In addition to setting a name for an object, debugging and validation layers
may have uses for additional binary data on a per-object basis that has no
other place in the Vulkan API.
For example, a
VkShaderModule could have additional debugging data
attached to it to aid in offline shader tracing.
To attach data to an object, call:
VkResult vkDebugMarkerSetObjectTagEXT( VkDevice device, const VkDebugMarkerObjectTagInfoEXT* pTagInfo);
deviceis the device that created the object.
pTagInfois a pointer to a VkDebugMarkerObjectTagInfoEXT structure specifying the parameters of the tag to attach to the object.
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) 2014-2020 Khronos Group. This work is licensed under a Creative Commons Attribution 4.0 International License.