2016-02-16 09:53:44 +00:00
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// Copyright (c) 2015-2016 The Khronos Group Inc.
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// Copyright notice at https://www.khronos.org/registry/speccopyright.html
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// The asciidoc [glossary] template cannot contain subsections.
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// The abbreviations and prefixes probably belong in the upcoming
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// API/extension-writing-guidelines appendix, anyway.
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[glossary]
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= Glossary
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The terms defined in this section are used consistently throughout this
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Specification and may be used with or without capitalization.
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Accessible (Descriptor Binding)::
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A descriptor binding is accessible to a shader stage if that stage is
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included in the pname:stageFlags of the descriptor binding. Descriptors
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using that binding can: only be used by stages in which they are
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accessible.
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Adjacent Vertex::
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A vertex in an adjacency primitive topology that is not part of a given
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primitive, but is accessible in geometry shaders.
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Aliased Range (Memory)::
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A range of a device memory allocation that is bound to multiple
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resources simultaneously.
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API Order::
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A set of ordering rules that govern how primitives in draw commands
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affect the framebuffer.
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Attachment (Render Pass)::
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A zero-based integer index name used in render pass creation to refer to
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a framebuffer attachment that is accessed by one or more subpasses. The
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index also refers to an attachment description which includes
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information about the properties of the image view that will later be
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attached.
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Available::
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See Memory Dependency.
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Back-Facing::
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See Facingness.
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Batch::
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A collection of command buffers that are submitted to a queue, and
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corresponding semaphores to wait and signal. Corresponds to an instance
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of the slink:VkSubmitInfo structure.
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Backwards Compatibility::
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A given version of the API is backwards compatible with an earlier
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version if an application, relying only on valid behavior and
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functionality defined by the earlier specification, is able to correctly
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run against each version without any modification. This assumes no
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active attempt by that application to not run when it detects a
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different version.
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Full Compatibility::
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A given version of the API is fully compatible with another version if
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an application, relying only on valid behavior and functionality defined
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by either of those specifications, is able to correctly run against each
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version without any modification. This assumes no active attempt by that
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application to not run when it detects a different version.
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Binding (Memory)::
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An association established between a range of a resource object and a
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range of a memory object. These associations determine the memory
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locations affected by operations performed on elements of a resource
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object. Memory bindings are established using the
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flink:vkBindBufferMemory command for non-sparse buffer objects, using
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the flink:vkBindImageMemory command for non-sparse image objects, and
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using the flink:vkQueueBindSparse command for sparse resources.
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Blend Constant::
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Four floating point (RGBA) values used as an input to blending.
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Blending::
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Arithmetic operations between a fragment color value and a value in a
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color attachment that produce a final color value to be written to the
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attachment.
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Buffer::
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A resource that represents a linear array of data in device memory.
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Represented by a sname:VkBuffer object.
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Buffer View::
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An object that represents a range of a specific buffer, and state that
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controls how the contents are interpreted. Represented by a
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sname:VkBufferView object.
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Built-In Variable::
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A variable decorated in a shader, where the decoration makes the
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variable take values provided by the execution environment or values
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that are generated by fixed-function pipeline stages.
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Built-In Interface Block::
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A block defined in a shader that contains only variables decorated with
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built-in decorations, and is used to match against other shader
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stages.
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Clip Coordinates::
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The homogeneous coordinate space that vertex positions
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(code:Position decoration) are written in by vertex processing stages.
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Clip Distance::
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A built-in output from vertex processing stages that defines a clip
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half-space against which the primitive is clipped.
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Clip Volume::
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The intersection of the view volume with all clip half-spaces.
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Color Attachment::
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A subpass attachment point, or image view, that is the target of
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fragment color outputs and blending.
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Combined Image Sampler::
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A descriptor type that includes both a sampled image and a sampler.
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Command Buffer::
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An object that records commands to be submitted to a queue. Represented
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by a sname:VkCommandBuffer object.
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Command Pool::
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An object that command buffer memory is allocated from, and that owns
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that memory. Command pools aid multithreaded performance by enabling
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different threads to use different allocators, without internal
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synchronization on each use. Represented by a sname:VkCommandPool
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object.
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Compatible Allocator::
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When allocators are compatible, allocations from each allocator can: be
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freed by the other allocator.
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Compatible Image Formats::
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When formats are compatible, images created with one of the formats can:
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have image views created from it using any of the compatible formats.
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Compatible Queues::
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Queues within a queue family. Compatible queues have identical
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properties.
