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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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[[primsrast]]
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= Rasterization
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Rasterization is the process by which a primitive is converted to a
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two-dimensional image. Each point of this image contains associated data
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such as depth, color, or other attributes.
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Rasterizing a primitive begins by determining which squares of an integer
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grid in framebuffer coordinates are occupied by the primitive, and assigning
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one or more depth values to each such square. This process is described
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below for points, lines, and polygons.
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A grid square, including its latexmath:[$(x,y)$] framebuffer coordinates,
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latexmath:[$z$] (depth), and associated data added by fragment
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shaders, is called a fragment. A fragment is located by its upper left
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corner, which lies on integer grid coordinates.
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Rasterization operations also refer to a fragment's sample locations, which
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are offset by subpixel fractional values from its upper left corner. The
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rasterization rules for points, lines, and triangles involve testing whether
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each sample location is inside the primitive. Fragments need not actually be
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square, and rasterization rules are not affected by the aspect ratio of
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fragments. Display of non-square grids, however, will cause rasterized
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points and line segments to appear fatter in one direction than the other.
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We assume that fragments are square, since it simplifies antialiasing and
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texturing. After rasterization, fragments are processed by the
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<<fragops-early,early per-fragment tests>>, if enabled.
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Several factors affect rasterization, including the members of
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sname:VkPipelineRasterizationStateCreateInfo and
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sname:VkPipelineMultisampleStateCreateInfo.
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The sname:VkPipelineRasterizationStateCreateInfo structure is defined as:
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include::../structs/VkPipelineRasterizationStateCreateInfo.txt[]
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:flags is reserved for future use.
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* pname:depthClampEnable controls whether to clamp the fragment's depth
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values instead of clipping primitives to the z planes of the frustum, as
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described in <<vertexpostproc-clipping,Primitive Clipping>>.
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* pname:rasterizerDiscardEnable controls whether primitives are discarded
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immediately before the rasterization stage.
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* pname:polygonMode is the triangle rendering mode. See
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elink:VkPolygonMode.
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* pname:cullMode is the triangle facing direction used for primitive
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culling. See elink:VkCullModeFlagBits.
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* pname:frontFace is the front-facing triangle orientation to be used for
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culling. See elink:VkFrontFace.
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* pname:depthBiasEnable controls whether to bias fragment depth values.
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* pname:depthBiasConstantFactor is a scalar factor controlling the
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constant depth value added to each fragment.
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* pname:depthBiasClamp is the maximum (or minimum) depth bias of a
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fragment.
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* pname:depthBiasSlopeFactor is a scalar factor applied to a fragment's
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slope in depth bias calculations.
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* pname:lineWidth is the width of rasterized line segments.
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include::../validity/structs/VkPipelineRasterizationStateCreateInfo.txt[]
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The sname:VkPipelineMultisampleStateCreateInfo structure is defined as:
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include::../structs/VkPipelineMultisampleStateCreateInfo.txt[]
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The members of the sname:VkPipelineMultisampleStateCreateInfo structure are
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as follows:
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:flags is reserved for future use.
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* pname:rasterizationSamples is a elink:VkSampleCountFlagBits specifying
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the number of samples per pixel used in rasterization.
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* pname:sampleShadingEnable specifies that fragment shading executes
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per-sample if ename:VK_TRUE, or per-fragment if ename:VK_FALSE, as
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described in <<primsrast-sampleshading,Sample Shading>>.
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* pname:minSampleShading is the minimum fraction of sample shading, as
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described in <<primsrast-sampleshading,Sample Shading>>.
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* pname:pSampleMask is a bitmask of static coverage information that is
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ANDed with the coverage information generated during rasterization, as
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described in <<fragops-samplemask,Sample Mask>>.
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* pname:alphaToCoverageEnable controls whether a temporary coverage value
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is generated based on the value of the alpha component of the fragment's
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first color output as specified in the <<fragops-covg,Multisample
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Coverage>> section.
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* pname:alphaToOneEnable controls whether the value of the alpha component of
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the fragment's first color output is replaced with one as described in
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<<fragops-covg,Multisample Coverage>>.
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include::../validity/structs/VkPipelineMultisampleStateCreateInfo.txt[]
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Rasterization only produces fragments corresponding to pixels in the
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framebuffer. Fragments which would be produced by application of any of the
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primitive rasterization rules described below but which lie outside the
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framebuffer are not produced, nor are they processed by any later stage of
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the pipeline, including any of the early per-fragment tests described in
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<<fragops-early,Early Per-Fragment Tests>>.
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Surviving fragments are processed by fragment shaders. Fragment shaders
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determine associated data for fragments, and can: also modify or replace
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their assigned depth values.
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If the subpass for which this pipeline is being created uses
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color and/or depth/stencil attachments, then the value of
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pname:rasterizationSamples must: be the same as the sample count for
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those subpass attachments. Otherwise, the value of
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pname:rasterizationSamples must: follow the rules for a
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<<renderpass-noattachments, zero-attachment subpass>>.
