VkDescriptorPool limits and overhead?

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In Vulkan:

  1. Multiple VkDescriptorPools can be created.
  2. From each single VkDescriptorPool multiple VkDescriptorSets can be allocated.

Is there any limit to the number of VkDescriptorPools you can create? (apart from available memory)

Is there any indication in the spec of the overhead (memory, cpu-time, gpu-time) of using many small VkDescriptorPools versus using a few large ones? Or doesn't it generally matter?

1 Answers

Descriptor Pools are limited by memory (or at least that is the error code you get, no matter the underlying problem). Update-after-bind Desriptor Pools are limited by maxUpdateAfterBindDescriptorsInAllPools.

Vulkan specification usually does not comment on performance, as that might differ between GPUs or change in future GPUs.

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