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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;