8.1. Shader Modules

Shader modules contain shader code and one or more entry points. Shaders are selected from a shader module by specifying an entry point as part of pipeline creation. The stages of a pipeline can use shaders that come from different modules. The shader code defining a shader module must be in the SPIR-V format, as described by the Vulkan Environment for SPIR-V appendix.

A shader module is created by calling:

 

VkResult vkCreateShaderModule(
    VkDevice                                    device,
    const VkShaderModuleCreateInfo*             pCreateInfo,
    const VkAllocationCallbacks*                pAllocator,
    VkShaderModule*                             pShaderModule);

The VkShaderModuleCreateInfo structure is defined as:

 

typedef struct VkShaderModuleCreateInfo {
    VkStructureType              sType;
    const void*                  pNext;
    VkShaderModuleCreateFlags    flags;
    size_t                       codeSize;
    const uint32_t*              pCode;
} VkShaderModuleCreateInfo;

Once a shader module has been created, any entry points it contains can be used in pipeline shader stages as described in Compute Pipelines and Graphics Pipelines.

To destroy a shader module, call:

 

void vkDestroyShaderModule(
    VkDevice                                    device,
    VkShaderModule                              shaderModule,
    const VkAllocationCallbacks*                pAllocator);

A shader module can be destroyed while pipelines created using its shaders are still in use.