HybridRenderer/HybridRenderer/RayTracingRenderer.cpp
/*
	Create the uniform buffer used to pass matrices to the ray tracing ray generation shader
*/
Create the uniform buffer used to pass matrices to the ray tracing ray generation shader
Create the uniform buffer used to pass matrices to the ray tracing ray generation shader
void RayTracingRenderer::createUniformBuffer()
{
	ubo.Create(deviceContext, sizeof(uniformData), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
		VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
		&ubo);
	ubo.Map();
}
void RayTracingRenderer :: createUniformBuffer ( ) { ubo . Create ( deviceContext , sizeof ( uniformData ) , VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT , VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT , & ubo ) ; ubo . Map ( ) ; }
Create the uniform buffer used to pass matrices to the ray tracing ray generation shader
Create the uniform buffer used to pass matrices to the ray tracing ray generation shader