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
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);
commandBufferis the command buffer that the pipeline will be bound to.
pipelineBindPointis a VkPipelineBindPoint value specifying the bind point to which the pipeline will be bound.
pipelineis the pipeline to be bound.
groupIndexis the shader group to be bound.
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.