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. The implementation must not access this object outside of the duration of the command this structure is passed to.
  • 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