Access to descriptor sets from a pipeline is accomplished through a pipeline layout. Zero or more descriptor set layouts and zero or more push constant ranges are combined to form a pipeline layout object describing the complete set of resources that can be accessed by a pipeline. The pipeline layout represents a sequence of descriptor sets with each having a specific layout. This sequence of layouts is used to determine the interface between shader stages and shader resources. Each pipeline is created using a pipeline layout.
Pipeline layout objects are represented by
// Provided by VK_VERSION_1_0 VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineLayout)
VK_VERSION_1_0, VkComputePipelineCreateInfo, VkDescriptorUpdateTemplateCreateInfo, VkGraphicsPipelineCreateInfo, VkIndirectCommandsLayoutTokenNV, VkRayTracingPipelineCreateInfoKHR, VkRayTracingPipelineCreateInfoNV, vkCmdBindDescriptorBufferEmbeddedSamplersEXT, vkCmdBindDescriptorSets, vkCmdPushConstants, vkCmdPushDescriptorSetKHR, vkCmdPushDescriptorSetWithTemplateKHR, vkCmdSetDescriptorBufferOffsetsEXT, vkCreatePipelineLayout, vkDestroyPipelineLayout
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.