C Specification
Each pipeline executable may have one or more text or binary internal representations associated with it which are generated as part of the compile process. These may include the final shader assembly, a binary form of the compiled shader, or the shader compiler’s internal representation at any number of intermediate compile steps. To query the internal representations associated with a pipeline executable, call:
// Provided by VK_KHR_pipeline_executable_properties
VkResult vkGetPipelineExecutableInternalRepresentationsKHR(
VkDevice device,
const VkPipelineExecutableInfoKHR* pExecutableInfo,
uint32_t* pInternalRepresentationCount,
VkPipelineExecutableInternalRepresentationKHR* pInternalRepresentations);
Parameters
-
device
is the device that created the pipeline. -
pExecutableInfo
describes the pipeline executable being queried. -
pInternalRepresentationCount
is a pointer to an integer related to the number of internal representations available or queried, as described below. -
pInternalRepresentations
is eitherNULL
or a pointer to an array of VkPipelineExecutableInternalRepresentationKHR structures.
Description
If pInternalRepresentations
is NULL
, then the number of internal
representations associated with the pipeline executable is returned in
pInternalRepresentationCount
.
Otherwise, pInternalRepresentationCount
must point to a variable set
by the user to the number of elements in the pInternalRepresentations
array, and on return the variable is overwritten with the number of
structures actually written to pInternalRepresentations
.
If pInternalRepresentationCount
is less than the number of internal
representations associated with the pipeline executable, at most
pInternalRepresentationCount
structures will be written, and
VK_INCOMPLETE
will be returned instead of VK_SUCCESS
, to
indicate that not all the available representations were returned.
While the details of the internal representations remain implementation-dependent, the implementation should order the internal representations in the order in which they occur in the compiled pipeline with the final shader assembly (if any) last.
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.