Structures

VkSubpassShadingPipelineCreateInfoHUAWEI

Structure specifying parameters of a newly created subpass shading pipeline

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:

typedef struct VkSubpassShadingPipelineCreateInfoHUAWEI {
    VkStructureType sType;
    void* pNext;
    VkRenderPass renderPass;
    uint32_t subpass;
} VkSubpassShadingPipelineCreateInfoHUAWEI;
  • sType is a VkStructureType value identifying this structure.
  • pNext is NULL or a pointer to a structure extending this structure.
  • renderPass is 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.
  • subpass is the index of the subpass in the render pass where this pipeline will be used.

Valid Usage

VUID-VkSubpassShadingPipelineCreateInfoHUAWEI-subpass-04946

subpass must be created with VK_PIPELINE_BIND_POINT_SUBPASS_SHADING_HUAWEI bind point

Valid Usage (Implicit)

VUID-VkSubpassShadingPipelineCreateInfoHUAWEI-sType-sType

sType must be VK_STRUCTURE_TYPE_SUBPASS_SHADING_PIPELINE_CREATE_INFO_HUAWEI