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Basically just reserve the memory in the descriptor sets. On the shader side we construct a buffer descriptor, since AFAIU VGPR indexing on 32-bit pointers in LLVM is still broken. This fully supports update after bind and variable descriptor set sizes. However, the limits are somewhat arbitrary and are mostly about finding a reasonable division of a 2 GiB max memory size over the set. v2: - rebased on top of master (Samuel) - remove the loading resources rework (Samuel) - only load UBO descriptors if it's a pointer (Samuel) - use LLVMBuildPtrToInt to avoid IR failures (Samuel) Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> (v2)
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