Vulkan-Docs/doc/specs/misc/GL_NVX_multiview_per_view_a...

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Change log for February 27, 2017 Vulkan 1.0.42 spec update: * Bump API patch number and header version number to 42 for this update (the first anniversary edition). Github Issues: * Changed asciidoctor macros so cross-page links in the standalone reference pages function properly (public issue 462). Internal Issues: * Clarified host visibility discussion for slink:VkMemoryType, flink:vkInvalidateMappedMemoryRanges, elink:VkAccessFlagBits, and the <<synchronization-framebuffer-regions,Framebuffer Region Dependencies>> section, removing duplicated information and adding a central definition in the access types section (internal issue 552). * Change description of slink:vkGetPhysicalDeviceSurfacePresentModesKHR::pname:pPresentModes to return an array of values, not structures (internal issue 699). New Extensions: * Add a NOTE to the <<extensions,Layers & Extensions>> chapter describing the experimental status of `KHX` extensions. * Add new Khronos, Khronos Experimental, and vendor Vulkan extensions for release at GDC: ** VK_KHR_descriptor_update_template ** VK_KHR_push_descriptor ** VK_KHX_device_group ** VK_KHX_device_group_creation ** VK_KHX_external_memory ** VK_KHX_external_memory_capabilities ** VK_KHX_external_memory_fd ** VK_KHX_external_memory_win32 ** VK_KHX_external_semaphore ** VK_KHX_external_semaphore_capabilities ** VK_KHX_external_semaphore_fd ** VK_KHX_external_semaphore_win32 ** VK_KHX_multiview ** VK_KHX_win32_keyed_mutex ** VK_EXT_discard_rectangles ** VK_MVK_ios_surface ** VK_MVK_macos_surface ** VK_NVX_multiview_per_view_attributes ** VK_NV_clip_space_w_scaling ** VK_NV_geometry_shader_passthrough ** VK_NV_sample_mask_override_coverage ** VK_NV_viewport_array2 ** VK_NV_viewport_swizzle * Add new GLSL vendor extensions to support new builtin variables: ** GL_EXT_device_group ** GL_EXT_multiview
2017-02-27 06:54:26 +00:00
Name
NVX_multiview_per_view_attributes
Name Strings
GL_NVX_multiview_per_view_attributes
Contact
Jeff Bolz, NVIDIA Corporation (jbolz 'at' nvidia.com)
Contributors
Kedarnath Thangudu, NVIDIA Corporation
Status
In progress.
Version
Last Modified Date: January 20, 2017
Revision: 1
Number
TBD
Dependencies
None.
Overview
This extension adds per-view builtin attributes corresponding to
gl_Position and gl_ViewportMask, named gl_PositionPerViewNV[] and
gl_ViewportMaskPerViewNV[].
New Procedures and Functions
None.
New Tokens
None.
Modifications to the OpenGL Shading Language Specification, Version 4.50
Including the following line in a shader can be used to control the
language features described in this extension:
#extension GL_NVX_multiview_per_view_attributes : <behavior>
where <behavior> is as specified in section 3.3
New preprocessor #defines are added to the OpenGL Shading Language:
#define GL_NVX_multiview_per_view_attributes 1
Modify Section 7.1 (Built-In Language Variables), p. 118
Add to the list of vertex shader built-ins:
out gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
highp int gl_ViewportMaskPerViewNV[];
};
Add to the list of geometry shader built-ins:
in gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
} gl_in[];
out gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
highp int gl_ViewportMaskPerViewNV[];
};
Add to the list of tessellation control shader built-ins:
in gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
} gl_in[gl_MaxPatchVertices];
out gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
highp int gl_ViewportMaskPerViewNV[];
} gl_out[];
Add to the list of tessellation evaluation shader built-ins:
in gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
} gl_in[gl_MaxPatchVertices];
out gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
highp int gl_ViewportMaskPerViewNV[];
};
Add the following descriptions for gl_PositionPerViewNV[] and
gl_ViewportMaskPerViewNV[]:
The output arrays gl_PositionPerViewNV[] and gl_ViewportMaskPerViewNV[]
are available in vertex, tessellation, and geometry languages to specify
the position and the viewport mask for each view.
The input variable gl_PositionPerViewNV[] is available in the tessellation
and geometry languages to read the per-view positions written by a
previous shader stage. See the Vulkan API specification for how these
values are interpreted.
Errors
None.
Revision History
Revision 1
- Internal revisions.