C Specification
A subpass shading pipeline is a compute pipeline which must be called only
in a subpass of a render pass with work dimensions specified by render area
size.
The subpass shading pipeline shader is a compute shader allowed to access
input attachments specified in the calling subpass.
To create a subpass shading pipeline, call vkCreateComputePipelines
with VkSubpassShadingPipelineCreateInfoHUAWEI in the pNext chain
of VkComputePipelineCreateInfo.
The VkSubpassShadingPipelineCreateInfoHUAWEI structure is defined as:
// Provided by VK_HUAWEI_subpass_shading
typedef struct VkSubpassShadingPipelineCreateInfoHUAWEI {
VkStructureType sType;
void* pNext;
VkRenderPass renderPass;
uint32_t subpass;
} VkSubpassShadingPipelineCreateInfoHUAWEI;
Members
-
sTypeis a VkStructureType value identifying this structure. -
pNextisNULLor a pointer to a structure extending this structure. -
renderPassis a handle to a render pass object describing the environment in which the pipeline will be used. The pipeline must only be used with a render pass instance compatible with the one provided. See Render Pass Compatibility for more information. The implementation must not access this object outside of the duration of the command this structure is passed to. -
subpassis the index of the subpass in the render pass where this pipeline will be used.
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.