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Cull Distance::
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A built-in output from vertex processing stages that defines a cull
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half-space where the primitive is rejected if all vertices have a
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negative value for the same cull distance.
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Cull Volume::
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The intersection of the view volume with all cull half-spaces.
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Decoration (SPIR-V)::
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Auxiliary information such as built-in variables, stream numbers,
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invariance, interpolation type, relaxed precision, etc., added to
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variables or structure-type members through decorations.
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Depth/Stencil Attachment::
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A subpass attachment point, or image view, that is the target of depth
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and/or stencil test operations and writes.
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Depth/Stencil Format::
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A elink:VkFormat that includes depth and/or stencil components.
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Depth/Stencil Image (or ImageView)::
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A sname:VkImage (or sname:VkImageView) with a depth/stencil format.
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Descriptor::
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Information about a resource or resource view written into a descriptor
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set that is used to access the resource or view from a shader.
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Descriptor Binding::
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An entry in a descriptor set layout corresponding to zero or more
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descriptors of a single descriptor type in a set. Defined by a
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slink:VkDescriptorSetLayoutBinding structure.
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Descriptor Pool::
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An object that descriptor sets are allocated from, and that owns the
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storage of those descriptor sets. Descriptor pools aid multithreaded
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performance by enabling different threads to use different allocators,
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without internal synchronization on each use. Represented by a
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sname:VkDescriptorPool object.
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Descriptor Set::
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An object that resource descriptors are written into via the API, and
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that can: be bound to a command buffer such that the descriptors
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contained within it can: be accessed from shaders. Represented by a
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sname:VkDescriptorSet object.
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Descriptor Set Layout::
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An object that defines the set of resources (types and counts) and their
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relative arrangement (in the binding namespace) within a descriptor set.
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Used when allocating descriptor sets and when creating pipeline layouts.
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Represented by a sname:VkDescriptorSetLayout object.
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Device::
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The processor(s) and execution environment that perform tasks requested
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by the application via the Vulkan API.
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Device Memory::
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Memory accessible to the device. Represented by a sname:VkDeviceMemory
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object.
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Device-Local Memory::
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Memory that is connected to the device, and may: be more performant for
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device access than host-local memory.
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Dispatchable Handle::
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A handle of a pointer handle type which may: be used by layers as part
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of intercepting API commands. The first argument to each {apiname}
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command is a dispatchable handle type.
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Dispatching Commands::
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Commands that provoke work using a compute pipeline. Includes
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flink:vkCmdDispatch and flink:vkCmdDispatchIndirect.
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Drawing Commands::
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Commands that provoke work using a graphics pipeline. Includes
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flink:vkCmdDraw, flink:vkCmdDrawIndexed, flink:vkCmdDrawIndirect, and
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flink:vkCmdDrawIndexedIndirect.
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Dynamic Storage Buffer::
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A storage buffer whose offset is specified each time the storage buffer
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is bound to a command buffer via a descriptor set.
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Dynamic Uniform Buffer::
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A uniform buffer whose offset is specified each time the uniform buffer
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is bound to a command buffer via a descriptor set.
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Explicitly-Enabled Layer::
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A layer enabled by the application by adding it to the enabled layer
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list in flink:vkCmdCreateInstance or flink:vkCmdCreateDevice.
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Event::
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A synchronization primitive that is signalled when execution of previous
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commands complete through a specified set of pipeline stages. Events can
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be waited on by the device and polled by the host. Represented by a
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sname:VkEvent object.
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Executable State (Command Buffer)::
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A command buffer that has ended recording commands and can: be executed.
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See also Initial State and Recording State.
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Execution Dependency::
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A dependency that guarantees that certain pipeline stages' work for a
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first set of commands has completed execution before certain pipeline
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stages' work for a second set of commands begins execution. This is
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accomplished via pipeline barriers, subpass dependencies, events, or
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implicit ordering operations.
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Execution Dependency Chain::
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A sequence of execution dependencies that transitively act as an
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execution dependency.
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External synchronization::
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A type of synchronization required of the application, where parameters
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defined to be externally synchronized mustnot: be used simultaneously in
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multiple threads.
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Facingness (Polygon)::
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A classification of a polygon as either front-facing or back-facing,
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depending on the orientation (winding order) of its vertices.
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Fence::
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A synchronization primitive that is signaled when a set of batches or
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sparse binding operations complete execution on a queue. Fences can: be
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waited on by the host. Represented by a sname:VkFence object.
