Vulkan 1.0 branch 1.0 for release

This commit is contained in:
Jon Leech 2016-02-16 01:53:44 -08:00
commit d204ac2f69
958 changed files with 103436 additions and 0 deletions

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# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
# Vim temp files
*.swp
# Python cache
__pycache__
# Spec build temporary files and outputs
out/checks
out/html
out/xhtml
out/vkspec*
out/apispec*
out/man
out/pdf
out/core
doc/specs/vulkan/specversion.txt
# Header build temporary files
src/spec/diag.txt
# OS X folder attributes
.DS_Store
# Auto-generated files
src/spec/hostsynctable
src/spec/validity
src/spec/vulkan-docs

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Vulkan API Documentation Project
================================
This repository contains formal documentation of the Vulkan API. This
includes the main API Specification, the reference (man) pages, the XML API
Registry, and related tools and scripts.
Repository Structure
--------------------
```
doc/specs/ Main documentation tree
vulkan/ Vulkan specification
appendices/ Appendices - one file each
chapters/ Chapters - one file each
config/ asciidoc configuration
images/ Images (figures, diagrams, icons)
man/ Reference (manual) pages for API
enums/ Includeable snippets for enumerations from vk.xml
flags/ Includeable snippets for flags from vk.xml
protos/ Includeable snippets for prototypes from vk.xml
structs/ Includeable snippets for structures from vk.xml
validity/ Includeable validity language from vk.xml
misc/ Related specifications (GL_KHR_vulkan_glsl)
src/spec/ XML API Registry (vk.xml) and related scripts
src/vulkan/ Vulkan headers, generated from the Registry
```
Building the Specification and Reference Pages
----------------------------------------------
To build the documents, you need to install, at a minimum:
* GNU-compatible make
* asciidoc (http://www.methods.co.nz/asciidoc/)
On some systems/build targets you may also need:
* dblatex
* source-highlight
These tools are known to work on several varieties of Linux, MacOS X, and
Cygwin running under Microsoft Windows.
There are several make targets in doc/specs/vulkan :
* make xhtml - Build one large HTML specification document.
* make pdf - Build one large PDF specification document.
* make chunked - Build an HTML document broken into one file per chapter.
* make manhtml - Make HTML API reference (all man pages as one big file).
* make manpdf - Make a one-giant PDF API reference.
* make manhtmlpages - Make man pages as one-file-per-API.
* make manpages - Make man pages as nroff Unix-style (real) man pages.
* make allchecks - Run the validation rules on the specification.
The outputs will be written to $(OUTDIR), which defaults to out/ at the root
of the checked-out git repository.
To build PDF outputs (make pdf, make manpdf), you need a2x (part of the
asciidoc) package, dblatex and a LaTeX processor. The PDF builds are
currently configured to use a2x to go from asciidoc markdown to docbook, and
then run the result through dblatex to go from there to LaTeX and then
through your LaTeX processor to PDF.
Spec Validation
---------------
There are a couple of validation tools which look for inconsistencies and
missing material between the specification and ref pages, and the canonical
description of the API in vk.xml :
* checkinc
* checklinks
* allchecks - both checkinc and checklinks
They are necessarily heuristic since they're dealing with lots of
hand-written material. To use them you'll also need to install:
* python3
The '''checkinc''' target uses Unix filters to determine which autogenerated
API include files are used (and not used) in the spec. It generates several
output files, but the only one you're likely to care about is
'''actual.only'''. This is a list of the include files which are *not*
referenced anywhere in the spec, and probably correspond to undocumented
material in the spec.
The '''checklinks''' target validates the various internal tagged links in
the man pages and spec (e.g. the '''fname:vkFuncBlah''',
'''sname:VkStructBlah''', etc.) against the canonical description of the API
in vk.xml . It generates two output files, manErrs.txt and specErrs.txt,
which report problematic tags and the filenames/lines on which those tags
were found.
Generating Headers and Related Files
------------------------------------
The header file (src/vulkan/vulkan.h) and many parts of the specification
and reference page documents are generated from descriptions in the XML API
Registry (src/spec/vk.xml). All the generated files are checked into the
repository, and should not be modified directly. If you change vk.xml,
you can regenerated these files by going to src/spec and running:
* make clobber (get rid of all old generated files)
* make full_install (regenerate all the files)

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# Copyright (c) 2014-2016 The Khronos Group Inc.
# Copyright notice at https://www.khronos.org/registry/speccopyright.html
# Vulkan Specification makefile
#
# Default targets:
# - XHTML, XHTML chunked, and PDF specs ('allspecs')
# - HTML single-document reference pages ('manhtml' and 'manpdf')
# - HTML and nroff separate reference pages ('manpages' and 'manhtmlpages')
# - Validator scripts ('allchecks')
#
# The 'html' target is deprecated but still supported, for now. It uses
# a different toolchain than XHTML/PDF outputs, isn't quite compatible,
# and will not be published, but is faster to generate for quick tests.
all: alldocs allchecks
alldocs: allspecs allman
allspecs: xhtml chunked pdf
allman: manhtml manpdf manpages manhtmlpages
allchecks: checkinc checklinks
# Note that the := assignments below are immediate, not deferred, and
# are therefore order-dependent in the Makefile
APINAME=Vulkan
QUIET?=@
ASCIIDOC ?= asciidoc.py
A2X ?= a2x.py
DBLATEX ?= dblatex
# DBLATEXPREFIX can be overriden by setting it as an environment variable if
# the not installed in the standard location on your distribution
DBLATEXPREFIX ?= /etc/asciidoc/dblatex
RM=rm -f
RMRF=rm -rf
MKDIR=mkdir -p
CP=cp
ECHO:=echo
# Target directories for output files
# HTMLDIR - 'html' target
# XHTMLDIR - 'xhtml' target
# PDFDIR - 'pdf' target
# CHECKDIR - 'allchecks' target
OUTDIR :=../../../out/core
HTMLDIR := $(OUTDIR)/html
XHTMLDIR := $(OUTDIR)/xhtml
PDFDIR := $(OUTDIR)/pdf
CHECKDIR := $(OUTDIR)/checks
# Images used in the API spec
IMAGEPATH :=images
ICONPATH :=$(IMAGEPATH)/icons
PDFXSL :=config/vkspec-dblatex.xsl
PDFSTY :=config/vkspec-dblatex.sty
PYTHON ?= python3
# asciidoc / a2x attributes to set.
# XMLLINT normally unset - to detect problems with intermediate files
# NOTEOPTS sets options controlling which NOTEs are generated
# ATTRIBOPTS sets {apiname} to "Vulkan" and enables MathJax generation
# VKCONF contains Vulkan-specific Asciidoc macros
# ADOCOPTS options for asciidoc->HTML output
# ADOCPDFOPTS options for asciidoc->PDF output via dblatex (not using a2x)
# A2XOPTS options for a2x->{HTML,PDF} output
XMLLINT = --no-xmllint
NOTEOPTS = -a editing-notes -a implementation-guide
ATTRIBOPTS = -a apiname=$(APINAME)@ -a mathjax
VKCONF = config/vkspec.conf
ADOCOPTS = $(ATTRIBOPTS) $(NOTEOPTS) -f config/mathjax-asciidoc.conf \
-f $(VKCONF) $(VERBOSE)
ADOCPDFOPTS= $(ATTRIBOPTS) $(NOTEOPTS) -f config/mathjax-docbook.conf \
-f $(VKCONF) $(VERBOSE)
A2XOPTS = $(ATTRIBOPTS) $(NOTEOPTS) \
--asciidoc-opts="-f config/mathjax-docbook.conf -f $(VKCONF)" \
--xsltproc-opts="--param generate.consistent.ids 1" \
$(XMLLINT) $(VERBOSE) --icons
# XSL customizing Asciibook XSL to pass through equations and add
# MathJax. This varies depending on target type.
XHTMLXSL = config/docbook-xsl/xhtml.xsl
CHUNKEDXSL = config/docbook-xsl/chunked.xsl
# dblatex options passed two ways, directly to dblatex and via a2x.
DBLATEXOPTS := $(KEEP) -V -T db2latex -I. -I images -I images/icons -s $(DBLATEXPREFIX)/asciidoc-dblatex.sty
A2XDBLATEXOPTS := --dblatex-opts='$(DBLATEXOPTS)'
# Set VERBOSE to -v to see what asciidoc is doing.
# Set KEEP to -d to retain intermediate dblatex files
VERBOSE =
KEEP =
# Misc. files to clean up (see 'checkinc' target below)
DIRT :=
.PHONY: directories
ICONFILES := \
$(ICONPATH)/caution.png \
$(ICONPATH)/example.png \
$(ICONPATH)/home.png \
$(ICONPATH)/important.png \
$(ICONPATH)/next.png \
$(ICONPATH)/note.png \
$(ICONPATH)/prev.png \
$(ICONPATH)/tip.png \
$(ICONPATH)/up.png \
$(ICONPATH)/warning.png
PNGFILES := $(ICONFILES) $(wildcard $(IMAGEPATH)/*.png)
# This is a horrible hack to avoid pulling in vulkantexture0.svg
SVGFILES := $(wildcard $(IMAGEPATH)/[A-Za-uw-z]*.svg)
PDFFILES := $(SVGFILES:.svg=.pdf)
# Some random directories and files that need to be copied into spec
# output directory
WEBIMAGES := $(SVGFILES:%=$(HTMLDIR)/%) $(PNGFILES:%=$(HTMLDIR)/%)
# File suffix for image targets for HTML and PDF Builds - Asciidoc {svgtype} attribute
SVGTYPEHTML := svg
SVGTYPEPDF := pdf
# Main (root) asciidoc spec source file
TOPDOC := vkspec.txt
# Included chapters of the API spec
CHAPTERS := $(wildcard chapters/[A-Za-z]*.txt appendices/[A-Za-z]*.txt)
INCLUDES := $(wildcard protos/*.txt structs/*.txt flags/*.txt enums/*.txt funcpointers/*.txt validity/structs/*.txt validity/protos/*.txt)
# All non-format-specific dependencies
COMMONDOCS := $(CHAPTERS) $(INCLUDES)
