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
isNULL
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.
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.