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Flatshading::
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A property of a vertex attribute that causes the value from a single
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vertex (the provoking vertex) to be used for all vertices in a
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primitive, and for interpolation of that attribute to return that single
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value unaltered.
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Fragment Input Attachment Interface::
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A fragment shader entry point's variables with code:Input storage class
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and a decoration of code:InputAttachmentIndex, which receive values from
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input attachments.
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Fragment Output Interface::
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A fragment shader entry point's variables with code:Output storage
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class, which output to color and/or depth/stencil attachments.
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Framebuffer::
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A collection of image views and a set of dimensions that, in conjunction
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with a render pass, define the inputs and outputs used by drawing
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commands. Represented by a sname:VkFramebuffer object.
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Framebuffer Attachment::
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One of the image views used in a framebuffer.
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Framebuffer Coordinates::
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A coordinate system in which adjacent pixels' coordinates differ by 1 in
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x and/or y, with latexmath:[$(0,0)$] in the upper left corner and pixel
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centers at half-integers.
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Front-Facing::
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See Facingness.
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Handle::
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An opaque integer or pointer value used to refer to a {apiname} object.
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Each object type has a unique handle type.
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Helper Invocation::
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A fragment shader invocation that is created solely for the purposes of
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evaluating derivatives for use in non-helper fragment shader
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invocations, and which does not have side effects.
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Host::
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The processor(s) and execution environment that the application runs on,
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and that the Vulkan API is exposed on.
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Host Memory::
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Memory not accessible to the device, used to store implementation data
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structures.
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Host-Accessible Subresource::
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A buffer, or a linear image subresource in either the
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ename:VK_IMAGE_LAYOUT_PREINITIALIZED or ename:VK_IMAGE_LAYOUT_GENERAL
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layout. Host-accessible subresources have a well-defined addressing
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scheme which can be used by the host.
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Host-Local Memory::
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Memory that is not local to the device, and may: be less performant for
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device access than device-local memory.
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Host-Visible Memory::
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Device memory that can: be mapped on the host and can: be read and
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written by the host.
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Image::
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A resource that represents a multi-dimensional formatted interpretation
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of device memory. Represented by a sname:VkImage object.
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Image Subresource::
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A specific mipmap level and layer of an image.
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Image Subresource Range::
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A set of image subresources that are contiguous mipmap levels and
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layers.
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Image View::
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An object that represents a subresource range of a specific image, and
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state that controls how the contents are interpreted. Represented by a
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sname:VkImageView object.
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Immutable Sampler::
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A sampler descriptor provided at descriptor set layout creation time,
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and that is used for that binding in all descriptor sets created from
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the layout, and cannot be changed.
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Implicitly-Enabled Layer::
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A layer enabled by a loader-defined mechanism outside the {apiname} API,
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rather than explicitly by the application during instance or device
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creation.
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Index Buffer::
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A buffer bound via flink:vkCmdBindIndexBuffer which is the source of
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index values used to fetch vertex attributes for a
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flink:vkCmdDrawIndexed or flink:vkCmdDrawIndexedIndirect command.
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Indirect Commands::
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Drawing or dispatching commands that source some of their parameters
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from structures in buffer memory. Includes flink:vkCmdDrawIndirect,
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flink:vkCmdDrawIndexedIndirect, and flink:vkCmdDispatchIndirect.
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Initial State (Command Buffer)::
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A command buffer that has not begun recording commands. See also
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Recorded State and Executable State.
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Input Attachment::
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A descriptor type that represents an image view, and supports unfiltered
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read-only access in a shader, only at the fragment's location in the
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view.
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Instance::
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The top-level {apiname} object, which represents the application's
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connection to the implementation. Represented by a sname:VkInstance
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object.
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Internal Synchronization::
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A type of synchronization required of the implementation, where
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parameters not defined to be externally synchronized may: require
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internal mutexing to avoid multithreaded race conditions.