# A generate included file with the spec version, date, and git commit
SPECVERSION = specversion.txt
SPECREVISION = 1.0
SPECREMARK =
# Spec targets
# There is some complexity to try and avoid short virtual targets like 'html'
# causing specs to *always* be regenerated.
html: $(HTMLDIR)/vkspec.html $(TOPDOC) $(COMMONDOCS) $(WEBIMAGES)
$(HTMLDIR)/vkspec.html: $(VKCONF) $(SPECVERSION) $(TOPDOC) $(COMMONDOCS) $(WEBIMAGES)
$(QUIET)if test ! -d $(HTMLDIR) ; then $(MKDIR) $(HTMLDIR) ; fi
$(QUIET)$(ASCIIDOC) -b html5 $(ADOCOPTS) -o $(HTMLDIR)/vkspec.html -a svgpdf=$(SVGTYPEHTML) $(TOPDOC)
xhtml: $(XHTMLDIR)/vkspec.html $(TOPDOC) $(COMMONDOCS)
$(XHTMLDIR)/vkspec.html: $(VKCONF) $(SPECVERSION) $(TOPDOC) $(COMMONDOCS)
$(QUIET)if test ! -d $(XHTMLDIR) ; then $(MKDIR) $(XHTMLDIR) ; fi
$(QUIET)$(A2X) $(A2XOPTS) -f xhtml $(TOPDOC) \
--xsl-file=$(XHTMLXSL) \
-a toc2 -a toclevels=2 --destination-dir=$(XHTMLDIR) \
-a svgpdf=$(SVGTYPEHTML)
chunked: $(OUTDIR)/vkspec.chunked/index.html $(TOPDOC) $(COMMONDOCS)
$(OUTDIR)/vkspec.chunked/index.html: $(VKCONF) $(SPECVERSION) $(TOPDOC) $(COMMONDOCS)
$(QUIET)if test ! -d $(OUTDIR)/chunked ; then $(MKDIR) $(OUTDIR) ; fi
$(QUIET)$(A2X) $(A2XOPTS) -f chunked $(TOPDOC) \
--xsl-file=$(CHUNKEDXSL) \
-a toc2 -a toclevels=2 --destination-dir=$(OUTDIR) \
-a svgpdf=$(SVGTYPEHTML)
pdf: $(PDFDIR)/vkspec.pdf
$(PDFDIR)/vkspec.pdf: $(PDFXSL) $(PDFSTY) $(PDFDIR)/vkspec.xml
$(QUIET)$(DBLATEX) -b pdftex $(DBLATEXOPTS) \
-p "$(DBLATEXPREFIX)/asciidoc-dblatex.xsl" \
-p $(PDFXSL) -s $(PDFSTY) \
$(PDFDIR)/vkspec.xml -O $(PDFDIR)
$(PDFDIR)/vkspec.xml: $(VKCONF) $(SPECVERSION) $(TOPDOC) $(COMMONDOCS) $(PDFDIR) $(PDFFILES)
$(QUIET)$(ASCIIDOC) --backend docbook $(ADOCPDFOPTS) \
-a a2x-format=pdf -a svgpdf=pdf \
--out-file $(PDFDIR)/vkspec.xml $(TOPDOC)
$(PDFDIR):
$(QUIET)if test ! -d $(PDFDIR) ; then $(MKDIR) $(PDFDIR) ; fi
# Generate Asciidoc attributes for spec version / date
# Could use `git log -1 --format="%cd"` to get branch commit date
# This used to be a dependency in the spec html/chunked/pdf targets,
# but that's likely to lead to merge conflicts. Just regenerate
# when pushing a new spec for review to the sandbox.
# The dependency on HEAD is per the suggestion in
# http://neugierig.org/software/blog/2014/11/binary-revisions.html
GITHEAD := ../../../.git/logs/HEAD
$(SPECVERSION): $(GITHEAD)
$(QUIET)echo ":revnumber: $(SPECREVISION)" > $@
$(QUIET)echo ":revdate: " `date` >> $@
$(QUIET)echo ":revremark: $(SPECREMARK) from git branch:" \
`git symbolic-ref --short HEAD` \
"commit:" `git log -1 --format="%H"` >> $@
styleguide: $(OUTDIR)/styleguide.html
STYLESRC = style/styleguide.txt
$(OUTDIR)/styleguide.html: $(VKCONF) $(SPECVERSION) $(STYLESRC)
$(QUIET)$(ASCIIDOC) -b html5 $(ADOCOPTS) \
-o $(OUTDIR)/styleguide.html -a svgpdf=$(SVGTYPEHTML) \
$(STYLESRC)
clean: clean_html clean_pdf clean_chunked clean_checks clean_dirt
clean_html:
$(QUIET)$(RMRF) $(HTMLDIR) $(XHTMLDIR)
$(QUIET)$(RM) $(OUTDIR)/apispec.html
clean_pdf:
$(QUIET)$(RM) $(PDFDIR)/vkspec.pdf $(PDFDIR)/vkspec.xml $(OUTDIR)/apispec.pdf
clean_chunked:
$(QUIET)$(RMRF) $(OUTDIR)/vkspec.chunked
clean_checks:
$(QUIET)$(RMRF) $(CHECKDIR)
clean_dirt:
$(QUIET)$(RM) $(DIRT)
# Man page targets for individual pages
MANDIR:=man
-include man/manpages.mak
# Man page targets for HTML and PDF single-file documents
manpdf: $(OUTDIR)/apispec.pdf
manhtml: $(OUTDIR)/apispec.html
$(OUTDIR)/apispec.pdf: $(CONFFILE) man/apispec.txt $(MANSOURCES) $(PDFXSL)
$(QUIET)if test ! -d $(OUTDIR) ; then $(MKDIR) $(OUTDIR) ; fi
$(QUIET)$(A2X) -f pdf $(A2XDBLATEXOPTS) $(A2XOPTS) --icons man/apispec.txt --destination-dir=$(OUTDIR)
$(OUTDIR)/apispec.html: $(CONFFILE) man/apispec.txt $(MANSOURCES) $(SVGFILES)
$(QUIET)if test ! -d $(OUTDIR) ; then $(MKDIR) $(OUTDIR) ; fi
$(QUIET)$(ASCIIDOC) $(ADOCOPTS) -d book -b html --out-file=$(OUTDIR)/apispec.html man/apispec.txt
$(HTMLDIR)/images/%: images/%
$(QUIET)$(MKDIR) $(@D)
$(QUIET)$(CP) $< $@
# Automated (though heuristic) checks of consistency in the spec and
# ref page sources
# Validate includes in spec source vs. includes actually in the tree
# Generates file in $(CHECKDIR)
# $(NOTINSPEC) notInSpec.txt - include files only found in XML, not in spec
# Intermediate files removed after the run
# $(ACTUAL) - include files generated from vk.xml
# $(INSPEC) - include files referenced from the spec (not ref page) source
# Other files which could be generated but are basically useless
# include files only found in the spec source - comm -13 $(ACTUAL) $(INSPEC)
# include files both existing and referenced by the spec - comm -12 $(ACTUAL) $(INSPEC)
INCFILES = $(CHECKDIR)/incfiles
ACTUAL = $(CHECKDIR)/actual
INSPEC = $(CHECKDIR)/inspec
NOTINSPEC = $(CHECKDIR)/notInSpec.txt
checkinc:
$(QUIET)if test ! -d $(CHECKDIR) ; then $(MKDIR) $(CHECKDIR) ; fi
$(QUIET)ls $(INCLUDES) | sort > $(ACTUAL)
$(QUIET)cat $(CHAPTERS) | \
egrep '^include::\.\./' | tr -d '[]' | \
sed -e 's#^include::\.\./##g' | sort > $(INCFILES)
$(QUIET)echo "List of API include files repeatedly included in the API specification" > $(NOTINSPEC)
$(QUIET)echo "----------------------------------------------------------------------" >> $(NOTINSPEC)
$(QUIET)uniq -d $(INCFILES) >> $(NOTINSPEC)
$(QUIET)(echo ; echo "List of API include files not referenced in the API specification") >> $(NOTINSPEC)
$(QUIET)echo "-----------------------------------------------------------------" >> $(NOTINSPEC)
$(QUIET)comm -23 $(ACTUAL) $(INCFILES) >> $(NOTINSPEC)
$(QUIET)echo "Include files not found in the spec source are in $(CHECKDIR)/notInSpec.txt"
$(QUIET)$(RM) $(INCFILES) $(ACTUAL) $(INSPEC)
# Validate link tags in spec and ref page sources against vk.xml
# (represented in vkapi.py, which is autogenerated along with the
# headers and ref page includes).
# Generates files in $(CHECKDIR):
# specErrs.txt - errors & warnings in API spec
# manErrs.txt - errors & warnings in man pages
checklinks:
$(QUIET)if test ! -d $(CHECKDIR) ; then $(MKDIR) $(CHECKDIR) ; fi
$(QUIET)echo "Generating link checks for spec (specErrs.txt) and man pages (manErrs.txt)"
$(QUIET)$(PYTHON) checkLinks.py -follow man/[Vv][Kk]*.txt > $(CHECKDIR)/manErrs.txt
$(QUIET)$(PYTHON) checkLinks.py -follow $(CHAPTERS) > $(CHECKDIR)/specErrs.txt
# README file with build instructions
README.html: README.txt
$(ASCIIDOC) -b html5 README.txt

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See README.html (asciidoc source in README.txt) for instructions and
notes about building the spec. Unfortunately gitlab won't render HTML or
Asciidoc in its web view page, so this README.md is of limited utility.

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= Vulkan Specification Build Instructions and Notes =
* <<intro,Introduction>>
* <<building,Building the spec>>
* <<macros,Our asciidoc macros>>
* <<styles,Our stylesheets>>
* <<equations,Imbedding equations>>
* <<anchors,Anchors and xrefs>>
* <<depends,Software dependencies>> (general and platform-specific)
* <<history,Revision history>>
[[intro]]
== Introduction ==
This README describes important stuff for getting the Vulkan API
specification and reference pages building properly.
[[building]]
== Building The Spec ==
Assuming you have all the right tools installed (see <<depends,Software
Dependencies>> below), you should be able to go to
...path-to-git-repo/vulkan/doc/specs/vulkan and:
$ make all
or equivalently:
$ make xhtml chunked pdf manhtml manpdf manpages manhtmlpages checkinc checklinks
This should generate a variety of targets under $(OUTDIR) (by default,
../../../out/). The checked-in file $(OUTDIR)/index.html links to them
all, or they can individually be found as follows:
* API spec:
** Single-file XHTML (from a2x) - $(OUTDIR)/xhtml/vkspec.html
** Chunked HTML (from a2x) - $(OUTDIR)/vkspec.chunked/index.html
** PDF (from a2x) - $(OUTDIR)/pdf/vkspec.pdf
* Man pages:
** Single-file HTML - $(OUTDIR)/apispec.html
** File-per-entry-point HTML - $(OUTDIR)/man/html/*
** File-per-entry-point nroff source - $(OUTDIR)/man/3/*
* Validator output:
** List of commands, structs, etc. missing from the API spec -
$(OUTDIR)/checks/notInSpec.txt
** Validator script output for API spec - $(OUTDIR)/checks/specErrs.txt
** Validator script output for reference pages -
$(OUTDIR)/checks/manErrs.txt
We strongly sugges that once you have the basic build working, you use e.g.
'-j 8' (or other appropriate number depending on the number of cores in your
CPU) to parallelize the reference page builds, since there are so many of
them.
If your asciidoc installation does not put the stylesheets and xsl files in
the standard /etc/asciidoc/dblatex directory, set the environment variable
DBLATEXPREFIX to the path to that directory (the one containing the
asciidoc-dblatex.xsl and asciidoc-dblatex.sty installed with asciidoc).
[[building-test]]
=== Alternate and Test Builds ===
If you are just testing asciidoc formatting, macros, stylesheets, etc., you
can edit test.txt, which is a stripped-down version of vkspec.txt,
and build an alternate version of the spec with either
$ make TOPDOCHTML=test.txt xhtml
or the simpler
tmake xhtml
This example will generate the file $(OUTDIR)/xhtml/test.html . Note that
TOPDOCHTML only applies to the xhtml and chunked targets at present.
In addition to the XHTML and PDF targets, there is also a single-file HTML5
target, 'html', which generates output directly from asciidoc without going
through Docbook. This is somewhat quicker to generate, but formatting and
section numbers aren't consistent with the other builds and it is not for
publication - just testing. The 'html' target will generate the file
$(OUTDIR)/html/vkspec.html .
=== Rebuilding The Generated Images ===
There are some images in the images/ directory which are maintained in one
format but need to be converted to another format for corresponding types of
output. Most are SVG converted to PDF, some are PPT converted to PDF
converted to SVG. SVG and PDF forms are needed for the HTML and PDF output
formats, respectively.
These files are not automatically converted by the Makefile. Instead, all
output forms required are checked into images/ . On the rare occasions that
someone changes a source document and needs to regenerate the other forms,
go into images and 'make' in the directory.
