vkCmdBindPipelineShaderGroupNV(3)

# vkCmdBindPipelineShaderGroupNV(3) Manual Page

## Name

vkCmdBindPipelineShaderGroupNV - Bind a pipeline object

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## C Specification

For pipelines that were created with the support of multiple shader groups (see Graphics Pipeline Shader Groups), the regular `vkCmdBindPipeline` command will bind Shader Group `0`. To explicitly bind a shader group use:

    // Provided by VK_NV_device_generated_commands
    void vkCmdBindPipelineShaderGroupNV(
        VkCommandBuffer                             commandBuffer,
        VkPipelineBindPoint                         pipelineBindPoint,
        VkPipeline                                  pipeline,
        uint32_t                                    groupIndex);

## Parameters

- `commandBuffer` is the command buffer that the pipeline will be bound to.

- `pipelineBindPoint` is a VkPipelineBindPoint value specifying the bind point to which the pipeline will be bound.

- `pipeline` is the pipeline to be bound.

- `groupIndex` is the shader group to be bound.

## Description

Valid Usage

- VUID-vkCmdBindPipelineShaderGroupNV-groupIndex-02893
  `groupIndex` must be `0` or less than the effective VkGraphicsPipelineShaderGroupsCreateInfoNV::`groupCount` including the referenced pipelines

- VUID-vkCmdBindPipelineShaderGroupNV-pipelineBindPoint-02894
  The `pipelineBindPoint` must be `VK_PIPELINE_BIND_POINT_GRAPHICS`

- VUID-vkCmdBindPipelineShaderGroupNV-groupIndex-02895
  The same restrictions as vkCmdBindPipeline apply as if the bound pipeline was created only with the Shader Group from the `groupIndex` information

- VUID-vkCmdBindPipelineShaderGroupNV-deviceGeneratedCommands-02896
  The `VkPhysicalDeviceDeviceGeneratedCommandsFeaturesNV`::`deviceGeneratedCommands` feature must be enabled

Valid Usage (Implicit)

- VUID-vkCmdBindPipelineShaderGroupNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdBindPipelineShaderGroupNV-pipelineBindPoint-parameter
  `pipelineBindPoint` must be a valid VkPipelineBindPoint value

- VUID-vkCmdBindPipelineShaderGroupNV-pipeline-parameter
  `pipeline` must be a valid VkPipeline handle

- VUID-vkCmdBindPipelineShaderGroupNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdBindPipelineShaderGroupNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics, or compute operations

- VUID-vkCmdBindPipelineShaderGroupNV-commonparent
  Both of `commandBuffer`, and `pipeline` must have been created, allocated, or retrieved from the same VkDevice

Host Synchronization

- Host access to `commandBuffer` must be externally synchronized

- Host access to the `VkCommandPool` that `commandBuffer` was allocated from must be externally synchronized

Command Properties

Command Buffer Levels | Render Pass Scope | Supported Queue Types | Pipeline Type
--- | --- | --- | ---
Primary Secondary | Both | Graphics Compute |

## See Also

VkCommandBuffer, VkPipeline, VkPipelineBindPoint

## 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.

## Copyright

Copyright (c) 2014-2020 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0