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Invocation (Shader)::
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A single execution of an entry point in a SPIR-V module. For example, a
|
|
|
|
single vertex's execution of a vertex shader or a single fragment's
|
|
|
|
execution of a fragment shader.
|
|
|
|
|
|
|
|
Logical Device::
|
|
|
|
An object that represents the application's interface to the physical
|
|
|
|
device. The logical device is the parent of most {apiname} objects.
|
|
|
|
Represented by a sname:VkDevice object.
|
|
|
|
|
|
|
|
Logical Operation::
|
|
|
|
Bitwise operations between a fragment color value and a value in a color
|
|
|
|
attachment, that produce a final color value to be written to the
|
|
|
|
attachment.
|
|
|
|
|
|
|
|
Lost Device::
|
|
|
|
A state that a logical device may: be in as a result of hardware errors
|
|
|
|
or other exceptional conditions.
|
|
|
|
|
|
|
|
Mappable::
|
|
|
|
See Host-Visible Memory.
|
|
|
|
|
|
|
|
Memory Dependency::
|
|
|
|
A sequence of operations that makes writes available, performs an
|
|
|
|
execution dependency between the writes and subsequent accesses, and
|
|
|
|
makes available writes visible to later accesses. In order for the
|
|
|
|
effects of a write to be coherent with later accesses, it must be made
|
|
|
|
available from the old access type and then made visible to the new
|
|
|
|
access type.
|
|
|
|
|
|
|
|
Memory Heap::
|
|
|
|
A region of memory from which device memory allocations can: be made.
|
|
|
|
|
|
|
|
Memory Type::
|
|
|
|
An index used to select a set of memory properties (e.g. mappable,
|
|
|
|
cached) for a device memory allocation.
|
|
|
|
|
|
|
|
Mip Tail Region::
|
|
|
|
The set of mipmap levels of a sparse residency texture that are too
|
|
|
|
small to fill a block, and that must all be bound to memory collectively
|
|
|
|
and opaquely.
|
|
|
|
|
|
|
|
Non-Dispatchable Handle::
|
Change log for March 4, 2016 Vulkan 1.0.5 spec update:
* Bump API patch number to 5 for this update.
Github Issues:
* Correctly describe slink:VkPhysicalDeviceProperties pname:deviceName
member as a string, not a pointer to a string. Also one typo fix for
"hetereogeneous" (public issue 4).
* Replace maynot: macro with may: not, and "may: or maynot:" with
"may:" (public issue 4).
* Clarify that redundantly setting the state of a fence or event has
no effect (public issue 4).
* Minor fixes to ref pages to track descriptions of memory bits that
changed in the core spec. Fix name of a member in the description of
sname:sname:VkPipelineMultisampleStateCreateInfo (public issues 8,
13).
* Remove redundant validity statement for
sname:VkGraphicsPipelineCreateInfo::pname:stageCount (public issue
14).
* Fix typos in chapters 7-9 (public issue 14).
* Clarify the example demonstrating the behavior of
code:OpMemoryBarrier in the
<<shaders-execution-memory-ordering,shader memory acces
ordering>> section (public issue 16).
* Specify that freeing mapped memory implicitly unmaps the memory in
the description of flink:vkFreeMemory (public issue 17).
* Forbid allocation callbacks from calling into the API in the
<<memory-allocation,memory allocation>> section (public issue
20).
* Add missing validity rules about size being greater than 0 and
offset being less than size of object. Fix
flink:VkMappedMemoryRange's misinterpretation of offset (public
issues 27, 31).
* Add validity rule disallowing overlapping source/destination
descriptors in flink:VkCopyDescriptorSet (public issue 32).
* Clarify that array and matrix stride has to be a multiple of the
base alignment of the array or matrix in the
<<interfaces-resources-layout,Offset and Stride Assignment>>
section (public issue 38).
* Correct parenthesis floor nesting error in equation for
<<textures-RGB-sexp,RGB to shared exponent conversion>>.
Clarify case of when exp' is forced to 0, avoiding log2(0) undefined
problem (public issue 40).
* Remove redundant statement from the code:FragDepth description in
the <<interfaces-builtin-variables,Built-In Variables>>
section (public issue 47).
* Define the clamping of the
<<textures-level-of-detail-operation,bias added to the scale
factor>> by linking to the slink:VkPhysicalDevice feature
pname:maxSamplerLodBias (public issue 64).
* Fix typo "optimal linear resources" and clarify the set of resources
<<features-limits-bufferImageGranularity,the
pname:bufferImageGranularity resource>> applies to (public issue
67).
* Replace 'descriptor accessed by a pipeline' language for
sname:VkDescriptorSetAllocateInfo with more precise phrasing about
binding a descriptor set before a command that invokes work using
that set (public issue 69).
* tstripadj.svg contained an Inkscape tag which caused Firefox and IE
11 to fail to render it, and was illegal SVG. Generating Plain SVG
from the Inkscape SVG source fixes this (public issue 70).
