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Feature/add uniform buffers #2
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Caution Review failedThe pull request is closed. WalkthroughThe changes integrate Vulkan descriptor sets and uniform buffer objects into the renderer. A new uniform block in the vertex shader receives model-view-projection matrices. The Vulkan implementation adds descriptor set layout, descriptor pool, and per-frame uniform buffers with creation, initialization, and update methods. The DrawCommand struct removes its rpState member. Changes
Sequence Diagram(s)sequenceDiagram
participant Init as Initialization
participant Render as Per-Frame Render
participant GPU as GPU Pipeline
rect rgb(220, 240, 255)
Note over Init: Initialization Phase
Init->>Init: createDescriptorSetLayout()
Init->>Init: createUniformBuffers() (3 frames)
Init->>Init: createDescriptorPool()
Init->>Init: createDescriptorSets()
end
rect rgb(220, 255, 240)
Note over Render: Per-Frame Phase
Render->>Render: updateUniformBuffer(currentFrame)
Note right of Render: Fill with rotation, view, proj
Render->>Render: vkCmdBindDescriptorSets()
Render->>GPU: vkCmdDrawIndexed()
end
rect rgb(255, 240, 220)
Note over Init: Shutdown Phase
Init->>Init: Destroy uniform buffers
Init->>Init: Destroy descriptor pool
Init->>Init: Destroy descriptor set layout
end
Estimated code review effort🎯 4 (Complex) | ⏱️ ~45 minutes
✨ Finishing touches
🧪 Generate unit tests (beta)
📜 Recent review detailsConfiguration used: CodeRabbit UI Review profile: CHILL Plan: Pro 📒 Files selected for processing (4)
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