Once shader objects have been created, they can be bound to the command buffer using the command:
// Provided by VK_EXT_shader_object void vkCmdBindShadersEXT( VkCommandBuffer commandBuffer, uint32_t stageCount, const VkShaderStageFlagBits* pStages, const VkShaderEXT* pShaders);
commandBufferis the command buffer that the shader object will be bound to.
stageCountis the length of the
pStagesis a pointer to an array of VkShaderStageFlagBits values specifying one stage per array index that is affected by the corresponding value in the
pShadersis a pointer to an array of
VkShaderEXThandles and/or VK_NULL_HANDLE values describing the shader binding operations to be performed on each stage in
When binding linked shaders, an application may bind them in any
combination of one or more calls to
vkCmdBindShadersEXT (i.e., shaders
that were created linked together do not need to be bound in the same
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.