[[macros]]
== Our Asciidoc Macros ==
We use a bunch of custom macros in the reference pages and API spec asciidoc
sources. The validator scripts rely on these macros as part of their sanity
checks, and you should use the macros whenever referring to an API command,
struct, token, or enum name, so the documents are semantically tagged and
more easily verifiable.
The supported macros are defined in config/vkspec.conf (for the API spec)
and config/manpages.conf (for the reference pages).
Tags used in both the specification and reference pages:
* flink:vkBlah - the name of an API command.
* fname:vkBlah - the name of an API command.
* ftext:anything - the name of something that looks like an API command, but
isn't (wildcards like ftext:vkCmd*).
* slink:VkBlah - the name of an API C structure, handle, or scalar type. The
slink:VkBlah.membername syntax is *not* currently supported.
* sname:VkBlah - the name of an API C structure, handle, or scalar type. The
notation sname:VkBlah.membername is also allowed where that makes sense
(NOTE: VkBlah.membername is *not* properly validated at present).
* stext:anything - the name of something that looks like an API structure,
handle, or scalar type, but isn't (wildcards like stext:Vk*CreateInfo).
* elink:VkBlahFlags - the name of an API C "enum" type (bitmask or
enumeration).
* ename:VK_BLAH - the name of an API enumeration or #define token.
* etext:anything - the name of something that looks like an API "enum" type,
enumeration or #define token, but isn't (wildcards or partial token names,
like etext:BC5).
* pname:param - the name of a command parameter or struct member being
documented
* basetype:type - the name of a base scalar type, such as basetype:VkBool32.
* code:varname - the name of a shading language variable
Tags used only in the specification, at present:
* can:, cannot:, may:, maynot:, must:, mustnot:, optional:, recommend:,
required:, should:, and shouldnot: - used to tag places in the spec where
these terms are used in accordance with their definitions in section 1.3
"Terminology". They do not currently do anything but expand to their names
(adding a space for e.g. mustnot: -> must not), but may be used to
generate an index or some visual indicator in the future.
The [efs]link: macros are used for validation, and are also expanded into
xref links to the correspondingly named anchor.
The [efsp]name: macros are used for validation, but are *not* expanded into
links.
The [efs]text: macros are not used for validation, and are not expanded into
links.
We will eventually tool up the spec and ref pages to the point that anywhere
there's a type or token referred to, you could click/hover on it in the HTML
view and be taken to the definition of that type/token. That will take some
more plumbing work to tag the stuff in the autogenerated include files, and
do something sensible in the spec (e.g. resolve links to internal
references).
In that light, the [fs]name: vs. [fs]link: distinction seems mostly
unneeded. Probably the only time we would not want a tag to be a link to its
definition is when tagging a function name inside its own ref page. So once
the plumbing is done, most of the [fs]name: tags can turn into [fs]link:
tags.
The ename: vs. elink: distinction is different since they're referring to
different namespaces - individual enumerant names vs. "enum" type names -
rather than different ways of presenting the same command or struct name as
for the other tags.
Most of these macros deeply need more intuitive names.
[[styles]]
== Our stylesheets ==
NOTE: Section mostly TBD.
This branch introduces a Vulkan-specific XHTML CSS stylesheet
in config/vkspec-xhtml.css. Mostly it just clones the default
Asciidoc stylesheet, but adds some new features:
=== Marking Changes ===
There is the start of support for marking added, removed, and changed text
in the spec body. Currently this is supported *only* in the XHTML targets
('xhtml' and 'chunked'), and *only* for paragraphs and spans of words.
Added, removed, and changed material is marked with the asciidoc *roles*
named _added_, _removed_, and _changed_ respectively. They can be used to
mark an entire paragraph, as follows:
[role="change"]
This paragraph shows change markings.
Or a few words in a sentence, as follows:
This sentence contains [added]#some added words# and [removed]#some
removed words#.
The formatting of these roles text depends on the stylesheet. Currently it
all three roles are red text, and the "removed" role is also strike-through
text.
=== Marking Normative Language ===
There is support for marking normative language in the document. Currently
this is supported *only* in the XHTML targets ('xhtml' and 'chunked').
Normative language is marked with the asciidoc *role* named _normative_.
It can be used to mark entire paragraphs or spans of words, in the
same fashion as change markings (described above). In addition, the
normative terminology macros, such as must: and may: and cannot:,
always use this role.
The formatting of normative language depends on the stylesheet. Currently it
just comes out in purple. There will be some way to turn this on or off at
build time shortly.
[[equations]]
== Imbedding Equations
Equations should be written using the latexmath: inline and block macros.
The contents of the latexmath: blocks should be LaTeX math notation,
surrounded by appropriate delimiters - pass:[$$], +++\[\\]+++, pass:[\(\)],
or pass:[\begin{env}/\end{env}] math environments such as pass:[{equation*}]
or pass:[{align*}].
The asciidoc macros and configuration files, as well as the dblatex
customization layers, have been modified significantly so that LaTeX math is
passed through unmodified to all HTML output forms (using the MathJax engine
for real-time rendering of equations) and to dblatex for PDF output.
The following caveats apply:
* The special characters < > & can currently be used only in
+++[latexmath]+++ block macros, not in +++latexmath:[]+++ inline macros.
Instead use \lt for < and \gt for >. & is an alignment construct for
multiline equations, and should only appear in block macros anyway.
* AMSmath environments (e.g. pass:[\begin{equation*}], pass:[{align*}],
etc.) can be used, to the extent MathJax supports them.
* When using AMSmath environments, do *not* also surround the equation block
with +++\[\\]+++ brackets. That is not legal LaTeX math and will break the
PDF build. It is good practice to make sure all spec targets build
properly before proposing a merge to master.
* Arbitrary LaTeX constructs cannot be used with MathJax. It is an equation
renderer, not an full LaTeX engine. So imbedding stuff like \Large or
pass:[\hbox{\tt\small VK\_FOO}] does not work in any of the HTML backends
and should be avoided.
[[anchors]]
== Asciidoc Anchors And Xrefs
In the API spec, sections can have anchors (labels) applied with the
following syntax. In general the anchor should immediately precede the
chapter or section title and should use the form
'+++[[chapter-section-label]]+++'. For example,
For example, in chapter 'synchronization.txt':
++++
[[synchronization-primitives]]
Synchronization Primitives
++++
Cross-references to those anchors can then be generated with, for example,
++++
See the <<synchronization-primitives>> section for discussion
of fences, semaphores, and events.
++++
You can also add anchors on arbitrary paragraphs, using a similar naming
scheme.
Anything whose definition comes from one of the autogenerated API include
files ({protos,flags,enums,structs}/*.txt) has a corresponding anchor whose
name is the name of the function, struct, etc. being defined. Therefore you
can say something like:
Fences are used with the +++<<vkQueueSubmit>>+++ command...
[[depends]]
== Software Dependencies ==
This section describes the software components used by the Vulkan spec
toolchain. under the <<depends-general,General Dependencies>> below, then
describes specific considerations for Windows environments using Cygin under
<<depends-cygwin,Cygwin Dependencies>>
[[depends-general]]
=== General Dependencies ===
These are versions of required tools in Jon's development environment
(Debian 8, shown as Debian package names). Earlier versions *may* work but
unless they are verified by someone else, there's no way to know that. Later
versions should work.
- GNU make (make version: 4.0.8-1; older versions probably OK)
- Asciidoc / a2x (asciidoc version: 8.6.9-3)
- Python 3 (python, version: 3.4.2)
- Python LXML library (python-lxml, version: 3.4.0-1)
- Git command-line client (git, version: 2.1.4)
Only needed if regenerating specversion.txt. Any version supporting the
operations 'git symbolic-ref --short HEAD' and 'git log -1
--format="%H"' should work).
- Docbook LaTeX toolchain (dblatex, version: 0.3.5-2)
- Source code highlighter (source-highlight, version: 3.1.7-1+b1)
- LaTeX distribution (texlive, version: 2014.20141024-2)
[[depends-cygin]]
=== Cygwin Dependencies ===
The cygwin installer is at http://www.cygwin.org. Use the 64-bit version,
because the 32-bit version does not include the latest version of asciidoc
required for this project.
Required Cygwin packages (current version):
* Devel/make (4.1-1)
* Python/python (2.7.10-1) - Needed for asciidoc toolchain
* Python/python3 (3.4.3-1)
* Python/python3-lxml (3.4.4-1) - Needed for generating vulkan.h
* Text/asciidoc (8.6.8-1)
* Text/dblatex (0.3.4-1)
* Text/source-highlight (3.1.8-1)
Optional Cygwin packages (current version):
* Devel/gcc-core (4.9.3-1) - Needed for validating generated headers
* Devel/gcc-g++ (4.9.3-1) - Needed for validating generated headers
* Devel/git (2.5.1-1) - Needed for updating specversion.txt
[[history]]
== Revision History
* 2015/11/11 - Add new can: etc. macros and DBLATEXPREFIX variable.
* 2015/09/21 - Convert document to asciidoc and rename to README.md
in the hope the gitlab browser will render it in some fashion.
* 2015/09/21 - Add descriptions of LaTeX+MathJax math support for all
output formats.
* 2015/09/02 - Added Cygwin package info
* 2015/09/02 - Initial version documenting macros, required toolchain
components and versions, etc.

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[appendix]
= Compressed Image Formats
The compressed texture formats used by Vulkan are described in the
specifically identified sections of the <<Khronos Data Format
Specification>>, version 1.1.
Unless otherwise described, the quantities encoded in these compressed
formats are treated as normalized, unsigned values.
<<<
[[appendix-compressedtex-bc]]
== Block Compressed Image Formats
Those formats listed as ``sRGB-encoded'' have in-memory representations of
_R_, _G_ and _B_ components which are nonlinearly-encoded as
latexmath:[$R'$], latexmath:[$G'$], and latexmath:[$B'$]; any alpha
component is unchanged. As part of filtering, the nonlinear
latexmath:[$R'$], latexmath:[$G'$], and latexmath:[$B'$] values are
converted to linear _R_, _G_, and _B_ components; any alpha component is
unchanged. The conversion between linear and nonlinear encoding is performed
as described in the ``KHR_DF_TRANSFER_SRGB'' section of the Khronos Data
Format Specification.
.Mapping of {apiname} BC formats to descriptions
[width="90%",options="header",cols="5,4"]
|==============================
| VkFormat | Data Format Specification description
2+^| Formats described in the ``S3TC Compressed Texture Image Formats'' chapter
| ename:VK_FORMAT_BC1_RGB_UNORM_BLOCK |BC1 with no alpha
| ename:VK_FORMAT_BC1_RGB_SRGB_BLOCK |BC1 with no alpha, sRGB-encoded
| ename:VK_FORMAT_BC1_RGBA_UNORM_BLOCK|BC1 with alpha
| ename:VK_FORMAT_BC1_RGBA_SRGB_BLOCK |BC1 with alpha, sRGB-encoded
| ename:VK_FORMAT_BC2_UNORM_BLOCK |BC2
| ename:VK_FORMAT_BC2_SRGB_BLOCK |BC2, sRGB-encoded
| ename:VK_FORMAT_BC3_UNORM_BLOCK |BC3
| ename:VK_FORMAT_BC3_SRGB_BLOCK |BC3, sRGB-encoded
2+^| Formats described in the ``RGTC Compressed Texture Image Formats'' chapter
| ename:VK_FORMAT_BC4_UNORM_BLOCK |BC4 unsigned
| ename:VK_FORMAT_BC4_SNORM_BLOCK |BC4 signed
| ename:VK_FORMAT_BC5_UNORM_BLOCK |BC5 unsigned
| ename:VK_FORMAT_BC5_SNORM_BLOCK |BC5 signed
2+^| Formats described in the ``BPTC Compressed Texture Image Formats'' chapter
| ename:VK_FORMAT_BC6H_UFLOAT_BLOCK |BC6H (unsigned version)
| ename:VK_FORMAT_BC6H_SFLOAT_BLOCK |BC6H (signed version)
| ename:VK_FORMAT_BC7_UNORM_BLOCK |BC7
| ename:VK_FORMAT_BC7_SRGB_BLOCK |BC7, sRGB-encoded
|=============================
<<<
[[appendix-compressedtex-etc2]]
== ETC Compressed Image Formats
The following formats are described in the ``ETC2 Compressed Texture Image
Formats'' chapter of the Khronos Data Format Specification.
