pub struct ComputePipelineInfo {
    pub bindless_descriptor_count: u32,
    pub entry_name: String,
    pub name: Option<String>,
    pub specialization_info: Option<SpecializationInfo>,
    pub spirv: Vec<u8>,
}
Expand description

Information used to create a ComputePipeline instance.

Fields

bindless_descriptor_count: u32

The number of descriptors to allocate for a given binding when using bindless (unbounded) syntax.

The default is 8192.

Examples

Basic usage (GLSL):

#version 460 core
#extension GL_EXT_nonuniform_qualifier : require

layout(set = 0, binding = 0, rgba8) writeonly uniform image2D my_binding[];

void main()
{
    // my_binding will have space for 8,192 images by default
}
entry_name: String

The GLSL or HLSL shader entry point name, or main by default.

name: Option<String>

A descriptive name used in debugging messages.

specialization_info: Option<SpecializationInfo>

Data about Vulkan specialization constants.

Examples

Basic usage (GLSL):

#version 460 core

// Defaults to 6 if not set using ComputePipelineInfo.specialization_info!
layout(constant_id = 0) const uint MY_COUNT = 6;

layout(set = 0, binding = 0) uniform sampler2D my_samplers[MY_COUNT];

void main()
{
    // Code uses MY_COUNT number of my_samplers here
}
// We instead specify 42 for MY_COUNT:
let info = ComputePipelineInfo::new(my_shader_code.as_slice())
    .specialization_info(SpecializationInfo::new(
        [vk::SpecializationMapEntry {
            constant_id: 0,
            offset: 0,
            size: 4,
        }],
        42u32.to_ne_bytes()
    ));
let pipeline = ComputePipeline::create(&device, info)?;
spirv: Vec<u8>

Shader code.

Although SPIR-V code is specified as u32 values, this field uses u8 in order to make loading from file simpler. You should always have a SPIR-V code length which is a multiple of four bytes, or a panic will happen during ComputePipeline::create.

Implementations

Specifies a compute pipeline with the given shader code.

Panics

If shader code is not a multiple of four bytes.

Trait Implementations

Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Formats the value using the given formatter. Read more
Converts to this type from the input type.
Converts to this type from the input type.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
Uses borrowed data to replace owned data, usually by cloning. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.