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[[primsrast-discard]]
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== Discarding Primitives Before Rasterization
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Primitives are discarded before rasterization if the
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pname:rasterizerDiscardEnable member of
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slink:VkPipelineRasterizationStateCreateInfo is enabled. When enabled,
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primitives are discarded after they are processed by the last active shader
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stage in the pipeline before rasterization.
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[[primsrast-multisampling]]
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== Multisampling
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Multisampling is a mechanism to antialias all {apiname} primitives: points,
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lines, and polygons. The technique is to sample all primitives multiple
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times at each pixel. Each sample in each framebuffer attachment has storage
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for a color, depth, and/or stencil value, such that per-fragment operations
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apply to each sample independently. The color sample values can: be later
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_resolved_ to a single color (see <<copies-resolve,Resolving Multisample
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Images>> and the <<renderpass,Render Pass>> chapter for more details on how
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to resolve multisample images to non-multisample images).
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{apiname} defines rasterization rules for single-sample modes in a way that
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is equivalent to a multisample mode with a single sample in the center of
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each pixel.
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Each fragment includes a coverage value with pname:rasterizationSamples bits
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(see <<fragops-samplemask,Sample Mask>>). Each fragment includes
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pname:rasterizationSamples depth values and sets of associated data. An
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implementation may: choose to assign the same associated data to more than
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one sample. The location for evaluating such associated data may: be
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anywhere within the pixel including the pixel center or any of the sample
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locations. When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT,
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the pixel center must: be used. The different associated data values need
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not all be evaluated at the same location. Each pixel fragment thus consists
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of integer x and y grid coordinates, pname:rasterizationSamples depth values
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and sets of associated data, and a coverage value with
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pname:rasterizationSamples bits.
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It is understood that each pixel has pname:rasterizationSamples locations
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associated with it. These locations are exact positions, rather than regions
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or areas, and each is referred to as a sample point. The sample points
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associated with a pixel must: be located inside or on the boundary of the
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unit square that is considered to bound the pixel. Furthermore, the relative
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locations of sample points may: be identical for each pixel in the
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framebuffer, or they may: differ. If the current pipeline includes a
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fragment shader with one or more variables in its interface decorated with
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code:Sample and code:Input, the data associated with those variables will be
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assigned independently for each sample. The values for each sample must: be
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evaluated at the location of the sample. The data associated with any other
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variables not decorated with code:Sample and code:Input need not be
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evaluated independently for each sample.
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If the pname:standardSampleLocations member of
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slink:VkPhysicalDeviceFeatures is ename:VK_TRUE, then the sample counts
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ename:VK_SAMPLE_COUNT_1_BIT, ename:VK_SAMPLE_COUNT_2_BIT,
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ename:VK_SAMPLE_COUNT_4_BIT, ename:VK_SAMPLE_COUNT_8_BIT, and
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ename:VK_SAMPLE_COUNT_16_BIT have sample locations as listed in the
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following table, with the latexmath:[$i$]th entry in the table corresponding
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to bit latexmath:[$i$] in the sample masks. ename:VK_SAMPLE_COUNT_32_BIT and
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ename:VK_SAMPLE_COUNT_64_BIT do not have standard sample locations.
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Locations are defined relative to an origin in the upper left corner of the
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pixel.
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<<<
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.Standard sample locations
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[align="center"]
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|========================================
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|ename:VK_SAMPLE_COUNT_1_BIT|ename:VK_SAMPLE_COUNT_2_BIT|ename:VK_SAMPLE_COUNT_4_BIT|ename:VK_SAMPLE_COUNT_8_BIT|ename:VK_SAMPLE_COUNT_16_BIT
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latexmath:[$(0.5,0.5)$]
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latexmath:[$(0.25,0.25)$] +
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latexmath:[$(0.75,0.75)$]
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latexmath:[$( 0.375, 0.125)$] +
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latexmath:[$( 0.875, 0.375)$] +
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latexmath:[$( 0.125, 0.625)$] +
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latexmath:[$( 0.625, 0.875)$]
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latexmath:[$( 0.5625, 0.3125)$] +
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latexmath:[$( 0.4375, 0.6875)$] +
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latexmath:[$( 0.8125, 0.5625)$] +
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latexmath:[$( 0.3125, 0.1875)$] +
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latexmath:[$( 0.1875, 0.8125)$] +
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latexmath:[$( 0.0625, 0.4375)$] +
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latexmath:[$( 0.6875, 0.9375)$] +
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latexmath:[$( 0.9375, 0.0625)$]
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latexmath:[$( 0.5625, 0.5625)$] +
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latexmath:[$( 0.4375, 0.3125)$] +
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latexmath:[$( 0.3125, 0.625)$] +
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latexmath:[$( 0.75, 0.4375)$] +
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latexmath:[$( 0.1875, 0.375)$] +
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latexmath:[$( 0.625, 0.8125)$] +
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latexmath:[$( 0.8125, 0.6875)$] +
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latexmath:[$( 0.6875, 0.1875)$] +
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latexmath:[$( 0.375, 0.875)$] +
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latexmath:[$( 0.5, 0.0625)$] +
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latexmath:[$( 0.25, 0.125)$] +
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latexmath:[$( 0.125, 0.75)$] +
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latexmath:[$( 0.0, 0.5)$] +
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latexmath:[$( 0.9375, 0.25)$] +
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latexmath:[$( 0.875, 0.9375)$] +
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latexmath:[$( 0.0625, 0.0)$]
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|========================================
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[[primsrast-sampleshading]]
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== Sample Shading
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Sample shading can: be used to specify a minimum number of unique samples to
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process for each fragment. Sample shading is controlled by the
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pname:sampleShadingEnable member of
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slink:VkPipelineMultisampleStateCreateInfo. If pname:sampleShadingEnable is
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ename:VK_FALSE, sample shading is considered disabled and has no effect.