.Mapping of {apiname} ETC formats to descriptions
[options="header",cols="1,1"]
|==============================
| VkFormat | Data Format Specification description
| ename:VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK |RGB ETC2
| ename:VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK |RGB ETC2 with sRGB encoding
| ename:VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK |RGB ETC2 with punchthrough alpha
| ename:VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK |RGB ETC2 with punchthrough alpha and sRGB
| ename:VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK |RGBA ETC2
| ename:VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK |RGBA ETC2 with sRGB encoding
| ename:VK_FORMAT_EAC_R11_UNORM_BLOCK |Unsigned R11 EAC
| ename:VK_FORMAT_EAC_R11_SNORM_BLOCK |Signed R11 EAC
| ename:VK_FORMAT_EAC_R11G11_UNORM_BLOCK |Unsigned RG11 EAC
| ename:VK_FORMAT_EAC_R11G11_SNORM_BLOCK |Signed RG11 EAC
|=============================
<<<
[[appendix-compressedtex-astc]]
== ASTC Compressed Image Formats
ASTC formats are described in the ``ASTC Compressed Texture Image Formats''
chapter of the Khronos Data Format Specification.
.Mapping of {apiname} ASTC formats to descriptions
[width="80%",options="header",cols="6,1,1"]
|==============================
| VkFormat ^| Block size ^| sRGB output
| ename:VK_FORMAT_ASTC_4x4_UNORM_BLOCK ^|latexmath:[$4\times 4$] ^|No
| ename:VK_FORMAT_ASTC_4x4_SRGB_BLOCK ^|latexmath:[$4\times 4$] ^|Yes
| ename:VK_FORMAT_ASTC_5x4_UNORM_BLOCK ^|latexmath:[$5\times 4$] ^|No
| ename:VK_FORMAT_ASTC_5x4_SRGB_BLOCK ^|latexmath:[$5\times 4$] ^|Yes
| ename:VK_FORMAT_ASTC_5x5_UNORM_BLOCK ^|latexmath:[$5\times 5$] ^|No
| ename:VK_FORMAT_ASTC_5x5_SRGB_BLOCK ^|latexmath:[$5\times 5$] ^|Yes
| ename:VK_FORMAT_ASTC_6x5_UNORM_BLOCK ^|latexmath:[$6\times 5$] ^|No
| ename:VK_FORMAT_ASTC_6x5_SRGB_BLOCK ^|latexmath:[$6\times 5$] ^|Yes
| ename:VK_FORMAT_ASTC_6x6_UNORM_BLOCK ^|latexmath:[$6\times 6$] ^|No
| ename:VK_FORMAT_ASTC_6x6_SRGB_BLOCK ^|latexmath:[$6\times 6$] ^|Yes
| ename:VK_FORMAT_ASTC_8x5_UNORM_BLOCK ^|latexmath:[$8\times 5$] ^|No
| ename:VK_FORMAT_ASTC_8x5_SRGB_BLOCK ^|latexmath:[$8\times 5$] ^|Yes
| ename:VK_FORMAT_ASTC_8x6_UNORM_BLOCK ^|latexmath:[$8\times 6$] ^|No
| ename:VK_FORMAT_ASTC_8x6_SRGB_BLOCK ^|latexmath:[$8\times 6$] ^|Yes
| ename:VK_FORMAT_ASTC_8x8_UNORM_BLOCK ^|latexmath:[$8\times 8$] ^|No
| ename:VK_FORMAT_ASTC_8x8_SRGB_BLOCK ^|latexmath:[$8\times 8$] ^|Yes
| ename:VK_FORMAT_ASTC_10x5_UNORM_BLOCK ^|latexmath:[$10\times 5$] ^|No
| ename:VK_FORMAT_ASTC_10x5_SRGB_BLOCK ^|latexmath:[$10\times 5$] ^|Yes
| ename:VK_FORMAT_ASTC_10x6_UNORM_BLOCK ^|latexmath:[$10\times 6$] ^|No
| ename:VK_FORMAT_ASTC_10x6_SRGB_BLOCK ^|latexmath:[$10\times 6$] ^|Yes
| ename:VK_FORMAT_ASTC_10x8_UNORM_BLOCK ^|latexmath:[$10\times 8$] ^|No
| ename:VK_FORMAT_ASTC_10x8_SRGB_BLOCK ^|latexmath:[$10\times 8$] ^|Yes
| ename:VK_FORMAT_ASTC_10x10_UNORM_BLOCK ^|latexmath:[$10\times 10$] ^|No
| ename:VK_FORMAT_ASTC_10x10_SRGB_BLOCK ^|latexmath:[$10\times 10$] ^|Yes
| ename:VK_FORMAT_ASTC_12x10_UNORM_BLOCK ^|latexmath:[$12\times 10$] ^|No
| ename:VK_FORMAT_ASTC_12x10_SRGB_BLOCK ^|latexmath:[$12\times 10$] ^|Yes
| ename:VK_FORMAT_ASTC_12x12_UNORM_BLOCK ^|latexmath:[$12\times 12$] ^|No
| ename:VK_FORMAT_ASTC_12x12_SRGB_BLOCK ^|latexmath:[$12\times 12$] ^|Yes
|==============================

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[appendix]
[[credits]]
= Credits
Vulkan 1.0 is the result of contributions from many people and companies
participating in the Khronos Vulkan Working Group, as well as input from the
Vulkan Advisory Panel.
Members of the Working Group, including the company that they represented at
the time of their contributions, are listed below. Some specific
contributions made by individuals are listed together with their name.
* Adam Jackson, Red Hat
* Adam Śmigielski, Mobica
* Alex Bourd, Qualcomm Technologies, Inc.
* Alexander Galazin, ARM
* Allen Hux, Intel
* Alon Or-bach, Samsung Electronics (WSI technical sub-group chair)
* Andrew Cox, Samsung Electronics
* Andrew Garrard, Samsung Electronics (format wrangler)
* Andrew Poole, Samsung Electronics
* Andrew Rafter, Samsung Electronics
* Andrew Richards, Codeplay Software Ltd.
* Andrew Woloszyn, Google
* Antoine Labour, Google
* Aras Pranckevičius, Unity
* Ashwin Kolhe, NVIDIA
* Ben Bowman, Imagination Technologies
* Benj Lipchak
* Bill Hollings, The Brenwill Workshop
* Bill Licea-Kane, Qualcomm Technologies, Inc.
* Brent E. Insko, Intel
* Brian Ellis, Qualcomm Technologies, Inc.
* Cass Everitt, Oculus VR
* Cemil Azizoglu, Canonical
* Chad Versace, Intel
* Chang-Hyo Yu, Samsung Electronics
* Chia-I Wu, LunarG
* Chris Frascati, Qualcomm Technologies, Inc.
* Christophe Riccio, Unity
* Cody Northrop, LunarG
* Courtney Goeltzenleuchter, LunarG
* Damien Leone, NVIDIA
* Dan Baker, Oxide Games
* Dan Ginsburg, Valve
* Daniel Johnston, Intel
* Daniel Koch, NVIDIA (<<interfaces,Shader Interfaces>>;
<<features,Features, Limits, and Formats>>)
* Daniel Rakos, AMD
* David Airlie, Red Hat
* David Neto, Google
* David Mao, AMD
* David Yu, Pixar
* Dominik Witczak, AMD
* Frank (LingJun) Chen, Qualcomm Technologies, Inc.
* Fred Liao, Mediatek
* Gabe Dagani, Freescale
* Graeme Leese, Broadcom
* Graham Connor, Imagination Technologies
* Graham Sellers, AMD
* Hwanyong Lee, Kyungpook National University
* Ian Elliott, LunarG
* Ian Romanick, Intel
* James Jones, NVIDIA
* James Hughes, Oculus VR
* Jan Hermes, Continental Corporation
* Jan-Harald Fredriksen, ARM
* Jason Ekstrand, Intel
* Jeff Bolz, NVIDIA (extensive contributions, exhaustive review and
rewrites for technical correctness)
* Jeff Juliano, NVIDIA
* Jeff Vigil, Qualcomm Technologies, Inc.
* Jens Owen, LunarG
* Jeremy Hayes, LunarG
* Jesse Barker, ARM
* Jesse Hall, Google
* Johannes van Waveren, Oculus VR
* John Kessenich, Independent (SPIR-V and GLSL for Vulkan spec author)
* John McDonald, Valve
* Jon Ashburn, LunarG
* Jon Leech, Independent (XML toolchain, normative language, release
wrangler)
* Jonas Gustavsson, Sony Mobile
* Jonathan Hamilton, Imagination Technologies
* Jungwoo Kim, Samsung Electronics
* Kenneth Benzie, Codeplay Software Ltd.
* Kerch Holt, NVIDIA (SPIR-V technical sub-group chair)
* Kristian Kristensen, Intel
* Krzysztof Iwanicki, Samsung Electronics
* Larry Seiler, Intel
* Lutz Latta, Lucasfilm
* Maria Rovatsou, Codeplay Software Ltd.
* Mark Callow
* Mark Lobodzinski, LunarG
* Mateusz Przybylski, Intel
* Mathias Heyer, NVIDIA
* Mathias Schott, NVIDIA
* Maxim Lukyanov, Samsung Electronics
* Maurice Ribble, Qualcomm Technologies, Inc.
* Michael Lentine, Google
* Michael Worcester, Imagination Technologies
* Michal Pietrasiuk, Intel
* Mika Isojarvi, Google
* Mike Stroyan, LunarG
* Minyoung Son, Samsung Electronics
* Mitch Singer, AMD
* Mythri Venugopal, Samsung Electronics
* Naveen Leekha, Google
* Neil Henning, Codeplay Software Ltd.
* Neil Trevett, NVIDIA
* Nick Penwarden, Epic Games
* Niklas Smedberg, Epic Games
* Norbert Nopper, Freescale
* Pat Brown, NVIDIA
* Patrick Doane, Blizzard Entertainment
* Peter Lohrmann, Valve
* Pierre Boudier, NVIDIA
* Pierre-Loup A. Griffais, Valve
* Piers Daniell, NVIDIA (dynamic state, copy commands, memory types)
* Piotr Bialecki, Intel
* Prabindh Sundareson, Samsung Electronics
* Pyry Haulos, Google (Vulkan conformance test subcommittee chair)
* Ray Smith, ARM
* Rob Stepinski, Transgaming
* Robert J. Simpson, Qualcomm Technologies, Inc.
* Rolando Caloca Olivares, Epic Games
* Roy Ju, Mediatek
* Rufus Hamede, Imagination Technologies
* Sean Ellis, ARM
* Sean Harmer, KDAB
* Shannon Woods, Google
* Slawomir Cygan, Intel
* Slawomir Grajewski, Intel
* Stefanus Du Toit, Google
* Steve Hill, Broadcom
* Steve Viggers, Core Avionics & Industrial Inc.
