C Specification

The number of shader cores used by a queue can be controlled by adding a VkDeviceQueueShaderCoreControlCreateInfoARM structure to the pNext chain of VkDeviceQueueCreateInfo structures.

The VkDeviceQueueShaderCoreControlCreateInfoARM structure is defined as:

// Provided by VK_ARM_scheduling_controls
typedef struct VkDeviceQueueShaderCoreControlCreateInfoARM {
    VkStructureType    sType;
    void*              pNext;
    uint32_t           shaderCoreCount;
} VkDeviceQueueShaderCoreControlCreateInfoARM;

Members

  • sType is a VkStructureType value identifying this structure.

  • pNext is NULL or a pointer to a structure extending this structure.

  • shaderCoreCount is the number of shader cores this queue uses.

Description

Queues created without specifying VkDeviceQueueShaderCoreControlCreateInfoARM will default to using all the shader cores available.

Valid Usage
  • VUID-VkDeviceQueueShaderCoreControlCreateInfoARM-shaderCoreCount-09399
    shaderCoreCount must be greater than 0 and less than or equal to the total number of shader cores as reported via VkPhysicalDeviceShaderCoreBuiltinsPropertiesARM::shaderCoreCount

Valid Usage (Implicit)
  • VUID-VkDeviceQueueShaderCoreControlCreateInfoARM-sType-sType
    sType must be VK_STRUCTURE_TYPE_DEVICE_QUEUE_SHADER_CORE_CONTROL_CREATE_INFO_ARM

See Also

Document Notes

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.

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SPDX-License-Identifier: CC-BY-4.0