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Otherwise, an implementation must: provide a minimum of
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latexmath:[$\max(\lceil{minSampleShading \times rasterizationSamples}\rceil,
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1)$] unique associated data for each fragment, where pname:minSampleShading
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is the minimum fraction of sample shading and pname:rasterizationSamples is
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the number of samples requested in
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slink:VkPipelineMultisampleStateCreateInfo. These are associated with the
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samples in an implementation-dependent manner. When the sample shading
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fraction is 1.0, a separate set of associated data are evaluated for each
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sample, and each set of values is evaluated at the sample location.
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[[primsrast-points]]
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== Points
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A point is drawn by generating a set of fragments in the shape of a square
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centered around the vertex of the point. Each vertex has an associated point
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size that controls the width/height of that square. The point size is taken
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from the (potentially clipped) shader built-in code:PointSize written by:
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* the geometry shader, if active;
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* the tessellation evaluation shader, if active and no geometry shader is
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active;
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* the tessellation control shader, if active and no geometry or
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tessellation evaluation shader is active; or
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* the vertex shader, otherwise
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and clamped to the implementation-dependent point size range
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latexmath:[$[pointSizeRange[0\],pointSizeRange[1\]\]$]. If the value written
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to code:PointSize is less than or equal to zero, or if no value was written
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to code:PointSize, results are undefined.
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Not all point sizes need be supported, but the size 1.0 must: be supported.
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The range of supported sizes and the size of evenly-spaced gradations within
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that range are implementation-dependent. The range and gradations are
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obtained from the pname:pointSizeRange and pname:pointSizeGranularity
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members of slink:VkPhysicalDeviceLimits. If, for instance, the size range is
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from 0.1 to 2.0 and the gradation size is 0.1, then the size 0.1, 0.2, ...,
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1.9, 2.0 are supported. Additional point sizes may: also be supported. There
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is no requirement that these sizes be equally spaced. If an unsupported
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size is requested, the nearest supported size is used instead.
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[[primsrast-points-basic]]
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=== Basic Point Rasterization
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Point rasterization produces a fragment for each framebuffer pixel with one
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or more sample points that intersect a region centered at the point's
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latexmath:[$(x_f,y_f)$]. This region is a square with side equal to the
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current point size. Coverage bits that correspond to sample points that
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intersect the region are 1, other coverage bits are 0.
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All fragments produced in rasterizing a point are assigned the same
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associated data, which are those of the vertex corresponding to the point.
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However, the fragment shader built-in code:PointCoord contains point sprite
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texture coordinates. The latexmath:[$s$] and latexmath:[$t$] point sprite
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texture coordinates vary from zero to one across the point horizontally
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left-to-right and top-to-bottom, respectively. The following formulas are
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used to evaluate latexmath:[$s$] and latexmath:[$t$]:
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[latexmath]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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\[
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s = {1 \over 2} + { \left( x_p - x_f \right) \over size }
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\]
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\[
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t = {1 \over 2} + { \left( y_p - y_f \right) \over size }.
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\]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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where size is the point's size, latexmath:[$(x_p,y_p)$] is the location at
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which the point sprite coordinates are evaluated - this may: be the
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framebuffer coordinates of the pixel center (i.e. at the half-integer) or
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the location of a sample, and latexmath:[$(x_f,y_f)$] is the exact,
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unrounded framebuffer coordinate of the vertex for the point. When
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pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the pixel center
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must: be used.