* Stuart Smith, Imagination Technologies
* Tim Foley, Intel
* Timo Suoranta, AMD
* Timothy Lottes, AMD
* Tobias Hector, Imagination Technologies (validity language and
toolchain)
* Tobin Ehlis, LunarG
* Tom Olson, ARM (working group chair)
* Tomasz Kubale, Intel
* Tony Barbour, LunarG
* Wayne Lister, Imagination Technologies
* Yanjun Zhang, Vivante
* Zhenghong Wang, Mediatek
In addition to the Working Group, the Vulkan Advisory Panel members provided
important real-world usage information and advice that helped guide design
decisions.
Administrative support to the Working Group was provided by members of Gold
Standard Group, including Andrew Riegel, Elizabeth Riegel, Glenn Fredericks,
Kathleen Mattson and Michelle Clark. Technical support was provided by James
Riordon, webmaster of Khronos.org and OpenGL.org.

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[appendix]
= Layers & Extensions
Extensions to the {apiname} API can: be defined by authors, groups of
authors, and the Khronos {apiname} Working Group. In order not to compromise
the readability of the {apiname} Specification, the core Specification does
not incorporate most extensions. The online registry of extensions is
available at URL
http://www.khronos.org/registry/vulkan/
and allows generating versions of the Specification incorporating different
extensions.
[NOTE]
.Note
====
The mechanism and process of specifying extensions is subject to change, as
we receive feedback from authors and further requirements of documentation
tooling. This appendix will be updated as this evolves.
====
== Introduction
The Khronos extension registries and extension naming conventions serve
several purposes:
* Avoiding naming collisions between extensions developed by mutually
unaware parties, both in the extension names themselves, as well as
their token, command, and type names.
* Allocating enumerant values for tokens added by extensions
* Creating a defined order between extensions. Extensions with higher
numbers may: have dependencies upon extensions with lower numbers, and
must: define any relevant interactions with lower-numbered extensions.
* Provides a central repository for documentation and header changes
associated with extensions
{apiname}'s design and general software development trends introduces two
new paradigms that require rethinking the existing mechanisms:
* Layers, and with them a focus on a more open ecosystem where non-Khronos
members are expected to extend a Khronos API using the Layer mechanism.
* Namespaced constants (enumerations) that don't necessarily draw from a
single global set of token values.
== General Rules/Guidelines
Some general rules to simplify the specific rules below:
* Extensions and layers must: each have a globally unique name.
* All commands and tokens must: have a globally unique name.
* Extensions can: expose new commands, types, and/or tokens, but layers
mustnot:.
** However, layers can: expose their own extensions, which in turn are
allowed to expose new commands and tokens.
* All extensions must: be registered with Khronos.
* Extensions must: be strictly additive and backwards-compatible. That is,
extensions mustnot: remove existing functionality, or change existing
default behaviors. A {apiname} implementation may: support any
combination of extensions, but applications written using only the core
API, or a subset of the supported extensions, must: continue to work in
such an implementation without changes in behavior.
== Extension and Layer Naming Conventions
* Extensions are named with the syntax: +VK_AUTHOR_<name>+.
* Layers are named with the syntax: +VK_LAYER_{AUTHOR|FQDN}_<name>+.
Both extensions and layer names include a +VK_+ prefix. In addition, layers
add a +LAYER_+ prefix. Extension and layer names also contain an _author
prefix_ identifying the author of the extension/layer. This prefix is a
short, capitalized, registered string identifying an author, such as a
Khronos member developing {apiname} implementations for their devices, or a
non-Khronos developer creating {apiname} layers.
Some authors have platform communities they wish to distinguish between, and
can: register additional author prefixes for that purpose. For example,
Google has separate Android and Chrome communities.
Details on how to register an author prefix are provided below. Layer
authors not wishing to register an author prefix with Khronos can: instead
use a fully-qualified domain name (FQDN) as the prefix. The FQDN should: be
a domain name owned by the author. FQDNs cannot: be used for extensions,
only for layers.
* The following are examples of extension and layer names, demonstrating
the above syntax:
** Extension names all use the base prefix +VK_+.
** Khronos-ratified extensions add the special author prefix +KHR+, and
will use the prefix +VK_KHR_+.
** The following author prefixes are reserved and mustnot: be used:
*** +VK+ - To avoid confusion with the top-level +VK_+ prefix.
*** +VULKAN+ - To avoid confusion with the name of the {apiname} API.
*** +LAYER+ - To avoid confusion with the higher-level ``LAYER'' prefix.
*** +KHRONOS+ - To avoid confusion with the Khronos organization.
** Multi-author extensions that have not been ratified by Khronos (those
developed via cooperation between, and intended to be supported by two
or more registered authors) add the special author prefix +EXT+ to the
base prefix, and will use the prefix +VK_EXT_+.
** Traditional author-specific extensions developed by one author (or one
author in cooperation with non-authors) add the author prefix to the
base prefix. For example, NVIDIA will use the prefix +VK_NV_+, and
Valve will use the prefix +VK_VALVE_+. Some authors can: have
additional registered author prefixes for special purposes. For
example, an Android extension developed by Google - but part of an
Android open-source community project, and so not a proprietary Google
extension - will use the prefix +VK_ANDROID_+.
** Layer names follow the same conventions as extensions, but use the base
prefix +VK_LAYER_+.
** Because layers need not be registered with Khronos, an alternative
prefix mechanism is needed to allow creating unique layer names without
registering an author prefix. Layer authors that prefer not to register
an author prefix can: instead use a fully-qualified domain name (FQDN)
in reverse-order as an author prefix, using all lower-case characters,
and replacing +.+ (period) with `_` (underscore) characters. For
example, a layer written by the owner of www.3dxcl.com would use the
prefix `VK_LAYER_com_3dxcl_www_`. FQDNs must: be encoded in UTF-8.
== Extension Command, Token, and Type Naming Conventions
Extensions may: add new commands, tokens, and types, or collectively
``objects'' to the {apiname} API. These objects also require globally unique
names. These names shall conform to the following template:
["source","{basebackend@docbook:c++:cpp}",title=""]
------------------------------------------------------------------------------
vk<CommandName><ExtensionAuthorPrefix>
------------------------------------------------------------------------------
Where +ExtensionAuthorPrefix+ is equal to that of the prefixes defined above
for extension names with the exception that a leading `_` (underscore) is
added for non-Khronos extensions. For example, a Khronos-blessed extension
could expose the following command:
["source","{basebackend@docbook:c++:cpp}",title=""]
------------------------------------------------------------------------------
void vkDoSomethingKHR(void);
------------------------------------------------------------------------------
A Google extension could expose the following command:
["source","{basebackend@docbook:c++:cpp}",title=""]
------------------------------------------------------------------------------
void vkDoSomethingGOOGLE(void);
------------------------------------------------------------------------------
A multi-author extension could expose the following type:
["source","{basebackend@docbook:c++:cpp}",title=""]
------------------------------------------------------------------------------
typedef struct VkSomeDataEXT;
------------------------------------------------------------------------------
And a non-Khronos extension could expose this enumerant:
["source","{basebackend@docbook:c++:cpp}",title=""]
------------------------------------------------------------------------------
enum VkSomeValuesGRPHX {
VK_SOME_VALUE_0_GRPHX = 0,
VK_SOME_VALUE_1_GRPHX = 1,
VK_SOME_VALUE_2_GRPHX = 2,
};
------------------------------------------------------------------------------
[[extensions-api-registry]]
== The {apiname} Registry
The canonical definition of the {apiname} APIs is kept in an XML file known
as the *{apiname} registry*. The registry is kept in +src/spec/vk.xml+ in
the branch of the vulkan project containing the most recently released core
API specification. The registry contains reserved author prefixes, core and
extension interface definitions, definitions of individual commands and
structures, and other information which must be agreed on by all
implementations. The registry is used to maintain a single, consistent
global namespace for the registered entities, to generate the
Khronos-supplied +vulkan.h+, and to create a variety of related
documentation used in generating the API specification and reference pages.
[[extensions-author-prefix]]
== Registering an Author Prefix with Khronos
Previous Khronos APIs could only officially be modified by Khronos members.
In an effort to build a more flexible platform, {apiname} allows non-Khronos
developers to extend and modify the API via layers and extensions in the
same manner as Khronos members. However, extensions must: still be
registered with Khronos. A mechanism for non-members to register layers and
extensions is provided.
Extension authors will be able to create an account on the Khronos github
project and, using this account, register an author prefix with
Khronos. This string must: be used as the author prefix in any extensions
the author registers. The same account will be used to request registration
of extensions or layers with Khronos, as described below.
To reserve an author prefix, propose a merge request against
<<extensions-api-registry,+vk.xml+>>. The merge must: add a +<tag>+ XML tag
and fill in the +name+, +author+ and +contact+ attributes with the requested
author prefix, the author's formal name (e.g. company or project name), and
contact email address, respectively. The author prefix will be reserved only
once this merge request is accepted.
Please do not try to reserve author names which clearly belong to another
existing company or software project which may: wish to develop {apiname}
extensions or layers in the future, as a matter of courtesy and respect.
Khronos may: decline to register author names that are not requested in good
faith.
[[extensions-vendor-id]]
== Registering a Vendor ID with Khronos
{apiname} implementers must report a valid vendor ID for their
implementation, as reported by
<<devsandqueues-physical-device-enumeration,physical device queries>>. If
there is no valid PCI vendor ID defined for the physical device,
implementations must: obtain a Khronos vendor ID.
Khronos vendor IDs are reserved in a similar fashion to
<<extensions-author-prefix,author prefixes>>. While vendor IDs are not
directly related to API extensions, the reservation process is very similar
and so is described in this section.
To reserve an Khronos vendor ID, you must first have a Khronos author
prefix. Propose a merge request against
<<extensions-api-registry,+vk.xml+>>. The merge must: add a +<vendorid>+ tag
and fill in the +name+ and +id+ attributes. The +name+ attribute must: be
set to the author prefix. The +id+ attribute must: be the first sequentially
available ID in the list of +<vendorid>+ tags. The vendor ID will be
reserved only once this merge request has been accepted.
Please do not try to reserve vendor IDs unless you are making a good faith
effort to develop a {apiname} implementation and require one for that
purpose.
== Registering Extensions and Layers
Extensions must: be registered with Khronos. Layers may: be registered, and
registration is strongly recommended. Registration means:
* Receiving an extension number.
* Adding the extension or layer name to the list in +vk.xml+ and appearing
on the Khronos registry website, which will link to associated
documentation hosted on Khronos.
* For extensions which add to the {apiname} API, including definitions of
those additions to +vk.xml+.
Registration for Khronos members is handled by filing a merge request in the
internal gitlab repository against the branch containing the core
specification against which the extension or layer will be written. The
merge must: modify +vk.xml+ to define extension names, API interfaces, and
related information. Registration is not complete until the registry
maintainer has validated and accepted the merge.
Since this process could in principle be completely automated, this
suggests a scalable mechanism for accepting registration of non-Khronos
extensions. Non-Khronos members who want to create extensions must: register
with Khronos by creating a github account, and registering their author
prefix and/or FQDNs to that account. They can: then submit new extension
registration requests by proposing merges to +vk.xml+. On acceptance of the
merge, the extension will be registered, though its specification need not
be checked into the Khronos github repository at that point.
