To create graphics pipelines, call:
VkResult vkCreateGraphicsPipelines( VkDevice device, VkPipelineCache pipelineCache, uint32_t createInfoCount, const VkGraphicsPipelineCreateInfo* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipelines);
deviceis the logical device that creates the graphics pipelines.
pipelineCacheis either VK_NULL_HANDLE, indicating that pipeline caching is disabled; or the handle of a valid pipeline cache object, in which case use of that cache is enabled for the duration of the command.
createInfoCountis the length of the
pCreateInfosis a pointer to an array of VkGraphicsPipelineCreateInfo structures.
pAllocatorcontrols host memory allocation as described in the Memory Allocation chapter.
pPipelinesis a pointer to an array of VkPipeline handles in which the resulting graphics pipeline objects are returned.
The VkGraphicsPipelineCreateInfo structure includes an array of shader create info structures containing all the desired active shader stages, as well as creation info to define all relevant fixed-function stages, and a pipeline layout.
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.
Copyright (c) 2014-2019 Khronos Group. This work is licensed under a Creative Commons Attribution 4.0 International License.