To bind one or more descriptor sets to a command buffer, call:
void vkCmdBindDescriptorSets( VkCommandBuffer commandBuffer, VkPipelineBindPoint pipelineBindPoint, VkPipelineLayout layout, uint32_t firstSet, uint32_t descriptorSetCount, const VkDescriptorSet* pDescriptorSets, uint32_t dynamicOffsetCount, const uint32_t* pDynamicOffsets);
commandBufferis the command buffer that the descriptor sets will be bound to.
pipelineBindPointis a VkPipelineBindPoint indicating whether the descriptors will be used by graphics pipelines or compute pipelines. There is a separate set of bind points for each of graphics and compute, so binding one does not disturb the other.
VkPipelineLayoutobject used to program the bindings.
firstSetis the set number of the first descriptor set to be bound.
descriptorSetCountis the number of elements in the
pDescriptorSetsis an array of handles to
VkDescriptorSetobjects describing the descriptor sets to write to.
dynamicOffsetCountis the number of dynamic offsets in the
pDynamicOffsetsis a pointer to an array of
uint32_tvalues specifying dynamic offsets.
vkCmdBindDescriptorSets causes the sets numbered [
descriptorSetCount-1] to use the bindings stored in
descriptorSetCount-1] for subsequent
rendering commands (either compute or graphics, according to the
Any bindings that were previously applied via these sets are no longer
Once bound, a descriptor set affects rendering of subsequent graphics or compute commands in the command buffer until a different set is bound to the same set number, or else until the set is disturbed as described in Pipeline Layout Compatibility.
A compatible descriptor set must be bound for all set numbers that any shaders in a pipeline access, at the time that a draw or dispatch command is recorded to execute using that pipeline. However, if none of the shaders in a pipeline statically use any bindings with a particular set number, then no descriptor set need be bound for that set number, even if the pipeline layout includes a non-trivial descriptor set layout for that set number.
If any of the sets being bound include dynamic uniform or storage buffers,
pDynamicOffsets includes one element for each array element in
each dynamic descriptor type binding in each set.
Values are taken from
pDynamicOffsets in an order such that all
entries for set N come before set N+1; within a set, entries are ordered by
the binding numbers in the descriptor set layouts; and within a binding
array, elements are in order.
dynamicOffsetCount must equal the total number of dynamic descriptors
in the sets being bound.
The effective offset used for dynamic uniform and storage buffer bindings is
the sum of the relative offset taken from
pDynamicOffsets, and the
base address of the buffer plus base offset in the descriptor set.
The length of the dynamic uniform and storage buffer bindings is the buffer
range as specified in the descriptor set.
Each of the
pDescriptorSets must be compatible with the pipeline
layout specified by
The layout used to program the bindings must also be compatible with the
pipeline used in subsequent graphics or compute commands, as defined in the
Pipeline Layout Compatibility section.
The descriptor set contents bound by a call to
may be consumed during host execution of the command, or during shader
execution of the resulting draws, or any time in between.
Thus, the contents must not be altered (overwritten by an update command,
or freed) between when the command is recorded and when the command
completes executing on the queue.
The contents of
pDynamicOffsets are consumed immediately during
Once all pending uses have completed, it is legal to update and reuse a
For more information, see the Vulkan Specification at URL
This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.
Copyright (c) 2014-2017 Khronos Group. This work is licensed under a Creative Commons Attribution 4.0 International License.