The registration process can: be split into several steps to accommodate
extension number assignment prior to extension publication:
* Acquire an extension number. This is done by proposing a merge request
against +vk.xml+ similarly to how <<extensions-author-prefix,author
prefixes are reserved>>. The merge should: add a new +<extension>+ tag
at the end of the file with attributes specifying the proposed extension
+name+, the next unused sequential extension +number+, the +author+ and
+contact+ information (if different than that already specified for the
author prefix used in the extension name), and finally, specifying
+supported="disabled"+. The extension number will be reserved only once
this merge request is accepted into the master branch.
* Develop and test the extension using the registered extension number.
* Publish the extension to Khronos using the previously registered
extension number, by creating a branch of the repository with
appropriate changes relative to the core {apiname} API branch.
* Mark the extension as enabled, by proposing a merge to master changing
the +supported+ attribute value of the +<extension>+ to
+supported="vulkan"+. This should: be completely automated and under the
control of the publishers, to allow them to align publication on Khronos
with product releases. However, complete automation might be difficult,
since steps such as regenerating and validating +vulkan.h+ are involved.
Once the merge is accepted and the corresponding updated header with the
new extension interface is committed to the master branch, publication
is complete.
The automated process does not exist yet, and would require significant
investment in infrastructure to support the process on the Khronos servers.
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO: This section is subject to change and not complete yet, but in broad
is how we expect extension registration and specifications to work. The
process will be refined as members and outside authors define further
extensions.
====
endif::editing-notes[]
== Documenting Extensions
Extensions are documented as modifications to the {apiname} specification.
These modifications will be on Git branches that are named with the
following syntax: +<major.minor core spec version>-<extension_name>+
For example, the VK_KHR_surface extension will be documented relative
to version 1.0 of the {apiname} specification. As such, the branch name will
be: +1.0-VK_KHR_surface+
If the extension modifies an existing section of the {apiname}
specification, those modifications are made in-place. Since the changes are
on a branch, the core-only specification can: be easily produced. A
specification with an extension is created by merging in the extension's
branch contents.
Extensions should: be merged according to their registered extension number.
If two extensions both modify the same portion of the specification, the
higher-numbered extension should: take care to deal with any conflicts.
The WSI extensions were used to help pioneer what should: be done for
extensions. This includes the following:
* All extensions should: add to the appendix of the {apiname}
specification. This should: be modeled after what was done for the
+VK_KHR_surface+ extension, which contains some high-level information
about the extension (as well as code examples, and revision history) in
the +appendices/vk_khr_surface.txt+ file.
* Each extension's appendix file is included by adding an +include+
statement to the +vkspec.txt+ file. Since most extensions will all put
their +include+ line at the same place in this file, they should: add
this statement on the master branch, even though the file won't actually
exist on the master branch. This will avoid merge conflicts when
multiple extensions' branches are merged in order to create the ``full''
branch specification.
* If there are any other places where 2 or more extensions will extend the
{apiname} specification, it is best to put that content in a file, and
use an +include+ statement to put that content into the spec. Again,
this +include+ line should: be put on the master branch in order to
avoid merge conflicts.
* If an extension is more of an addition to the {apiname} specification,
the extension should: add a chapter to the {apiname} specification.
== Assigning Extension Token Values
Extensions can: define their own enumeration types and assign any values to
their enumerants that they like. Each enumeration has a private namespace,
so collisions are not a problem. However, when extending existing
enumeration object with new values, care must: be taken to preserve global
uniqueness of values. Enumerations which define new bitfields are treated
specially as described in <<extensions-reserving-bitfield-values,Reserving
Bitfield Values>> below.
Each extension is assigned a range of values that can: be used to create
globally-unique enum values. Most values will be negative numbers, but
positive numbers are also reserved. The ability to create both positive and
negative extension values is necessary to enable extending enumerations such
as stext:VkResult that assign special meaning to negative and positive
values. Therefore, 1000 positive and 1000 negative values are reserved for
each extension. Extensions must: not define enum values outside their
reserved range without explicit permission from the owner of those values
(e.g. from the author of another extension whose range is infringed on, or
from the Khronos Registrar if the values do not belong to any extension's
range).
[NOTE]
.Note
====
Typically, extensions use a unique offset for each enumeration constant they
add, yielding 1000 distinct token values per extension. Since each
enumeration object has its own namespace, if an extension needs to add many
enumeration constant values, it can: reuse offsets on a per-type basis.
====
The information needed to add new values to the XML are as follows:
* The **extension name** (e.g. +VK_KHR_swapchain+) that is adding the new
enumeration constant.
* The existing enumeration **type** being extended (e.g.
stext:VkStructureType).
* The name of the new enumeration **token** being added (e.g.
etext:VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR).
* The **offset**, which is an integer between 0 and 999 relative to the
base being used for the extension.
* The **direction** may: be specified to indicate a negative value
(+dir="-"+) when needed for negative stext:VkResult values indicating
errors, like etext:VK_ERROR_SURFACE_LOST_KHR. The default direction is
positive, if not specified.
Implicit is the registered number of an extension, which is used to create a
block of unused values offset against a global extension base value.
Individual enumerant values are calculated as offsets in that block. Values
are calculated as follows:
* base_value = 1000000000
* block_size = 1000
* enum_offset(extension_number,offset) = base_value +
(extension_number - 1) × block_size + offset
* Positive values: enum_offset(extension_number,offset)
* Negative values: -enum_offset(extension_number,offset)
The exact syntax for specifying extension enumerant values is defined in the
+readme.pdf+ specifying the format of +vk.xml+, and extension authors can:
also refer to existing extensions for examples.
== Required Extension Tokens
In addition to any tokens specific to the functionality of an extension,
all extensions must: define two additional tokens.
* VK_EXTNAME_SPEC_VERSION is an integer constant which is the revision of
the extension named +VK_extname+ (EXTNAME is all upper-case, while
extname is the capitalization of the actual extension name) in
+vulkan.h+. This value begins at 1 with the initial version of an
extension specification, and is incremented when significant changes
(bugfixes or added functionality) are made. Note that the revision of an
extension defined in +vulkan.h+ and the revision supported by the
{apiname} implementation (the pname:specVersion field of the
slink:VkExtensionProperties structure corresponding to the extension and
returned by one of the <<debug-extensions,Extension Queries>>) may:
differ. In such cases, only the functionality and behavior of the
lowest-numbered revision can: be used.
* VK_EXTNAME_EXTENSION_NAME is a string constant which is the name of the
extension.
For example, for the WSI extension +VK_KHR_surface+, at the time of writing
the following definitions were in effect:
[source,c]
---------------------------------------------------
#define VK_KHR_SURFACE_SPEC_VERSION 24
#define VK_KHR_SURFACE_EXTENSION_NAME "VK_KHR_surface"
---------------------------------------------------
== Extension Objects, Enums, and Typedefs
Expanding on previous discussion, extensions can: add values to existing
enums; and can: add their own objects, enums, typedefs, etc. This is done by
adding to <<extensions-api-registry,+vk.xml+>>. All such additions will be
included in the +vulkan.h+ header supplied by Khronos.
[NOTE]
.Note
====
Application developers are encouraged to be careful when using +switch+
statements with {apiname} API enums. This is because extensions can: add new
values to existing enums. The use of a +default:+ statement, within a
+switch+, may: avoid future compilation issues.
====
[[extension-function_prototypes]]
== Extension Function Prototypes
Function pointer declarations and function prototypes for all core {apiname}
API functions are included in the +vulkan.h+ file. These come from the
official XML specification of the {apiname} API hosted by Khronos.
Function pointer declarations are also included in the +vulkan.h+ file for
all extension functions. Function prototypes for extensions may: be included
in +vulkan.h+. Extension functions that are part of the {apiname} ABI must:
be flagged in the XML. Prototypes will be included in +vulkan.h+ for all
extension functions that are part of the {apiname} ABI.
An extension can: be considered platform specific, in which case, its
objects, functions, etc. are protected by #ifdefs. This is orthogonal to
whether a function is considered to be part of the {apiname} ABI.
The initial set of WSI extension functions are considered to be part of the
{apiname} ABI. Prototypes for these WSI functions are included in the
+vulkan.h+ provided by Khronos, though the platform-specific portions of
+vulkan.h+ are protected by #ifdefs.
[NOTE]
.Note
====
Based on feedback from implementers, Khronos expects that the Android,
Linux, and Windows {apiname} SDKs will include our +vulkan.h+ and export
the supported WSI functions for those platforms from their loader
libraries. Other implementations can: make different choices for their
headers and loader libraries, but are encouraged to be consistent with
these implementations.
====
== Accessing Extension Function from Programs
The {apiname} API flink:vkGetInstanceProcAddr and flink:vkGetDeviceProcAddr
functions (i.e. GPA functions) can: be used in order to obtain addresses for
core and extension functions (per the description in
<<initialization-functionpointers,Command Function Pointers>>). Various
{apiname} API loaders can: be created on different platforms, which can:
statically export some or all of the core {apiname} API functions, and which
can: statically export some or all extension functions. If a loader
statically exports a function, an application can: link against that
function without needing to call a GPA function.
[NOTE]
.Note
====
As mentioned above, the {apiname} API loader on Android, Linux, and Windows
will export all core {apiname} API and WSI extension functions. The WSI
functions are considered special, because they are required for many
applications.
====
[[extensions-reserving-bitfield-values]]
=== Reserving Bitfield Values
Enumerants which define bitfield values are a special case, since there are
only a small number of unused bits available for extensions. For core Vulkan
API and KHR extension bitfield types, reservations must: be approved by a
vote of the Vulkan Working Group. For EXT and vendor extension bitfield
types, reservations must: be approved by the listed contact of the
extension. Bits are not reserved, and mustnot: be used in a published
implementation or specification until the reservation is merged into
<<extensions-api-registry,+vk.xml+>> by the registry maintainer.
[NOTE]
.Note
====
In reality the approving authority for EXT and vendor extension bitfield
additions will probably be the owner of the github branch containing the
specification of that extension; however, until the github process is fully
defined and locked down, it's safest to refer to the listed contact.
====
== Extension Interactions
Extensions modifying the behavior of existing commands should: provide
additional parameters by using the param:pNext field of an existing
structure, pointing to a new structure defined by the extension, as
described in the <<fundamentals-validusage,Valid Usage>> section. Extension
structures defined by multiple extensions affecting the same structure can
be chained together in this fashion.
It is in principle possible for extensions to provide additional parameters
through alternate means, such as passing a handle parameter to a structure
with a pname:sType defined by the extension, but this approach is
discouraged and shouldnot: be used.
When chaining multiple extensions to a structure, the implementation will
process the chain starting with the base parameter and proceeding through
each successive chained structure in turn. Extensions should: be defined to
accept any order of chaining, and must: define their interactions with other
extensions such that the results are deterministic. If an extension needs a
specific ordering of its extension structure with respect to other
extensions in a chain to provide deterministic results, it must: define the
required ordering and expected behavior as part of its specification.

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
// The asciidoc [glossary] template cannot contain subsections.
// The abbreviations and prefixes probably belong in the upcoming
// API/extension-writing-guidelines appendix, anyway.
[glossary]
= Glossary
The terms defined in this section are used consistently throughout this
Specification and may be used with or without capitalization.
Accessible (Descriptor Binding)::
A descriptor binding is accessible to a shader stage if that stage is
included in the pname:stageFlags of the descriptor binding. Descriptors
using that binding can: only be used by stages in which they are
accessible.
Adjacent Vertex::
A vertex in an adjacency primitive topology that is not part of a given
primitive, but is accessible in geometry shaders.
