C Specification
Binary shader code can be retrieved from a shader object using the command:
// Provided by VK_EXT_shader_object
VkResult vkGetShaderBinaryDataEXT(
VkDevice device,
VkShaderEXT shader,
size_t* pDataSize,
void* pData);
Parameters
-
deviceis the logical device that shader object was created from. -
shaderis the shader object to retrieve binary shader code from. -
pDataSizeis a pointer to asize_tvalue related to the size of the binary shader code, as described below. -
pDatais eitherNULLor a pointer to a buffer.
Description
If pData is NULL, then the size of the binary shader code of the
shader object, in bytes, is returned in pDataSize.
Otherwise, pDataSize must point to a variable set by the application
to the size of the buffer, in bytes, pointed to by pData, and on
return the variable is overwritten with the amount of data actually written
to pData.
If pDataSize is less than the size of the binary shader code, nothing
is written to pData, and VK_INCOMPLETE will be returned instead
of VK_SUCCESS.
|
Note
|
The behavior of this command when This behavior is not consistent with the behavior described in Opaque Binary Data Results, for historical reasons. If the amount of data available is larger than the passed |
Binary shader code retrieved using vkGetShaderBinaryDataEXT can be
passed to a subsequent call to vkCreateShadersEXT on a compatible
physical device by specifying VK_SHADER_CODE_TYPE_BINARY_EXT in the
codeType member of VkShaderCreateInfoEXT.
The shader code returned by repeated calls to this function with the same
VkShaderEXT is guaranteed to be invariant for the lifetime of the
VkShaderEXT object.
Document Notes
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.