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[[primsrast-lines]]
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== Line Segments
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A line is drawn by generating a set of fragments overlapping a rectangle
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centered on the line segment. Each line segment has an associated width that
|
|
|
|
controls the width of that rectangle.
|
|
|
|
|
|
|
|
The line width is set by the pname:lineWidth property of
|
|
|
|
slink:VkPipelineRasterizationStateCreateInfo in the currently active
|
|
|
|
pipeline if the pipeline was not created with
|
|
|
|
ename:VK_DYNAMIC_STATE_LINE_WIDTH enabled. Otherwise, the line width is set
|
|
|
|
by calling fname:vkCmdSetLineWidth:
|
|
|
|
|
|
|
|
include::../protos/vkCmdSetLineWidth.txt[]
|
|
|
|
|
|
|
|
* pname:commandBuffer is the command buffer into which the command will be
|
|
|
|
recorded.
|
|
|
|
* pname:lineWidth is the width of rasterized line segments.
|
|
|
|
|
|
|
|
include::../validity/protos/vkCmdSetLineWidth.txt[]
|
|
|
|
|
|
|
|
Not all line widths need be supported for line segment rasterization, but
|
|
|
|
width 1.0 antialiased segments must: be provided. The range and gradations
|
|
|
|
are obtained from the pname:lineWidthRange and pname:lineWidthGranularity
|
|
|
|
members of slink:VkPhysicalDeviceLimits. If, for instance, the size range is
|
|
|
|
from 0.1 to 2.0 and the gradation size is 0.1, then the size 0.1, 0.2, ...,
|
|
|
|
1.9, 2.0 are supported. Additional line widths may: also be supported. There
|
|
|
|
is no requirement that these widths be equally spaced. If an unsupported
|
|
|
|
width is requested, the nearest supported width is used instead.
|
|
|
|
|
|
|
|
|
|
|
|
[[primsrast-lines-basic]]
|
|
|
|
=== Basic Line Segment Rasterization
|
|
|
|
|
|
|
|
Rasterized line segments produce fragments which intersect a rectangle
|
|
|
|
centered on the line segment. Two of the edges are parallel to the specified
|
|
|
|
line segment; each is at a distance of one-half the current width from that
|
|
|
|
segment in directions perpendicular to the direction of the line. The other
|
|
|
|
two edges pass through the line endpoints and are perpendicular to the
|
|
|
|
direction of the specified line segment. Coverage bits that correspond to
|
|
|
|
sample points that intersect the rectangle are 1, other coverage bits are 0.
|
|
|
|
|
|
|
|
Next we specify how the data associated with each rasterized fragment
|
|
|
|
are obtained. Let latexmath:[$\mathbf{p}_r = (x_d, y_d)$] be the
|
|
|
|
framebuffer coordinates at which associated data are evaluated. This may: be
|
|
|
|
the pixel center of a fragment or the location of a sample within the
|
|
|
|
fragment. When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT,
|
|
|
|
the pixel center must: be used. Let latexmath:[$\mathbf{p}_a = (x_a, y_a)$]
|
|
|
|
and latexmath:[$\mathbf{p}_b = (x_b,y_b)$] be initial and final endpoints of
|
|
|
|
the line segment, respectively. Set
|
|
|
|
|
|
|
|
// Equation {linet:eq}
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[
|
|
|
|
t = {{( \mathbf{p}_r - \mathbf{p}_a ) \cdot ( \mathbf{p}_b - \mathbf{p}_a )}
|
|
|
|
\over {\| \mathbf{p}_b - \mathbf{p}_a \|^2 }}
|
|
|
|
\]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
(Note that latexmath:[$t=0$] at latexmath:[$\mathbf{p}_a$] and
|
|
|
|
latexmath:[$t=1$] at latexmath:[$\mathbf{p}_b$]. Also note that this
|
|
|
|
calculation projects the vector from latexmath:[$\mathbf{p}_a$] to
|
|
|
|
latexmath:[$\mathbf{p}_r$] onto the line, and thus computes the normalized
|
|
|
|
distance of the fragment along the line.)
|
|
|
|
|
|
|
|
The value of an associated datum latexmath:[$f$] for the fragment, whether
|
|
|
|
it be a shader output or the clip latexmath:[$w$] coordinate, is found as
|
|
|
|
|
|
|
|
[[line_perspective_interpolation,Equation line_perspective_interpolation]]
|
|
|
|
.line_perspective_interpolation
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[
|
|
|
|
f = {{ (1-t) {f_a / w_a} + t { f_b / w_b} } \over
|
|
|
|
{(1-t) / w_a + t / w_b }}
|
|
|
|
\]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
where latexmath:[$f_a$] and latexmath:[$f_b$] are the data associated with
|
|
|
|
the starting and ending endpoints of the segment, respectively;
|
|
|
|
latexmath:[$w_a$] and latexmath:[$w_b$] are the clip latexmath:[$w$]
|
|
|
|
coordinates of the starting and ending endpoints of the segments,
|
|
|
|
respectively. However, depth values for lines must: be interpolated by
|
|
|
|
|
|
|
|
[[line_noperspective_interpolation,Equation line_noperspective_interpolation]]
|
|
|
|
.line_noperspective_interpolation
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[ z = (1-t) z_a + t z_b \]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
where latexmath:[$z_a$] and latexmath:[$z_b$] are the depth values of the
|
|
|
|
starting and ending endpoints of the segment, respectively.
