I noticed that in the new Vulkan spec, Render Pass objects are obsoleted in favor of the newer Render Pass instance. And there's a newer mechanism to compile and use shaders: Shader objects - which can be used directly; while the older Shader modules aren't obsoleted yet - which is used with pipeline objects.
But I find no mention of newer mechanism of using descriptors (and its sets and pools) with shader objects. I did a Ctrl-F over the Resource Descriptor page, there's no exact full-match for VkPipeline - Suggesting the same set of interfaces are directly applicable to shader objects?
So what's the real story here?