I have this structure:
struct SVONode
{
uint child[8];
};
And I am binding it like so:
layout(binding = 5) readonly buffer SVONodeBlock { SVONode svonodes[]; };
I am expecting this to be a tightly packed array where each element is 32 bytes (eight 32-bit unsigned integers) so I can upload an array of the identical structures declared in C++.
Am I making any mistakes here? The shader does not seem to be getting the right data.