#pragma once #include "directxmath/directxmath.h" constexpr uint32_t maxFramesInFlight{ 2 }; struct ShaderData { XMFLOAT4X4 projection; XMFLOAT4X4 modelView[16]; XMFLOAT4 lightPosition; }; struct ShaderDataDevice { VkDeviceMemory memory; VkDeviceAddress stride; void * mappedData; struct { VkBuffer buffer{ VK_NULL_HANDLE }; VkDeviceAddress deviceAddress{}; } frame[maxFramesInFlight]; };