|
|
|
|
|
|
|
|
The code:NoPerspective and code:Flat
|
|
|
|
<<shaders-interpolation-decorations,interpolation decorations>> can: be used
|
|
|
|
with fragment shader inputs to declare how they are interpolated. When
|
|
|
|
neither decoration is applied, interpolation is performed as described in
|
|
|
|
<<line_perspective_interpolation>>. When the code:NoPerspective decoration
|
|
|
|
is used, interpolation is performed in the same fashion as for depth values,
|
|
|
|
as described in <<line_noperspective_interpolation>>. When the code:Flat
|
|
|
|
decoration is used, no interpolation is performed, and outputs are taken
|
|
|
|
from the corresponding input value of the
|
|
|
|
<<vertexpostproc-flatshading,provoking vertex>> corresponding to that
|
|
|
|
primitive.
|
|
|
|
|
|
|
|
The above description documents the preferred method of line rasterization,
|
|
|
|
and must: be used when the implementation advertises the pname:strictLines
|
|
|
|
limit in slink:VkPhysicalDeviceLimits as ename:VK_TRUE.
|
|
|
|
|
|
|
|
When pname:strictLines is ename:VK_FALSE, the edges of the lines are
|
|
|
|
generated as a parallelogram surrounding the original line. The major axis
|
|
|
|
is chosen by noting the axis in which there is the greatest distance between
|
|
|
|
the line start and end points. If the difference is equal in both directions
|
|
|
|
then the X axis is chosen as the major axis. Edges 2 and 3 are aligned to
|
|
|
|
the minor axis and are centered on the endpoints of the line as in
|
|
|
|
<<fig-non-strict-lines>>, and each is pname:lineWidth long. Edges 0 and 1
|
|
|
|
are parallel to the line and connect the endpoints of edges 2 and 3.
|
|
|
|
Coverage bits that correspond to sample points that intersect the
|
|
|
|
parallelogram are 1, other coverage bits are 0.
|
|
|
|
|
|
|
|
Samples that fall exactly on the edge of the parallelogram follow the
|
|
|
|
polygon rasterization rules.
|
|
|
|
|
|
|
|
Interpolation occurs as if the parallelogram was decomposed into two
|
|
|
|
triangles where each pair of vertices at each end of the line has identical
|
|
|
|
attributes.
|
|
|
|
|
|
|
|
[[fig-non-strict-lines]]
|
|
|
|
.Non strict lines
|
|
|
|
image:images/non_strict_lines.{svgpdf}["Non strict lines",{fullimagewidth}]
|
|
|
|
|
|
|
|
|
|
|
|
[[primsrast-polygons]]
|
|
|
|
== Polygons
|
|
|
|
|
|
|
|
A polygon results from the decomposition of a triangle strip, triangle fan
|
|
|
|
or a series of independent triangles. Like points and line segments,
|
2016-02-27 01:51:51 +00:00
|
|
|
polygon rasterization is controlled by several variables in the
|
2016-02-16 09:53:44 +00:00
|
|
|
slink:VkPipelineRasterizationStateCreateInfo structure.
|
|
|
|
|
|
|
|
|
|
|
|
[[primsrast-polygons-basic]]
|
|
|
|
=== Basic Polygon Rasterization
|
|
|
|
|
|
|
|
The first step of polygon rasterization is to determine whether the triangle
|
|
|
|
is _back-facing_ or _front-facing_. This determination is made based on the
|
|
|
|
sign of the (clipped or unclipped) polygon's area computed in framebuffer
|
|
|
|
coordinates. One way to compute this area is:
|
|
|
|
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[
|
|
|
|
a = -{1 \over 2}\sum_{i=0}^{n-1}
|
|
|
|
x_f^i y_f^{i \oplus 1} -
|
|
|
|
x_f^{i \oplus 1} y_f^i
|
|
|
|
\]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
where latexmath:[$x_f^i$] and latexmath:[$y_f^i$] are the latexmath:[$x$]
|
|
|
|
and latexmath:[$y$] framebuffer coordinates of the latexmath:[$i$]th vertex
|
|
|
|
of the latexmath:[$n$]-vertex polygon (vertices are numbered starting at
|
|
|
|
zero for the purposes of this computation) and latexmath:[$i \oplus 1$] is
|
|
|
|
latexmath:[$(i + 1)~ \textrm{mod}~ n$]. The interpretation of the sign of
|
|
|
|
this value is determined by the pname:frontFace property of the
|
|
|
|
slink:VkPipelineRasterizationStateCreateInfo in the currently active
|
|
|
|
pipeline, which takes the following values:
|
|
|
|
|
|
|
|
include::../enums/VkFrontFace.txt[]
|
|
|
|
|
|
|
|
When this is set to ename:VK_FRONT_FACE_COUNTER_CLOCKWISE, a triangle with
|
|
|
|
positive area is considered front-facing. When it is set to
|
|
|
|
ename:VK_FRONT_FACE_CLOCKWISE, a triangle with negative area is considered
|
|
|
|
front-facing. Any triangle which is not front-facing is back-facing,
|
|
|
|
including zero-area triangles.
