To query a 64-bit buffer device address value through which buffer memory can be accessed in a shader, call:
// Provided by VK_VERSION_1_2
const VkBufferDeviceAddressInfo* pInfo);
deviceis the logical device that the buffer was created on.
pInfois a pointer to a VkBufferDeviceAddressInfo structure specifying the buffer to retrieve an address for.
The 64-bit return value is an address of the start of
The address range starting at this value and whose size is the size of the
buffer can be used in a shader to access the memory bound to that buffer,
PhysicalStorageBuffer storage class.
For example, this value can be stored in a uniform buffer, and the shader
can read the value from the uniform buffer and use it to do a dependent
read/write to this buffer.
A value of zero is reserved as a “null” pointer and must not be returned
as a valid buffer device address.
All loads, stores, and atomics in a shader through
PhysicalStorageBuffer pointers must access addresses in the address
range of some buffer.
If the buffer was created with a non-zero value of
the return value will be the same address that was returned at capture time.
If multiple VkBuffer objects are bound to overlapping ranges of VkDeviceMemory, implementations may return address ranges which overlap. In this case, it is ambiguous which VkBuffer is associated with any given device address. For purposes of valid usage, if multiple VkBuffer objects can be attributed to a device address, a VkBuffer is selected such that valid usage passes, if it exists.
For more information, see the Vulkan Specification
This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.