Access to descriptor sets from a pipeline is accomplished through a pipeline layout. Zero or more descriptor set layouts and zero or more push constant ranges are combined to form a pipeline layout object describing the complete set of resources that can be accessed by a pipeline. The pipeline layout represents a sequence of descriptor sets with each having a specific layout. This sequence of layouts is used to determine the interface between shader stages and shader resources. Each pipeline is created using a pipeline layout.
Pipeline layout objects are represented by
VkComputePipelineCreateInfo, VkDescriptorUpdateTemplateCreateInfo, VkGraphicsPipelineCreateInfo, VkObjectTableDescriptorSetEntryNVX, VkObjectTablePushConstantEntryNVX, VkRayTracingPipelineCreateInfoNV, vkCmdBindDescriptorSets, vkCmdPushConstants, vkCmdPushDescriptorSetKHR, vkCmdPushDescriptorSetWithTemplateKHR, vkCreatePipelineLayout, vkDestroyPipelineLayout
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.
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