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.

Shader modules are represented by VkShaderModule handles:



To create a shader module, call:


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

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.

The VkShaderModuleCreateInfo structure is defined as:


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

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.