Piers Daniell pdaniell-nv
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Daniel Story, Nintendo
This extension introduces a new descriptor set layout creation flag that allows bindings in a descriptor set to be scoped to each shader stage. This means that shaders bound at the same time may use completely different descriptor set layouts without any restrictions on compatibility, and that the descriptor limits that would otherwise apply to the union of all stages together instead apply to each stage individually. It also means that descriptors shared by multiple stages must be bound to each stage or set of stages that use a unique descriptor set layout using their specific per stage descriptor set layout(s).
This extension also allows each of the new descriptor binding functions from
VK_KHR_maintenance6 to have their VkPipelineLayout member be
optionally set to VK_NULL_HANDLE, in which case the pipeline layout
information is taken from a VkPipelineLayoutCreateInfo structure in
This enables descriptors to be directly bound using descriptor set layouts
without applications needing to create and manage VkPipelineLayout
objects at command recording time.
For more information, see the Vulkan Specification
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