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“Does VulkanMod impose pipeline layout or shader interface requirements that differ from standard Vulkan?”

Yes — indirectly.
VulkanMod does not invent a new Vulkan specification, but it operates inside Minecraft’s existing rendering architecture, which imposes constraints that standard standalone Vulkan apps do not have.

In practice, this means your SPIR-V can be perfectly valid Vulkan, yet still fail inside VulkanMod.


🧠 The Core Issue: You’re Not the Vulkan “Owner”

In a normal Vulkan application:

  • You own the instance
  • You own the device
  • You define descriptor sets
  • You define pipeline layouts
  • You control render passes

In VulkanMod:

  • Minecraft owns the render graph
  • VulkanMod translates Op…

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@staniszewskaklaudia04-afk
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