attached. Switching shaders should keep the bound resources.

State manager

What is a descriptor set?

Descriptor Pools