# VkDeviceQueueShaderCoreControlCreateInfoARM(3) Manual Page

## Name

VkDeviceQueueShaderCoreControlCreateInfoARM - Control the number of shader cores used by queues

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## C Specification

The number of shader cores used by a queue can be controlled by adding a `VkDeviceQueueShaderCoreControlCreateInfoARM` structure to the `pNext` chain of VkDeviceQueueCreateInfo structures.

The `VkDeviceQueueShaderCoreControlCreateInfoARM` structure is defined as:

    // Provided by VK_ARM_scheduling_controls
    typedef struct VkDeviceQueueShaderCoreControlCreateInfoARM {
        VkStructureType    sType;
        void*              pNext;
        uint32_t           shaderCoreCount;
    } VkDeviceQueueShaderCoreControlCreateInfoARM;

## Members

- `sType` is a VkStructureType value identifying this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `shaderCoreCount` is the number of shader cores this queue uses.

## Description

Queues created without specifying `VkDeviceQueueShaderCoreControlCreateInfoARM` will default to using all the shader cores available.

Valid Usage

- VUID-VkDeviceQueueShaderCoreControlCreateInfoARM-shaderCoreCount-09399
  `shaderCoreCount` must be greater than 0 and less than or equal to the total number of shader cores as reported via VkPhysicalDeviceShaderCoreBuiltinsPropertiesARM::`shaderCoreCount`

Valid Usage (Implicit)

- VUID-VkDeviceQueueShaderCoreControlCreateInfoARM-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_DEVICE_QUEUE_SHADER_CORE_CONTROL_CREATE_INFO_ARM`

## See Also

VK_ARM_scheduling_controls, VkStructureType

## Document Notes

For more information, see the Vulkan Specification

This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.

## Copyright

Copyright 2014-2025 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0