|
|
|
|
|
|
|
|
Once the orientation of triangles is determined, they are culled according
|
|
|
|
to the setting of pname:cullMode property in the
|
|
|
|
slink:VkPipelineRasterizationStateCreateInfo of the currently active
|
|
|
|
pipeline, which takes the following values:
|
|
|
|
|
|
|
|
include::../enums/VkCullModeFlagBits.txt[]
|
|
|
|
|
|
|
|
If the pname:cullMode is set to ename:VK_CULL_MODE_NONE no triangles are
|
|
|
|
discarded, if it is set to ename:VK_CULL_MODE_FRONT_BIT front-facing
|
|
|
|
triangles are discarded, if it is set to ename:VK_CULL_MODE_BACK_BIT then
|
|
|
|
back-facing triangles are discarded and if it is set to
|
|
|
|
ename:VK_CULL_MODE_FRONT_AND_BACK then all triangles are discarded.
|
|
|
|
Following culling, fragments are produced for any triangles which have not
|
|
|
|
been discarded.
|
|
|
|
|
|
|
|
The rule for determining which fragments are produced by polygon
|
|
|
|
rasterization is called _point sampling_. The two-dimensional projection
|
|
|
|
obtained by taking the x and y framebuffer coordinates of the polygon's
|
|
|
|
vertices is formed. Fragments are produced for any pixels for which any
|
|
|
|
sample points lie inside of this polygon. Coverage bits that correspond to
|
|
|
|
sample points that satisfy the point sampling criteria are 1, other coverage
|
|
|
|
bits are 0. Special treatment is given to a sample whose sample location
|
|
|
|
lies on a polygon edge. In such a case, if two polygons lie on either side
|
|
|
|
of a common edge (with identical endpoints) on which a sample point lies,
|
|
|
|
then exactly one of the polygons must: result in a covered sample for that
|
|
|
|
fragment during rasterization. As for the data associated with each fragment
|
|
|
|
produced by rasterizing a polygon, we begin by specifying how these values
|
|
|
|
are produced for fragments in a triangle. Define _barycentric coordinates_
|
|
|
|
for a triangle. Barycentric coordinates are a set of three numbers,
|
|
|
|
latexmath:[$a$], latexmath:[$b$], and latexmath:[$c$], each in the range
|
|
|
|
latexmath:[$\lbrack 0, 1\rbrack$], with latexmath:[$a + b + c = 1$]. These
|
|
|
|
coordinates uniquely specify any point latexmath:[$p$] within the triangle
|
|
|
|
or on the triangle's boundary as
|
|
|
|
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[ p = ap_a + bp_b + cp_c \]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
where latexmath:[$p_a$], latexmath:[$p_b$], and latexmath:[$p_c$] are the
|
|
|
|
vertices of the triangle. latexmath:[$a$], latexmath:[$b$], and
|
|
|
|
latexmath:[$c$] are determined by:
|
|
|
|
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[
|
|
|
|
a = {{\rm A}(p p_b p_c) \over {\rm A}(p_a p_b p_c)}, \quad
|
|
|
|
b = {{\rm A}(p p_a p_c) \over {\rm A}(p_a p_b p_c)}, \quad
|
|
|
|
c = {{\rm A}(p p_a p_b) \over {\rm A}(p_a p_b p_c)},
|
|
|
|
\]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
where latexmath:[$A(lmn)$] denotes the area in framebuffer coordinates of
|
|
|
|
the triangle with vertices latexmath:[$l$], latexmath:[$n$], and
|
|
|
|
latexmath:[$n$].