* Fix validity for sname:VkVertexInputBindingDescription and
sname:VkVertexInputAttributeDescription numbers (public issue 72).
Internal Issues:
* Clarify the meaning of
ename:VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT in
elink:VkFormatFeatureFlagBits with respect to depth compare
(internal issue 107).
* Added a note explaining that ename:VK_QUEUE_TRANSFER_BIT may or may
not be reported for a queue family that already supports
ename:VK_QUEUE_GRAPHICS_BIT or ename:VK_QUEUE_COMPUTE_BIT as the
former is a strict subset of the latter ones (internal issue 116).
* Add validity language for sname:VkDescriptorSetAllocateInfo about
exceeding the descriptor pool capacity (internal issue 140).
* Add ename:VK_INCOMPLETE success code for
flink:vkEnumeratePhysicalDevices query (internal issue 163).
Other Commits:
* Add the VK_NV_glsl_shader extension definitions to the API.
* Update GL_KHR_vulkan_glsl with 1) origin_upper_left as default 2)
specialization array constant semantics.
* Corrected/updated Data Format Specification date.
2016-03-03 13:06:18 +00:00
|
|
|
A handle of an integer handle type. Handle values may: not be unique,
|
2016-02-16 09:53:44 +00:00
|
|
|
even for two objects of the same type.
|
|
|
|
|
|
|
|
Normalized::
|
|
|
|
A value that is interpreted as being in the range latexmath:[$[0,1\]$]
|
|
|
|
as a result of being implicitly divided by some other value.
|
|
|
|
|
|
|
|
Normalized Device Coordinates::
|
|
|
|
A coordinate space after perspective division is applied to clip
|
|
|
|
coordinates, and before the viewport transformation converts to
|
|
|
|
framebuffer coordinates.
|
|
|
|
|
|
|
|
Overlapped Range (Aliased Range)::
|
|
|
|
The aliased range of a device memory allocation that intersects a given
|
|
|
|
subresource of an image or range of a buffer.
|
|
|
|
|
|
|
|
Packed Format::
|
|
|
|
A format whose components are stored as a single data element in memory,
|
|
|
|
with their relative locations defined within that element.
|
|
|
|
|
|
|
|
Physical Device::
|
|
|
|
An object that represents a single device in the system. Represented by
|
|
|
|
a sname:VkPhysicalDevice object.
|
|
|
|
|
|
|
|
Pipeline::
|
|
|
|
An object that controls how graphics or compute work is executed on the
|
|
|
|
device. A pipeline includes one or more shaders, as well as state
|
|
|
|
controlling any non-programmable stages of the pipeline. Represented by
|
|
|
|
a sname:VkPipeline object.
|
|
|
|
|
|
|
|
Pipeline Barrier::
|
|
|
|
An execution and/or memory dependency recorded as an explicit command in
|
|
|
|
a command buffer, that forms a dependency between the previous and
|
|
|
|
subsequent commands.
|
|
|
|
|
|
|
|
Pipeline Cache::
|
|
|
|
An object that can: be used to collect and retrieve information from
|
|
|
|
pipelines as they are created, and can: be populated with previously
|
|
|
|
retrieved information in order to accelerate pipeline creation.
|
|
|
|
Represented by a sname:VkPipelineCache object.
|
|
|
|
|
|
|
|
Pipeline Layout::
|
|
|
|
An object that defines the set of resources (via a collection of
|
|
|
|
descriptor set layouts) and push constants used by pipelines that are
|
|
|
|
created using the layout. Used when creating a pipeline and when binding
|
|
|
|
descriptor sets and setting push constant values. Represented by a
|
|
|
|
sname:VkPipelineLayout object.
|
|
|
|
|
|
|
|
Point Sampling (Rasterization)::
|
|
|
|
A rule that determines whether a fragment sample location is covered by
|
|
|
|
a polygon primitive by testing whether the sample location is in the
|
|
|
|
interior of the polygon in framebuffer-space, or on the boundary of the
|
|
|
|
polygon according to the tie-breaking rules.
|
|
|
|
|
|
|
|
Preserve Attachment::
|
|
|
|
One of a list of attachments in a subpass description that is not read
|
|
|
|
or written by the subpass, but that is read or written on earlier and
|
|
|
|
later subpasses and whose contents must be preserved through this
|
|
|
|
subpass.
