I was using tinkering with vulkan and was wondering if a SSBO can store a mix of structs of different kind like shown in picture and pass offsets of the said structs to access them in shader. 
\$\begingroup\$ \$\endgroup\$
2 - \$\begingroup\$ You can store an array of uint[] in your SSBO and interpret it the way you want \$\endgroup\$Raildex– Raildex2025-10-19 07:40:56 +00:00Commented Oct 19 at 7:40
- \$\begingroup\$ so i can store these different structs as array of uint[] and using offset passed by push constant access it as struct in shader? Like for example when we write c++ code we can cast an address to be interpreted as a struct or type we want , so in shader can we do something similar like access the uint[offset] or view them as a struct and access its members just like a struct would allow us? \$\endgroup\$Nobody– Nobody2025-10-19 12:16:08 +00:00Commented Oct 19 at 12:16
Add a comment |