void setupDescriptorSetLayout() { VkDescriptorSetLayoutBinding setLayoutBindings = // Binding 0 : Vertex shader uniform buffer Initializers.descriptorSetLayoutBinding( VkDescriptorType.UniformBuffer, VkShaderStageFlags.Vertex, 0); VkDescriptorSetLayoutCreateInfo descriptorLayout = Initializers.descriptorSetLayoutCreateInfo( &setLayoutBindings, 1); Util.CheckResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, null, out descriptorSetLayout)); var dsl = descriptorSetLayout; VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = Initializers.pipelineLayoutCreateInfo( &dsl, 1); // Define push constant // Example uses six light positions as push constants // 6 * 4 * 4 = 96 bytes // Spec requires a minimum of 128 bytes, bigger values // need to be checked against maxPushConstantsSize // But even at only 128 bytes, lots of stuff can fit // inside push constants VkPushConstantRange pushConstantRange = Initializers.pushConstantRange( VkShaderStageFlags.Vertex, pushConstants.Count * (uint)sizeof(Vector4), 0); // Push constant ranges are part of the pipeline layout pipelineLayoutCreateInfo.pushConstantRangeCount = 1; pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange; Util.CheckResult(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out pipelineLayout)); }