|
|
|
|
|
|
|
|
Denote an associated datum at latexmath:[$p_a$], latexmath:[$p_b$], or
|
|
|
|
latexmath:[$p_c$] as latexmath:[$f_a$], latexmath:[$f_b$], or
|
|
|
|
latexmath:[$f_c$], respectively. Then the value latexmath:[$f$] of a datum
|
|
|
|
at a fragment produced by rasterizing a triangle is given by:
|
|
|
|
|
|
|
|
[[triangle_perspective_interpolation,Equation triangle_perspective_interpolation]]
|
|
|
|
.triangle_perspective_interpolation
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[
|
|
|
|
f = {{a{f_a / w_a} + b{f_b / w_b} + c{f_c / w_c}} \over
|
|
|
|
{a / w_a} + {b / w_b} + {c / w_c}}
|
|
|
|
\]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
where latexmath:[$w_a$], latexmath:[$w_b$], and latexmath:[$w_c$] are the
|
|
|
|
clip latexmath:[$w$] coordinates of latexmath:[$p_a$], latexmath:[$p_b$],
|
|
|
|
and latexmath:[$p_c$], respectively. latexmath:[$a$], latexmath:[$b$], and
|
|
|
|
latexmath:[$c$] are the barycentric coordinates of the location at which
|
|
|
|
the data are produced - this must: be a pixel center or the location of
|
|
|
|
a sample. When pname:rasterizationSamples is
|
|
|
|
ename:VK_SAMPLE_COUNT_1_BIT, the pixel center must: be used. Depth values
|
|
|
|
for triangles must: be interpolated by
|
|
|
|
|
|
|
|
[[triangle_noperspective_interpolation,Equation triangle_noperspective_interpolation]]
|
|
|
|
.triangle_noperspective_interpolation
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[ z = a z_a + b z_b + c z_c \]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
where latexmath:[$z_a$], latexmath:[$z_b$], and latexmath:[$z_c$] are the
|
|
|
|
depth values of latexmath:[$p_a$], latexmath:[$p_b$], and latexmath:[$p_c$],
|
|
|
|
respectively.
|
|
|
|
|
|
|
|
The code:NoPerspective and code:Flat
|
|
|
|
<<shaders-interpolation-decorations,interpolation decorations>> can: be used
|
|
|
|
with fragment shader inputs to declare how they are interpolated. When
|
|
|
|
neither decoration is applied, interpolation is performed as described in
|
|
|
|
<<triangle_perspective_interpolation>>. When the code:NoPerspective
|
|
|
|
decoration is used, interpolation is performed in the same fashion as for
|
|
|
|
depth values, as described in <<triangle_noperspective_interpolation>>. When
|
|
|
|
the code:Flat decoration is used, no interpolation is performed, and outputs
|
|
|
|
are taken from the corresponding input value of the
|
|
|
|
<<vertexpostproc-flatshading,provoking vertex>> corresponding to that
|
|
|
|
primitive.
|
|
|
|
|
|
|
|
For a polygon with more than three edges, such as are produced by clipping a
|
|
|
|
triangle, a convex combination of the values of the datum at the polygon's
|
|
|
|
vertices must: be used to obtain the value assigned to each fragment
|
|
|
|
produced by the rasterization algorithm. That is, it must: be the case that
|
|
|
|
at every fragment
|
|
|
|
|
|
|
|
[latexmath]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
\[ f = \sum_{i=1}^{n} a_i f_i \]
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
|
|
|
|
where latexmath:[$n$] is the number of vertices in the polygon and
|
|
|
|
latexmath:[$f_i$] is the value of the latexmath:[$f$] at vertex
|
|
|
|
latexmath:[$i$]. For each latexmath:[$i$], latexmath:[$0 \leq a_i \leq 1$]
|
|
|
|
and latexmath:[$\sum_{i=1}^{n}a_i = 1$]. The values of latexmath:[$a_i$]
|
|
|
|
may: differ from fragment to fragment, but at vertex latexmath:[$i$],
|
|
|
|
latexmath:[$a_i = 1$] and latexmath:[$a_j = 0$] for latexmath:[$j \neq i$].
|
|
|
|
|
|
|
|
[NOTE]
|
|
|
|
.Note
|
|
|
|
====
|
|
|
|
One algorithm that achieves the required behavior is to triangulate a
|
|
|
|
polygon (without adding any vertices) and then treat each triangle
|
|
|
|
individually as already discussed. A scan-line rasterizer that linearly
|
|
|
|
interpolates data along each edge and then linearly interpolates data across
|
|
|
|
each horizontal span from edge to edge also satisfies the restrictions (in
|
|
|
|
this case, the numerator and denominator of equation
|
|
|
|
<<triangle_perspective_interpolation>> are iterated independently and
|
|
|
|
a division performed for each fragment).
|
|
|
|
====
|
|
|
|
|
|
|
|
|
|
|
|
[[primsrast-polygonmode]]
|
|
|
|
=== Polygon Mode
|
|
|
|
|
|
|
|
The interpretation of polygons for rasterization is controlled using the
|
|
|
|
pname:polygonMode member of slink:VkPipelineRasterizationStateCreateInfo,
|
|
|
|
which takes the following values:
|
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include::../enums/VkPolygonMode.txt[]
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The pname:polygonMode selects which method of rasterization is used for
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polygons. If pname:polygonMode is ename:VK_POLYGON_MODE_POINT, then the
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vertices of polygons are treated, for rasterization purposes, as if they had
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been drawn as points. ename:VK_POLYGON_MODE_LINE causes polygon edges to be
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drawn as line segments. ename:VK_POLYGON_MODE_FILL causes polygons to render
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using the polygon rasterization rules in this section.
