Module vulkano::pipeline::compute

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A pipeline that performs general-purpose operations.

A compute pipeline takes buffers and/or images as both inputs and outputs. It operates “standalone”, with no additional infrastructure such as render passes or vertex input. Compute pipelines can be used by themselves for performing work on the Vulkan device, but they can also assist graphics operations by precalculating or postprocessing the operations from another kind of pipeline. While it theoretically possible to perform graphics operations entirely in a compute pipeline, a graphics pipeline is better suited to that task.

A compute pipeline is relatively simple to create, requiring only a pipeline layout and a single shader, the compute shader. The compute shader is the actual program that performs the work. Once created, you can execute a compute pipeline by binding it in a command buffer, binding any descriptor sets and/or push constants that the pipeline needs, and then issuing a dispatch command on the command buffer.

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