Aliased Range (Memory)::
A range of a device memory allocation that is bound to multiple
resources simultaneously.
API Order::
A set of ordering rules that govern how primitives in draw commands
affect the framebuffer.
Attachment (Render Pass)::
A zero-based integer index name used in render pass creation to refer to
a framebuffer attachment that is accessed by one or more subpasses. The
index also refers to an attachment description which includes
information about the properties of the image view that will later be
attached.
Available::
See Memory Dependency.
Back-Facing::
See Facingness.
Batch::
A collection of command buffers that are submitted to a queue, and
corresponding semaphores to wait and signal. Corresponds to an instance
of the slink:VkSubmitInfo structure.
Backwards Compatibility::
A given version of the API is backwards compatible with an earlier
version if an application, relying only on valid behavior and
functionality defined by the earlier specification, is able to correctly
run against each version without any modification. This assumes no
active attempt by that application to not run when it detects a
different version.
Full Compatibility::
A given version of the API is fully compatible with another version if
an application, relying only on valid behavior and functionality defined
by either of those specifications, is able to correctly run against each
version without any modification. This assumes no active attempt by that
application to not run when it detects a different version.
Binding (Memory)::
An association established between a range of a resource object and a
range of a memory object. These associations determine the memory
locations affected by operations performed on elements of a resource
object. Memory bindings are established using the
flink:vkBindBufferMemory command for non-sparse buffer objects, using
the flink:vkBindImageMemory command for non-sparse image objects, and
using the flink:vkQueueBindSparse command for sparse resources.
Blend Constant::
Four floating point (RGBA) values used as an input to blending.
Blending::
Arithmetic 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.
Buffer::
A resource that represents a linear array of data in device memory.
Represented by a sname:VkBuffer object.
Buffer View::
An object that represents a range of a specific buffer, and state that
controls how the contents are interpreted. Represented by a
sname:VkBufferView object.
Built-In Variable::
A variable decorated in a shader, where the decoration makes the
variable take values provided by the execution environment or values
that are generated by fixed-function pipeline stages.
Built-In Interface Block::
A block defined in a shader that contains only variables decorated with
built-in decorations, and is used to match against other shader
stages.
Clip Coordinates::
The homogeneous coordinate space that vertex positions
(code:Position decoration) are written in by vertex processing stages.
Clip Distance::
A built-in output from vertex processing stages that defines a clip
half-space against which the primitive is clipped.
Clip Volume::
The intersection of the view volume with all clip half-spaces.
Color Attachment::
A subpass attachment point, or image view, that is the target of
fragment color outputs and blending.
Combined Image Sampler::
A descriptor type that includes both a sampled image and a sampler.
Command Buffer::
An object that records commands to be submitted to a queue. Represented
by a sname:VkCommandBuffer object.
Command Pool::
An object that command buffer memory is allocated from, and that owns
that memory. Command pools aid multithreaded performance by enabling
different threads to use different allocators, without internal
synchronization on each use. Represented by a sname:VkCommandPool
object.
Compatible Allocator::
When allocators are compatible, allocations from each allocator can: be
freed by the other allocator.
Compatible Image Formats::
When formats are compatible, images created with one of the formats can:
have image views created from it using any of the compatible formats.
Compatible Queues::
Queues within a queue family. Compatible queues have identical
properties.
Cull Distance::
A built-in output from vertex processing stages that defines a cull
half-space where the primitive is rejected if all vertices have a
negative value for the same cull distance.
Cull Volume::
The intersection of the view volume with all cull half-spaces.
Decoration (SPIR-V)::
Auxiliary information such as built-in variables, stream numbers,
invariance, interpolation type, relaxed precision, etc., added to
variables or structure-type members through decorations.
Depth/Stencil Attachment::
A subpass attachment point, or image view, that is the target of depth
and/or stencil test operations and writes.
Depth/Stencil Format::
A elink:VkFormat that includes depth and/or stencil components.
Depth/Stencil Image (or ImageView)::
A sname:VkImage (or sname:VkImageView) with a depth/stencil format.
Descriptor::
Information about a resource or resource view written into a descriptor
set that is used to access the resource or view from a shader.
Descriptor Binding::
An entry in a descriptor set layout corresponding to zero or more
descriptors of a single descriptor type in a set. Defined by a
slink:VkDescriptorSetLayoutBinding structure.
Descriptor Pool::
An object that descriptor sets are allocated from, and that owns the
storage of those descriptor sets. Descriptor pools aid multithreaded
performance by enabling different threads to use different allocators,
without internal synchronization on each use. Represented by a
sname:VkDescriptorPool object.
Descriptor Set::
An object that resource descriptors are written into via the API, and
that can: be bound to a command buffer such that the descriptors
contained within it can: be accessed from shaders. Represented by a
sname:VkDescriptorSet object.
Descriptor Set Layout::
An object that defines the set of resources (types and counts) and their
relative arrangement (in the binding namespace) within a descriptor set.
Used when allocating descriptor sets and when creating pipeline layouts.
Represented by a sname:VkDescriptorSetLayout object.
Device::
The processor(s) and execution environment that perform tasks requested
by the application via the Vulkan API.
Device Memory::
Memory accessible to the device. Represented by a sname:VkDeviceMemory
object.
Device-Local Memory::
Memory that is connected to the device, and may: be more performant for
device access than host-local memory.
Dispatchable Handle::
A handle of a pointer handle type which may: be used by layers as part
of intercepting API commands. The first argument to each {apiname}
command is a dispatchable handle type.
Dispatching Commands::
Commands that provoke work using a compute pipeline. Includes
flink:vkCmdDispatch and flink:vkCmdDispatchIndirect.
Drawing Commands::
Commands that provoke work using a graphics pipeline. Includes
flink:vkCmdDraw, flink:vkCmdDrawIndexed, flink:vkCmdDrawIndirect, and
flink:vkCmdDrawIndexedIndirect.
Dynamic Storage Buffer::
A storage buffer whose offset is specified each time the storage buffer
is bound to a command buffer via a descriptor set.
Dynamic Uniform Buffer::
A uniform buffer whose offset is specified each time the uniform buffer
is bound to a command buffer via a descriptor set.
Explicitly-Enabled Layer::
A layer enabled by the application by adding it to the enabled layer
list in flink:vkCmdCreateInstance or flink:vkCmdCreateDevice.
Event::
A synchronization primitive that is signalled when execution of previous
commands complete through a specified set of pipeline stages. Events can
be waited on by the device and polled by the host. Represented by a
sname:VkEvent object.
Executable State (Command Buffer)::
A command buffer that has ended recording commands and can: be executed.
See also Initial State and Recording State.
Execution Dependency::
A dependency that guarantees that certain pipeline stages' work for a
first set of commands has completed execution before certain pipeline
stages' work for a second set of commands begins execution. This is
accomplished via pipeline barriers, subpass dependencies, events, or
implicit ordering operations.
Execution Dependency Chain::
A sequence of execution dependencies that transitively act as an
execution dependency.
External synchronization::
A type of synchronization required of the application, where parameters
defined to be externally synchronized mustnot: be used simultaneously in
multiple threads.
Facingness (Polygon)::
A classification of a polygon as either front-facing or back-facing,
depending on the orientation (winding order) of its vertices.
Fence::
A synchronization primitive that is signaled when a set of batches or
sparse binding operations complete execution on a queue. Fences can: be
waited on by the host. Represented by a sname:VkFence object.
Flatshading::
A property of a vertex attribute that causes the value from a single
vertex (the provoking vertex) to be used for all vertices in a
primitive, and for interpolation of that attribute to return that single
value unaltered.
Fragment Input Attachment Interface::
A fragment shader entry point's variables with code:Input storage class
and a decoration of code:InputAttachmentIndex, which receive values from
input attachments.
Fragment Output Interface::
A fragment shader entry point's variables with code:Output storage
class, which output to color and/or depth/stencil attachments.
Framebuffer::
A collection of image views and a set of dimensions that, in conjunction
with a render pass, define the inputs and outputs used by drawing
commands. Represented by a sname:VkFramebuffer object.
Framebuffer Attachment::
One of the image views used in a framebuffer.
Framebuffer Coordinates::
A coordinate system in which adjacent pixels' coordinates differ by 1 in
x and/or y, with latexmath:[$(0,0)$] in the upper left corner and pixel
centers at half-integers.
Front-Facing::
See Facingness.
Handle::
An opaque integer or pointer value used to refer to a {apiname} object.
Each object type has a unique handle type.
Helper Invocation::
A fragment shader invocation that is created solely for the purposes of
evaluating derivatives for use in non-helper fragment shader
invocations, and which does not have side effects.
Host::
The processor(s) and execution environment that the application runs on,
and that the Vulkan API is exposed on.
Host Memory::
Memory not accessible to the device, used to store implementation data
structures.
Host-Accessible Subresource::
A buffer, or a linear image subresource in either the
ename:VK_IMAGE_LAYOUT_PREINITIALIZED or ename:VK_IMAGE_LAYOUT_GENERAL
layout. Host-accessible subresources have a well-defined addressing
scheme which can be used by the host.
Host-Local Memory::
Memory that is not local to the device, and may: be less performant for
device access than device-local memory.
Host-Visible Memory::
Device memory that can: be mapped on the host and can: be read and
written by the host.
Image::
A resource that represents a multi-dimensional formatted interpretation
of device memory. Represented by a sname:VkImage object.
Image Subresource::
A specific mipmap level and layer of an image.
Image Subresource Range::
A set of image subresources that are contiguous mipmap levels and
layers.
Image View::
An object that represents a subresource range of a specific image, and
state that controls how the contents are interpreted. Represented by a
sname:VkImageView object.
Immutable Sampler::
A sampler descriptor provided at descriptor set layout creation time,
and that is used for that binding in all descriptor sets created from
the layout, and cannot be changed.
Implicitly-Enabled Layer::
A layer enabled by a loader-defined mechanism outside the {apiname} API,
rather than explicitly by the application during instance or device
creation.
Index Buffer::
A buffer bound via flink:vkCmdBindIndexBuffer which is the source of
index values used to fetch vertex attributes for a
flink:vkCmdDrawIndexed or flink:vkCmdDrawIndexedIndirect command.
Indirect Commands::
Drawing or dispatching commands that source some of their parameters
from structures in buffer memory. Includes flink:vkCmdDrawIndirect,
flink:vkCmdDrawIndexedIndirect, and flink:vkCmdDispatchIndirect.
Initial State (Command Buffer)::
A command buffer that has not begun recording commands. See also
Recorded State and Executable State.
Input Attachment::
A descriptor type that represents an image view, and supports unfiltered
read-only access in a shader, only at the fragment's location in the
view.
Instance::
The top-level {apiname} object, which represents the application's
connection to the implementation. Represented by a sname:VkInstance
object.
Internal Synchronization::
A type of synchronization required of the implementation, where
parameters not defined to be externally synchronized may: require
internal mutexing to avoid multithreaded race conditions.
Invocation (Shader)::
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::
A handle of an integer handle type. Handle values maynot: be unique,
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::
Maximum
Rect::
Rectangle
Info::
Information
LOD::
Level of Detail
ID::
Identifier
UUID::
Universally Unique Identifier
Op::
Operation
R::
Red color component
G::
Green color component
B::
Blue color component
A::
Alpha color component
[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:
VK/Vk/vk::
Vulkan namespace +
All types, commands, enumerants and defines in this specification are
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

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[appendix]
= Invariance
The {apiname} specification is not pixel exact. It therefore does not
guarantee an exact match between images produced by different {apiname}
implementations. However, the specification does specify exact matches, in
some cases, for images produced by the same implementation. The purpose of
this appendix is to identify and provide justification for those cases that
require exact matches.
