C Specification
For pipelines that were created with the support of multiple shader groups
(see Graphics Pipeline Shader Groups), the regular
vkCmdBindPipeline
command will bind Shader Group 0
.
To explicitly bind a shader group use:
// Provided by VK_NV_device_generated_commands
void vkCmdBindPipelineShaderGroupNV(
VkCommandBuffer commandBuffer,
VkPipelineBindPoint pipelineBindPoint,
VkPipeline pipeline,
uint32_t groupIndex);
Parameters
-
commandBuffer
is the command buffer that the pipeline will be bound to. -
pipelineBindPoint
is a VkPipelineBindPoint value specifying the bind point to which the pipeline will be bound. -
pipeline
is the pipeline to be bound. -
groupIndex
is the shader group to be bound.
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.