|
|
|
|
|
|
|
|
Primary Command Buffer::
|
|
|
|
A command buffer that can: execute secondary command buffers, and can:
|
|
|
|
be submitted directly to a queue.
|
|
|
|
|
|
|
|
Primitive Topology::
|
|
|
|
State that controls how vertices are assembled into primitives, e.g. as
|
|
|
|
lists of triangles, strips of lines, etc..
|
|
|
|
|
|
|
|
Provoking Vertex::
|
|
|
|
The vertex in a primitive from which flatshaded attribute values are
|
|
|
|
taken. This is generally the ``first'' vertex in the primitive, and
|
|
|
|
depends on the primitive topology.
|
|
|
|
|
|
|
|
Push Constants::
|
|
|
|
A small bank of values writable via the API and accessible in shaders.
|
|
|
|
Push constants allow the application to set values used in shaders
|
|
|
|
without creating buffers or modifying and binding descriptor sets for
|
|
|
|
each update.
|
|
|
|
|
|
|
|
Push Constant Interface::
|
|
|
|
The set of variables with code:PushConstant storage class that are
|
|
|
|
statically used by a shader entry point, and which receive values
|
|
|
|
from push constant commands.
|
|
|
|
|
|
|
|
Query Pool::
|
|
|
|
An object that contains a number of query entries and their associated
|
|
|
|
state and results. Represented by a sname:VkQueryPool object.
|
|
|
|
|
|
|
|
Queue::
|
|
|
|
An object that executes command buffers and sparse binding operations on
|
|
|
|
a device. Represented by a sname:VkQueue object.
|
|
|
|
|
|
|
|
Queue Family::
|
|
|
|
A set of queues that have common properties and support the same
|
|
|
|
functionality, as advertised in slink:VkQueueFamilyProperties.
|
|
|
|
|
|
|
|
Queue Submission::
|
|
|
|
An operation that is enqueued for execution on a queue typically as a
|
|
|
|
result of the issue of commands of the form ftext:vkQueue*.
|
|
|
|
|
|
|
|
Recording State (Command Buffer)::
|
|
|
|
A command buffer that is ready to record commands. See also Initial
|
|
|
|
State and Executable State.
|
|
|
|
|
|
|
|
Render Pass::
|
|
|
|
An object that represents a set of framebuffer attachments and phases of
|
|
|
|
rendering using those attachments. Represented by a sname:VkRenderPass
|
|
|
|
object.
|
|
|
|
|
|
|
|
Render Pass Instance::
|
|
|
|
A use of a render pass in a command buffer.
|
|
|
|
|
|
|
|
Reset (Command Buffer)::
|
|
|
|
Resetting a command buffer discards any previously recorded commands
|
|
|
|
and puts a command buffer in the initial state.
|
|
|
|
|
|
|
|
Residency Code::
|
|
|
|
An integer value returned by sparse image instructions, indicating
|
|
|
|
whether any sparse unbound texels were accessed.
|
|
|
|
|
|
|
|
Resolve Attachment::
|
|
|
|
A subpass attachment point, or image view, that is the target of a
|
|
|
|
multisample resolve operation from the corresponding color attachment at
|
|
|
|
the end of the subpass.
|
|
|
|
|
|
|
|
Sampled Image::
|
|
|
|
A descriptor type that represents an image view, and supports filtered
|
|
|
|
(sampled) and unfiltered read-only acccess in a shader.
|
|
|
|
|
|
|
|
Sampler::
|
|
|
|
An object that contains state that controls how sampled image data is
|
|
|
|
sampled (or filtered) when accessed in a shader. Also a descriptor type
|
|
|
|
describing the object. Represented by a sname:VkSampler object.
|
|
|
|
|
|
|
|
Secondary Command Buffer::
|
|
|
|
A command buffer that can: be executed by a primary command buffer, and
|
|
|
|
mustnot: be submitted directly to a queue.
|
|
|
|
|
|
|
|
Self-Dependency::
|
|
|
|
A subpass dependency from a subpass to itself, i.e. with
|
|
|
|
pname:srcSubpass equal to pname:dstSubpass. A self-dependency is not
|
|
|
|
automatically performed during a render pass instance, rather a subset
|
|
|
|
of it can: be performed via flink:vkCmdPipelineBarrier during the
|
|
|
|
subpass.
|
|
|
|
|
|
|
|
Semaphore::
|
|
|
|
A synchronization primitive that supports signal and wait operations,
|
|
|
|
and can: be used to synchronize operations within a queue or across
|
|
|
|
queues. Represented by a sname:VkSemaphore object.
