My Vulkan sprite renderer so far is quite simple - it just pumps sprites, made up from a pair of triangles each through a very straight forward vertex shader and pixel shader pipeline. In Vulkan terms it only has one pipeline.

Now I want to add high dynamic range support, which implies adding another pipeline, which in turn implies I need to abstract pipelines, finally.


What is a pipeline, anyway? A Vulkan pipeline is basically the whole setup of things that happen from the moment you issue a draw command until a pixel shows up in a frame buffer. This includes all the shaders along the way.

Adam Sawicki posted a great overview of Vulkan objects explaining all of this in a lot more detail.

Don’t try to solve the general case - stick to a fairly rigid setup. This allows for a simpler application interface for the Renderer.