Pipeline. Vertex, UBO and Image. Descriptor
ComputePipeline
- VkPipeline
- VkPipelineShaderStageCreateInfo
- VkPipelineLayout
- VkDescriptorSetLayout[]
- VkPushConstntRange[]
GraphicsPipeline
VkPipeline
- VkPipelineShaderStageCreateInfo
- VertexInput
- InputAssembly
- Tesselation
- Viewport
- Rasterrization
- Mltisample
- DepthStencil
- ColorBlend
- Dynamic
- VkPipelineLayout
- VkDescriptorSetLayout[]
- VkPushConstntRange[]
- VkRenderPass
- VkAttachmentDescription[]
- VkSubpassDescription[]
- VkSubpassDependency[]
VkPipeline
dependencies
- VkDevice
cpp
typedef struct VkGraphicsPipelineCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineCreateFlags flags;
uint32_t stageCount;
const VkPipelineShaderStageCreateInfo* pStages;
const VkPipelineVertexInputStateCreateInfo* pVertexInputState;
const VkPipelineInputAssemblyStateCreateInfo* pInputAssemblyState;
const VkPipelineTessellationStateCreateInfo* pTessellationState;
const VkPipelineViewportStateCreateInfo* pViewportState;
const VkPipelineRasterizationStateCreateInfo* pRasterizationState;
const VkPipelineMultisampleStateCreateInfo* pMultisampleState;
const VkPipelineDepthStencilStateCreateInfo* pDepthStencilState;
const VkPipelineColorBlendStateCreateInfo* pColorBlendState;
const VkPipelineDynamicStateCreateInfo* pDynamicState;
VkPipelineLayout layout;
VkRenderPass renderPass;
uint32_t subpass;
VkPipeline basePipelineHandle;
int32_t basePipelineIndex;
} VkGraphicsPipelineCreateInfo;