|
|
|
|
|
|
|
|
Shader::
|
|
|
|
Instructions selected (via an entry point) from a shader module, which
|
|
|
|
are executed in a shader stage.
|
|
|
|
|
|
|
|
Shader Code::
|
|
|
|
A stream of instructions used to describe the operation of a shader.
|
|
|
|
|
|
|
|
Shader Module::
|
|
|
|
A collection of shader code, potentially including several functions and
|
|
|
|
entry points, that is used to create shaders in pipelines. Represented
|
|
|
|
by a sname:VkShaderModule object.
|
|
|
|
|
|
|
|
Shader Stage::
|
|
|
|
A stage of the graphics or compute pipeline that executes shader code.
|
|
|
|
|
|
|
|
Side Effect::
|
|
|
|
A store to memory or atomic operation on memory from a shader invocation.
|
|
|
|
|
|
|
|
Sparse Unbound Texel::
|
|
|
|
A texel read from a region of a sparse texture that does not have
|
|
|
|
memory bound to it.
|
|
|
|
|
|
|
|
Static Use::
|
|
|
|
An object in a shader is statically used by a shader entry point if any
|
|
|
|
function in the entry point's call tree contains an instruction using
|
|
|
|
the object. Static use is used to constrain the set of descriptors used
|
|
|
|
by a shader entry point.
|
|
|
|
|
|
|
|
Storage Buffer::
|
|
|
|
A descriptor type that represents a buffer, and supports reads, writes,
|
|
|
|
and atomics in a shader.
|
|
|
|
|
|
|
|
Storage Image::
|
|
|
|
A descriptor type that represents an image view, and supports unfiltered
|
|
|
|
loads, stores, and atomics in a shader.
|
|
|
|
|
|
|
|
Storage Texel Buffer::
|
|
|
|
A descriptor type that represents a buffer view, and supports
|
|
|
|
unfiltered, formatted reads, writes, and atomics in a shader.
|
|
|
|
|
|
|
|
Subpass::
|
|
|
|
A phase of rendering within a render pass, that reads and writes a
|
|
|
|
subset of the attachments.
|
|
|
|
|
|
|
|
Subpass Dependency::
|
|
|
|
An execution and/or memory dependency between two subpasses described as
|
|
|
|
part of render pass creation, and automatically performed between
|
|
|
|
subpasses in a render pass instance. A subpass dependency limits the
|
|
|
|
overlap of execution of the pair of subpasses, and can: provide
|
|
|
|
guarantees of memory coherence between accesses in the subpasses.
|
|
|
|
|
|
|
|
Subpass Description::
|
|
|
|
Lists of attachment indices for input attachments, color attachments,
|
|
|
|
depth/stencil attachment, resolve attachments, and preserve attachments
|
|
|
|
used by the subpass in a render pass.
|
|
|
|
|
|
|
|
Subset (Self-Dependency)::
|
|
|
|
A subset of a self-dependency is a pipeline barrier performed during the
|
|
|
|
subpass of the self-dependency, and whose stage masks and access masks
|
|
|
|
each contain a subset of the bits set in the identically named mask in
|
|
|
|
the self-dependency.
|
|
|
|
|
|
|
|
Texel Coordinate System::
|
|
|
|
One of three coordinate systems (normalized, unnormalized, integer) that
|
|
|
|
define how texel coordinates are interpreted in an image or a specific
|
|
|
|
mipmap level of an image.
|
|
|
|
|
|
|
|
Uniform Texel Buffer::
|
|
|
|
A descriptor type that represents a buffer view, and supports
|
|
|
|
unfiltered, formatted, read-only access in a shader.
|
|
|
|
|
|
|
|
Uniform Buffer::
|
|
|
|
A descriptor type that represents a buffer, and supports read-only
|
|
|
|
access in a shader.
|
|
|
|
|
|
|
|
Unnormalized::
|
|
|
|
A value that is interpreted according to its conventional
|
|
|
|
interpretation, and is not normalized.
|
|
|
|
|
|
|
|
User-Defined Variable Interface::
|
|
|
|
A shader entry point's variables with code:Input or code:Output storage
|
|
|
|
class that are not built-in variables.
|
|
|
|
|
|
|
|
Vertex Input Attribute::
|
|
|
|
A graphics pipeline resource that produces input values for the vertex
|
|
|
|
shader by reading data from a vertex input binding and converting it to
|
|
|
|
the attribute's format.
