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Update: descriptorSet->release();
vsg::Context context(device);
descriptorSet->compile(context);So maybe come kind of |
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I create a GPU-only SSBO. (It's for a Forward+ tile shading system.) A compute shader populates the SSBO, and later a fragment shader consumes it. There is no CPU-side data at all.
Later, if the window resizes, I wish to resize this buffer. I replace the
BufferInfowith a new one, and then compile the new buffer.This works, but: I found that I have to then go and recreate all
DescriptorSetobjects and anyBindDescriptorSetcommands that use theDescriptorBuffer.Is there a less cumbersome way than locating and rebuilding the descriptor sets? I'm trying to keep things modular so consumers of the SSBO don't need to know who created it, and vice-versa.
Failing that, is there a way to "recompile" those objects without recreating them entirely and updating the scene graph?
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