Description: In the context of Vulkan, a ‘Non-Bindable’ resource refers to elements that cannot be directly associated or bound to a graphics or compute pipeline. This means that, unlike other resources that can be used across multiple stages of the rendering or computation process, non-bindable resources have a more restricted use. These resources may include objects such as images, buffers, or data structures that, while essential for the operation of graphical applications, cannot be directly integrated into the pipeline workflow. The nature of non-bindable resources implies that they must be managed carefully, as improper use can lead to performance issues or execution errors. Understanding these resources is crucial for developers working with graphics APIs, as it allows them to optimize memory usage and system resources, ensuring that graphical applications run efficiently and effectively.