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descriptor / descriptor set
A grouped bundle of resource bindings handed to a shader together.
Individual descriptors are organized into descriptor sets so many bindings can be updated and bound as a unit, which is faster than doing them one at a time. Calls like vkUpdateDescriptorSets fill them in, and limits like maxBoundDescriptorSets cap how many can be active at once. This is Vulkan's core mechanism for feeding resources to shaders.
See also
- descriptorA small handle that tells a shader where to find a resource like a texture or buffer.
- cube mapA texture made of six square images arranged as the faces of a cube, sampled by pointing a direction outward from the center.
- direct-binding I/OAn optimization that wires a shader's inputs and outputs straight to their storage, skipping indirection.
Referenced by
descriptor · direct-binding I/O · draw call · dynamic rendering · elect / ballot