To bind vertex buffers to a command buffer for use in subsequent draw commands, call:
void vkCmdBindVertexBuffers( VkCommandBuffer commandBuffer, uint32_t firstBinding, uint32_t bindingCount, const VkBuffer* pBuffers, const VkDeviceSize* pOffsets);
commandBufferis the command buffer into which the command is recorded.
firstBindingis the index of the first vertex input binding whose state is updated by the command.
bindingCountis the number of vertex input bindings whose state is updated by the command.
pBuffersis a pointer to an array of buffer handles.
pOffsetsis a pointer to an array of buffer offsets.
The values taken from elements i of
replace the current state for the vertex input binding
firstBinding + i, for i in [0,
The vertex input binding is updated to start at the offset indicated by
pOffsets[i] from the start of the buffer
All vertex input attributes that use each of these bindings will use these
updated addresses in their address calculations for subsequent draw
If the nullDescriptor feature is enabled,
pBuffers can be VK_NULL_HANDLE, and can be used by
the vertex shader.
If a vertex input attribute is bound to a vertex input binding that is
VK_NULL_HANDLE, the values taken from memory are considered to be
zero, and missing G, B, or A components are
filled with (0,0,1).
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.