Alternatively, to bind vertex buffers, along with their sizes and strides, to a command buffer for use in subsequent drawing commands, call:
// Provided by VK_VERSION_1_3 void vkCmdBindVertexBuffers2( VkCommandBuffer commandBuffer, uint32_t firstBinding, uint32_t bindingCount, const VkBuffer* pBuffers, const VkDeviceSize* pOffsets, const VkDeviceSize* pSizes, const VkDeviceSize* pStrides);
or the equivalent command
// Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object void vkCmdBindVertexBuffers2EXT( VkCommandBuffer commandBuffer, uint32_t firstBinding, uint32_t bindingCount, const VkBuffer* pBuffers, const VkDeviceSize* pOffsets, const VkDeviceSize* pSizes, const VkDeviceSize* pStrides);
commandBufferis the command buffer into which the command is recorded.
firstBindingis the index of the first vertex input binding whose state is updated by the command.
bindingCountis the number of vertex input bindings whose state is updated by the command.
pBuffersis a pointer to an array of buffer handles.
pOffsetsis a pointer to an array of buffer offsets.
NULLor a pointer to an array of the size in bytes of vertex data bound from
NULLor a pointer to an array of buffer strides.
The values taken from elements i of
replace the current state for the vertex input binding
firstBinding + i, for i in [0,
The vertex input binding is updated to start at the offset indicated by
pOffsets[i] from the start of the buffer
pSizes is not
pSizes[i] specifies the bound size
of the vertex buffer starting from the corresponding elements of
All vertex input attributes that use each of these bindings will use these
updated addresses in their address calculations for subsequent drawing
nullDescriptor feature is enabled,
pBuffers can be VK_NULL_HANDLE, and can be used by
the vertex shader.
If a vertex input attribute is bound to a vertex input binding that is
VK_NULL_HANDLE, the values taken from memory are considered to be
zero, and missing G, B, or A components are
filled with (0,0,1).
This command also dynamically sets the byte
strides between consecutive elements within buffer
pBuffers[i] to the
when drawing using shader objects, or
when the graphics pipeline is created with
VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE set in
Otherwise, strides are specified by the
stride values used to create
the currently active pipeline.
drawing using shader objects
the bound pipeline state object was also created with the
VK_DYNAMIC_STATE_VERTEX_INPUT_EXT dynamic state enabled
then vkCmdSetVertexInputEXT can be used instead of
vkCmdBindVertexBuffers2 to set the stride.
Unlike the static state to set 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.