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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