|
|
|
|
|
|
|
|
Vertex Input Binding::
|
|
|
|
A graphics pipeline resource that is bound to a buffer and includes
|
|
|
|
state that affects addressing calculations within that buffer.
|
|
|
|
|
|
|
|
Vertex Input Interface::
|
|
|
|
A vertex shader entry point's variables with code:Input storage class,
|
|
|
|
which receive values from vertex input attributes.
|
|
|
|
|
|
|
|
Vertex Processing Stages::
|
|
|
|
A set of shader stages that comprises the vertex shader, tessellation
|
|
|
|
control shader, tessellation evaluation shader, and geometry shader
|
|
|
|
stages.
|
|
|
|
|
|
|
|
View Volume::
|
|
|
|
A subspace in homogeneous coordinates, corresponding to post-projection
|
|
|
|
x and y values between -1 and +1, and z values between 0 and +1.
|
|
|
|
|
|
|
|
Viewport Transformation::
|
|
|
|
A transformation from normalized device coordinates to framebuffer
|
|
|
|
coordinates, based on a viewport rectangle and depth range.
|
|
|
|
|
|
|
|
Visible::
|
|
|
|
See Memory Dependency.
|
|
|
|
|
|
|
|
// To be added per issue 18:
|
|
|
|
// Current State <<fundamentals-queueoperation>>
|
|
|
|
// Barycentric Coordinates <<primsrast-polygons-basic>>
|
|
|
|
// Internal Allocations <<memory-host-allocation-scope>>
|
|
|
|
// Unavailable, Available <<queries-operation>>
|
|
|
|
// Signaled, Unsignaled <<synchronization-semaphores>> <<synchronization-fences>>
|
|
|
|
// Interior Vertices <<tessellation-tessellator-spacing>>
|
|
|
|
// Inner Vertices <<tessellation-triangle-tessellation>> <<tessellation-quad-tessellation>>
|
|
|
|
// Isolines <<tessellation-isoline-tessellation>>
|
|
|
|
// Binding Range <<sparsemem-memory-binding>>
|
|
|
|
|
|
|
|
|
|
|
|
[glossary]
|
|
|
|
= Common Abbreviations
|
|
|
|
|
|
|
|
Abbreviations and acronyms are sometimes used in the Specification and the
|
|
|
|
API where they are considered clear and commonplace, and are defined here:
|
|
|
|
|
|
|
|
Src::
|
|
|
|
Source
|
|
|
|
|
|
|
|
Dst::
|
|
|
|
Destination
|
|
|
|
|
|
|
|
Min::
|
|
|
|
Minimum
|
|
|
|
|
|
|
|
Max::
|
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Maximum
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Rect::
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Rectangle
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Info::
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Information
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LOD::
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|
Level of Detail
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ID::
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|
Identifier
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UUID::
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|
Universally Unique Identifier
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Op::
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|
Operation
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R::
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|
Red color component
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|
G::
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|
Green color component
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|
B::
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|
Blue color component
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|
|
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|
A::
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|
|
Alpha color component
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|
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|
|
|
|
|
|
|
|
|
[glossary]
|
|
|
|
= Prefixes
|
|
|
|
|
|
|
|
Prefixes are used in the API to denote specific semantic meaning of
|
|
|
|
{apiname} names, or as a label to avoid name clashes, and are explained
|
|
|
|
here:
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|
|
|
|
|
VK/Vk/vk::
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|
|
|
Vulkan namespace +
|
|
|
|
All types, commands, enumerants and defines in this specification are
|
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|
|
prefixed with these two characters.
|
|
|
|
|
|
|
|
PFN/pfn::
|
|
|
|
Function Pointer +
|
|
|
|
Denotes that a type is a function pointer, or that a variable is of a
|
|
|
|
pointer type.
|
|
|
|
|
|
|
|
p::
|
|
|
|
Pointer +
|
|
|
|
Variable is a pointer.
|
|
|
|
|
|
|
|
vkCmd::
|
|
|
|
Commands that record commands in command buffers +
|
|
|
|
These API commands do not result in immediate processing on the device.
|
|
|
|
Instead, they record the requested action in a command buffer for
|
|
|
|
execution when the command buffer is submitted to a queue.
|
|
|
|
|
|
|
|
s::
|
|
|
|
Structure +
|
|
|
|
Used to denote the etext:VK_STRUCTURE_TYPE* member of each structure in
|
|
|
|
pname:sType
|