How to do it...

  1. Create a variable of a bitfield type VkPipelineCreateFlags named additional_options through which provide additional pipeline creation options:
    • Disable optimization: specifies that the created pipeline won't be optimized, but the creation process may be faster
    • Allow derivatives: specifies that other pipelines may be created from it
    • Derivative: specifies that this pipeline will be created based on another, already created pipeline
  2. Create a variable of type std::vector<VkPipelineShaderStageCreateInfo> named shader_stage_create_infos. For each shader stage enabled in a given pipeline, add a new element to the shader_stage_create_infos vector, specifying the stage's parameters. At least the vertex shader stage must be present ...

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