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access chain
A shader instruction that computes a pointer to a specific piece inside a larger data structure.
In SPIR-V (the shader bytecode for Vulkan), OpAccessChain walks into a composite value — a struct, array, or vector — and produces a pointer to a chosen element. The shader can then load from or store to exactly that field. It is the low-level mechanism behind ordinary indexing like myStruct.field[3] once code is compiled to GPU bytecode.
See also
- barrierA synchronization point that makes parallel work wait until everyone reaches it or memory is consistent.
- adjacencyA way of feeding triangles or lines to the GPU that also hands over their neighboring vertices.
- apiVersionA field where a Vulkan driver states which version of the graphics API it supports.