Creating a pipeline object is a complicated and time-consuming process from the driver's perspective. A pipeline object is not a simple wrapper for parameters set during the creation. It involves preparing the states of all programmable and fixed pipeline stages, setting an interface between shaders and descriptor resources, compiling and linking shader programs, and performing error checking (that is, checking if shaders are linked properly). Results of these operations may be stored in a cache. This cache can then be reused to speed up the creation of pipeline objects with similar properties. To be able to use a pipeline cache object, we first need to create it.
Creating a pipeline cache object
How to do it...
- Take the handle of a logical device and store...