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Note that these modes affect only the final rasterization of polygons: in
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particular, a polygon's vertices are shaded and the polygon is clipped and
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possibly culled before these modes are applied.
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[[primsrast-depthbias]]
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=== Depth Bias
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The depth values of all fragments generated by the rasterization of a
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polygon can: be offset by a single value that is computed for that polygon.
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This behavior is controlled by the pname:depthBiasEnable,
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pname:depthBiasConstantFactor, pname:depthBiasClamp, and
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pname:depthBiasSlopeFactor members of
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slink:VkPipelineRasterizationStateCreateInfo, or by the corresponding
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parameters to the fname:vkCmdSetDepthBias command if depth bias state is
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dynamic.
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include::../protos/vkCmdSetDepthBias.txt[]
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* pname:commandBuffer is the command buffer into which the command will be
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recorded.
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* pname:depthBiasConstantFactor is a scalar factor controlling the
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constant depth value added to each fragment.
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* pname:depthBiasClamp is the maximum (or minimum) depth bias of a
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fragment.
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* pname:depthBiasSlopeFactor is a scalar factor applied to a fragment's
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slope in depth bias calculations.
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include::../validity/protos/vkCmdSetDepthBias.txt[]
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If pname:depthBiasEnable is ename:VK_FALSE, no depth bias is applied and the
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fragment's depth values are unchanged.
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pname:depthBiasSlopeFactor scales the maximum depth slope of the polygon,
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and pname:depthBiasConstantFactor scales an implementation-dependent
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constant that relates to the usable resolution of the depth buffer. The
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resulting values are summed to produce the depth bias value which is then
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clamped to a minimum or maximum value specified by pname:depthBiasClamp.
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pname:depthBiasSlopeFactor, pname:depthBiasConstantFactor, and
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pname:depthBiasClamp can: each be positive, negative, or zero.
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The maximum depth slope latexmath:[$m$] of a triangle is
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[latexmath]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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\begin{equation}
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m = \sqrt{ \left({\partial z_f \over \partial x_f}\right)^2
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+ \left({\partial z_f \over \partial y_f}\right)^2}
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\end{equation}
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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where latexmath:[$(x_f, y_f, z_f)$] is a point on the triangle.
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latexmath:[$m$] may: be approximated as
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[latexmath]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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\begin{equation}
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m = \max \left \{ \left |{\partial z_f \over \partial x_f} \right |,
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\left |{\partial z_f \over \partial y_f} \right | \right \}.
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\end{equation}
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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The minimum resolvable difference latexmath:[$r$] is an
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implementation-dependent parameter that depends on the depth buffer
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representation. It is the smallest difference in framebuffer coordinate
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latexmath:[$z$] values that is guaranteed to remain distinct throughout
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polygon rasterization and in the depth buffer. All pairs of fragments
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generated by the rasterization of two polygons with otherwise identical
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vertices, but latexmath:[$z_f$] values that differ by $r$, will have
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distinct depth values.
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For fixed-point depth buffer representations, latexmath:[$r$] is constant
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throughout the range of the entire depth buffer. For floating-point depth
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buffers, there is no single minimum resolvable difference. In this case, the
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minimum resolvable difference for a given polygon is dependent on the
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maximum exponent, latexmath:[$e$], in the range of latexmath:[$z$] values
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spanned by the primitive. If latexmath:[$n$] is the number of bits in the
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floating-point mantissa, the minimum resolvable difference, latexmath:[$r$],
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for the given primitive is defined as
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[latexmath]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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\begin{equation}
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r = 2^{e - n}
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\end{equation}
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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If no depth buffer is present, latexmath:[$r$] is undefined.
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The bias value latexmath:[$o$] for a polygon is
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[latexmath]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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\begin{equation}
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o =
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\begin{cases}
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m \times depthBiasSlopeFactor +
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r \times depthBiasConstantFactor & depthBiasClamp = 0\ or\ NaN \\
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\min(m \times depthBiasSlopeFactor +
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r \times depthBiasConstantFactor,
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depthBiasClamp) & depthBiasClamp > 0 \\
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\max(m \times depthBiasSlopeFactor +
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r \times depthBiasConstantFactor,
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depthBiasClamp) & depthBiasClamp < 0 \\
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\end{cases}
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\end{equation}
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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latexmath:[$m$] is computed as described above. If the depth buffer uses a
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fixed-point representation, latexmath:[$m$] is a function of depth values in
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the range latexmath:[$[0,1\]$], and latexmath:[$o$] is applied to depth
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values in the same range.
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For fixed-point depth buffers, fragment depth values are always limited to
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the range latexmath:[$[0,1\]$] by clamping after depth bias addition is
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performed. Fragment depth values are clamped even when the depth buffer uses
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a floating-point representation.
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