C Specification

For pipelines that were created with the support of multiple shader groups (see Graphics Pipeline Shader Groups), the regular vkCmdBindPipeline command will bind Shader Group 0. To explicitly bind a shader group use:

// Provided by VK_NV_device_generated_commands
void vkCmdBindPipelineShaderGroupNV(
    VkCommandBuffer                             commandBuffer,
    VkPipelineBindPoint                         pipelineBindPoint,
    VkPipeline                                  pipeline,
    uint32_t                                    groupIndex);

Parameters

  • commandBuffer is the command buffer that the pipeline will be bound to.

  • pipelineBindPoint is a VkPipelineBindPoint value specifying the bind point to which the pipeline will be bound.

  • pipeline is the pipeline to be bound.

  • groupIndex is the shader group to be bound.

Description

Valid Usage
Valid Usage (Implicit)
  • commandBuffer must be a valid VkCommandBuffer handle

  • pipelineBindPoint must be a valid VkPipelineBindPoint value

  • pipeline must be a valid VkPipeline handle

  • commandBuffer must be in the recording state

  • The VkCommandPool that commandBuffer was allocated from must support graphics, or compute operations

  • Both of commandBuffer, and pipeline must have been created, allocated, or retrieved from the same VkDevice

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Supported Queue Types Pipeline Type

Primary
Secondary

Both

Graphics
Compute

See Also

Document Notes

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 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0