When a descriptor set is ready (we have updated it with all the resources that will be accessed in shaders), we need to bind it to a command buffer during the recording operation.
Binding descriptor sets
How to do it...
- Take the handle of a command buffer that is being recorded. Store the handle in a variable of type VkCommandBuffer named command_buffer.
- Create a variable of type VkPipelineBindPoint named pipeline_type that will represent the type of a pipeline (graphics or compute) in which descriptor sets will be used.
- Take the pipeline's layout and store its handle in a variable of type VkPipelineLayout named pipeline_layout (refer to the Creating a pipeline layout recipe from Chapter 8, Graphics and Compute Pipelines).
- Create a variable of type std::vector...