@@ -13,11 +13,11 @@ images. We're going to set up a buffer that contains the transformation matrices
1313and have the vertex shader access them through a descriptor. Usage of
1414descriptors consists of three parts:
1515
16- * Specify a descriptor layout during pipeline creation
16+ * Specify a descriptor set layout during pipeline creation
1717* Allocate a descriptor set from a descriptor pool
1818* Bind the descriptor set during rendering
1919
20- The * descriptor layout* specifies the types of resources that are going to be
20+ The * descriptor set layout* specifies the types of resources that are going to be
2121accessed by the pipeline, just like a render pass specifies the types of
2222attachments that will be accessed. A * descriptor set* specifies the actual
2323buffer or image resources that will be bound to the descriptors, just like a
@@ -86,7 +86,7 @@ void main() {
8686
8787Note that the order of the ` uniform ` , ` in ` and ` out ` declarations doesn't
8888matter. The ` binding ` directive is similar to the ` location ` directive for
89- attributes. We're going to reference this binding in the descriptor layout. The
89+ attributes. We're going to reference this binding in the descriptor set layout. The
9090line with ` gl_Position ` is changed to use the transformations to compute the
9191final position in clip coordinates. Unlike the 2D triangles, the last component
9292of the clip coordinates may not be ` 1 ` , which will result in a division when
@@ -208,7 +208,7 @@ layouts here, because a single one already includes all of the bindings. We'll
208208get back to that in the next chapter, where we'll look into descriptor pools and
209209descriptor sets.
210210
211- The descriptor layout should stick around while we may create new graphics
211+ The descriptor set layout should stick around while we may create new graphics
212212pipelines i.e. until the program ends:
213213
214214``` c++
@@ -411,6 +411,6 @@ In the next chapter we'll look at descriptor sets, which will actually bind the
411411`VkBuffer`s to the uniform buffer descriptors so that the shader can access this
412412transformation data.
413413
414- [C++ code](/code/22_descriptor_layout .cpp) /
414+ [C++ code](/code/22_descriptor_set_layout .cpp) /
415415[Vertex shader](/code/22_shader_ubo.vert) /
416416[Fragment shader](/code/22_shader_ubo.frag)
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