Each pipeline executable may have one or more text or binary internal representations associated with it which are generated as part of the compile process. These may include the final shader assembly, a binary form of the compiled shader, or the shader compiler’s internal representation at any number of intermediate compile steps. To query the internal representations associated with a pipeline executable, call:
// Provided by VK_KHR_pipeline_executable_properties VkResult vkGetPipelineExecutableInternalRepresentationsKHR( VkDevice device, const VkPipelineExecutableInfoKHR* pExecutableInfo, uint32_t* pInternalRepresentationCount, VkPipelineExecutableInternalRepresentationKHR* pInternalRepresentations);
deviceis the device that created the pipeline.
pExecutableInfodescribes the pipeline executable being queried.
pInternalRepresentationCountis a pointer to an integer related to the number of internal representations available or queried, as described below.
NULLor a pointer to an array of VkPipelineExecutableInternalRepresentationKHR structures.
NULL, then the number of internal
representations associated with the pipeline executable is returned in
pInternalRepresentationCount must point to a variable set
by the user to the number of elements in the
array, and on return the variable is overwritten with the number of
structures actually written to
pInternalRepresentationCount is less than the number of internal
representations associated with the pipeline executable, at most
pInternalRepresentationCount structures will be written and
vkGetPipelineExecutableInternalRepresentationsKHR will return
While the details of the internal representations remain implementation dependent, the implementation should order the internal representations in the order in which they occur in the compile pipeline with the final shader assembly (if any) last.
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.