== Repeatability
The obvious and most fundamental case is repeated issuance of a series of
{apiname} commands. For any given {apiname} and framebuffer state vector,
and for any {apiname} command, the resulting {apiname} and framebuffer state
must: be identical whenever the command is executed on that initial
{apiname} and framebuffer state. This repeatability requirement doesn't
apply when using shaders containing side effects (image and buffer variable
stores and atomic operations), because these memory operations are not
guaranteed to be processed in a defined order.
One purpose of repeatability is avoidance of visual artifacts when a
doublebuffered scene is redrawn. If rendering is not repeatable, swapping
between two buffers rendered with the same command sequence may: result in
visible changes in the image. Such false motion is distracting to the
viewer. Another reason for repeatability is testability.
Repeatability, while important, is a weak requirement. Given only
repeatability as a requirement, two scenes rendered with one (small) polygon
changed in position might differ at every pixel. Such a difference, while
within the law of repeatability, is certainly not within its spirit.
Additional invariance rules are desirable to ensure useful operation.
== Multi-pass Algorithms
Invariance is necessary for a whole set of useful multi-pass algorithms.
Such algorithms render multiple times, each time with a different {apiname}
mode vector, to eventually produce a result in the framebuffer. Examples of
these algorithms include:
* ``Erasing'' a primitive from the framebuffer by redrawing it, either in
a different color or using the XOR logical operation.
* Using stencil operations to compute capping planes.
== Invariance Rules
For a given instantiation of an {apiname} rendering context:
*Rule 1* _For any given {apiname} and framebuffer state vector, and for any
given {apiname} command, the resulting {apiname} and framebuffer state must:
be identical each time the command is executed on that initial {apiname} and
framebuffer state._
*Rule 2* _Changes to the following state values have no side effects (the
use of any other state value is not affected by the change):_
*Required:*
* _Framebuffer contents (all bitplanes)_
* _The color buffers enabled for writing_
* _Scissor parameters (other than enable)_
* _Writemasks (color, depth, stencil)_
* _Clear values (color, depth, stencil)_
*Strongly suggested:*
* _Stencil Parameters (other than enable)_
* _Depth test parameters (other than enable)_
* _Blend parameters (other than enable)_
* _Logical operation parameters (other than enable)_
* _Pixel storage state_
*Corollary 1* _Fragment generation is invariant with respect to the state
values marked with * in Rule 2._
*Rule 3* _The arithmetic of each per-fragment operation is invariant except
with respect to parameters that directly control it._
*Corollary 2* _Images rendered into different color buffers sharing the same
framebuffer, either simultaneously or separately using the same command
sequence, are pixel identical._
*Rule 4* _The same vertex or fragment shader will produce the same result
when run multiple times with the same input. The wording ``the same shader''
means a program object that is populated with the same SPIR-V binary, which
is used to create pipelines, possibly multiple times, and which program
object is then executed using the same {apiname} state vector. Invariance is
relaxed for shaders with side effects, such as performing stores or
atomics._
*Rule 5* _All fragment shaders that either conditionally or unconditionally
assign_ code:FragCoord.z _to_ code:FragDepth _are depth-invariant with
respect to each other, for those fragments where the assignment to_
code:FragDepth _actually is done._
If a sequence of {apiname} commands specifies primitives to be rendered with
shaders containing side effects (image and buffer variable stores and atomic
operations), invariance rules are relaxed. In particular, rule 1, corollary
2, and rule 4 do not apply in the presence of shader side effects.
The following weaker versions of rules 1 and 4 apply to {apiname} commands
involving shader side effects:
*Rule 6* _For any given {apiname} and framebuffer state vector, and for any
given {apiname} command, the contents of any framebuffer state not directly
or indirectly affected by results of shader image or buffer variable stores
or atomic operations must: be identical each time the command is executed on
that initial {apiname} and framebuffer state._
*Rule 7* _The same vertex or fragment shader will produce the same result
when run multiple times with the same input as long as:_
* _shader invocations do not use image atomic operations;_
* _no framebuffer memory is written to more than once by image stores,
unless all such stores write the same value; and_
* _no shader invocation, or other operation performed to process the
sequence of commands, reads memory written to by an image store._
When any sequence of {apiname} commands triggers shader invocations that
perform image stores or atomic operations, and subsequent {apiname} commands
read the memory written by those shader invocations, these operations must:
be explicitly synchronized.
== Tessellation Invariance
When using a program containing tessellation evaluation shaders, the
fixed-function tessellation primitive generator consumes the input patch
specified by an application and emits a new set of primitives. The following
invariance rules are intended to provide repeatability guarantees.
Additionally, they are intended to allow an application with a carefully
crafted tessellation evaluation shader to ensure that the sets of triangles
generated for two adjacent patches have identical vertices along shared
patch edges, avoiding ``cracks'' caused by minor differences in the
positions of vertices along shared edges.
*Rule 1* _When processing two patches with identical outer and inner
tessellation levels, the tessellation primitive generator will emit an
identical set of point, line, or triangle primitives as long as the active
program used to process the patch primitives has tessellation evaluation
shaders specifying the same tessellation mode, spacing, vertex order, and
point mode decorations. Two sets of primitives are considered identical if
and only if they contain the same number and type of primitives and the
generated tessellation coordinates for the vertex numbered m of the
primitive numbered n are identical for all values of m and n._
*Rule 2* _The set of vertices generated along the outer edge of the
subdivided primitive in triangle and quad tessellation, and the tessellation
coordinates of each, depends only on the corresponding outer tessellation
level and the spacing decorations in the tessellation shaders of the
pipeline._
*Rule 3* _The set of vertices generated when subdividing any outer primitive
edge is always symmetric. For triangle tessellation, if the subdivision
generates a vertex with tessellation coordinates of the form (0, x, 1-x),
(x, 0, 1-x), or (x, 1-x, 0), it will also generate a vertex with coordinates
of exactly (0, 1-x, x), (1-x, 0, x), or (1-x, x, 0), respectively. For quad
tessellation, if the subdivision generates a vertex with coordinates of (x,
0) or (0, x), it will also generate a vertex with coordinates of exactly
(1-x, 0) or (0, 1-x), respectively. For isoline tessellation, if it
generates vertices at (0, x) and (1, x) where x is not zero, it will also
generate vertices at exactly (0, 1-x) and (1, 1-x), respectively._
*Rule 4* _The set of vertices generated when subdividing outer edges in
triangular and quad tessellation must: be independent of the specific edge
subdivided, given identical outer tessellation levels and spacing. For
example, if vertices at (x, 1 - x, 0) and (1-x, x, 0) are generated when
subdividing the w = 0 edge in triangular tessellation, vertices must: be
generated at (x, 0, 1-x) and (1-x, 0, x) when subdividing an otherwise
identical v = 0 edge. For quad tessellation, if vertices at (x, 0) and
(1-x, 0) are generated when subdividing the v = 0 edge, vertices must: be
generated at (0, x) and (0, 1-x) when subdividing an otherwise identical
u = 0 edge._
*Rule 5* _When processing two patches that are identical in all respects
enumerated in rule 1 except for vertex order, the set of triangles generated
for triangle and quad tessellation must: be identical except for vertex and
triangle order. For each triangle n1 produced by processing the first patch,
there must: be a triangle n2 produced when processing the second patch each
of whose vertices has the same tessellation coordinates as one of the
vertices in n1._
*Rule 6* _When processing two patches that are identical in all respects
enumerated in rule 1 other than matching outer tessellation levels and/or
vertex order, the set of interior triangles generated for triangle and quad
tessellation must: be identical in all respects except for vertex and
triangle order. For each interior triangle n1 produced by processing the
first patch, there must: be a triangle n2 produced when processing the
second patch each of whose vertices has the same tessellation coordinates as
one of the vertices in n1. A triangle produced by the tessellator is
considered an interior triangle if none of its vertices lie on an outer edge
of the subdivided primitive._
*Rule 7* _For quad and triangle tessellation, the set of triangles
connecting an inner and outer edge depends only on the inner and outer
tessellation levels corresponding to that edge and the spacing decorations._
*Rule 8* _The value of all defined components of_ code:TessellationCoord
_will be in the range [0, 1]. Additionally, for any defined component x of_
code:TessellationCoord, _the results of computing 1.0-x in a tessellation
evaluation shader will be exact. If any floating-point values in the range
[0, 1] fail to satisfy this property, such values mustnot: be used as
tessellation coordinate components._

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[appendix]
[[spirvenv]]
= {apiname} Environment for SPIR-V
Shaders for {apiname} are defined by the <<Khronos SPIR-V Specification>> as
well as the <<Khronos SPIR-V Extended Instructions for GLSL Specification>>.
This appendix defines additional SPIR-V requirements applying to {apiname}
shaders.
== Required Versions and Formats
A {apiname} 1.0 implementation must: support the 1.0 version of SPIR-V and
the 1.0 version of the SPIR-V Extended Instructions for GLSL.
A SPIR-V module passed into flink:vkCreateShaderModule is interpreted as
a series of 32-bit words in host endianness, with literal strings packed
as described in section 2.2 of the SPIR-V Specification. The first few words
of the SPIR-V module must: be a magic number and a SPIR-V version number, as
described in section 2.3 of the SPIR-V Specification.
[[spirvenv-capabilities]]
== Capabilities
Implementations must: support the following capability operands declared by
*OpCapability*:
- Matrix
- Shader
- InputAttachment
- Sampled1D
- Image1D
- SampledBuffer
- ImageBuffer
- ImageQuery
- DerivativeControl
Implementations may: support features that are not required: by the
Specification, as described in the <<features-features,Features>> chapter.
If such a feature is supported, then any capability operand(s) corresponding
to that feature must: also be supported.
[[spirvenv-capabilities-table]]
.SPIR-V Capabilities which are not required:, and corresponding feature names
[options="header"]
|====
| SPIR-V OpCapability | {apiname} feature name
| *Geometry* | <<features-features-geometryShader,geometryShader>>
| *Tessellation* | <<features-features-tessellationShader,tessellationShader>>
| *Float64* | <<features-features-shaderFloat64,shaderFloat64>>
| *Int64* | <<features-features-shaderInt64,shaderInt64>>
| *Int16* | <<features-features-shaderInt16,shaderInt16>>
| *TessellationPointSize* | <<features-features-shaderTessellationAndGeometryPointSize,shaderTessellationAndGeometryPointSize>>
| *GeometryPointSize* | <<features-features-shaderTessellationAndGeometryPointSize,shaderTessellationAndGeometryPointSize>>
| *ImageGatherExtended* | <<features-features-shaderImageGatherExtended,shaderImageGatherExtended>>
| *StorageImageMultisample* | <<features-features-shaderStorageImageMultisample,shaderStorageImageMultisample>>
| *UniformBufferArrayDynamicIndexing* | <<features-features-shaderUniformBufferArrayDynamicIndexing,shaderUniformBufferArrayDynamicIndexing>>
| *SampledImageArrayDynamicIndexing* | <<features-features-shaderSampledImageArrayDynamicIndexing,shaderSampledImageArrayDynamicIndexing>>
| *StorageBufferArrayDynamicIndexing* | <<features-features-shaderStorageBufferArrayDynamicIndexing,shaderStorageBufferArrayDynamicIndexing>>
| *StorageImageArrayDynamicIndexing* | <<features-features-shaderStorageImageArrayDynamicIndexing,shaderStorageImageArrayDynamicIndexing>>
| *ClipDistance* | <<features-features-shaderClipDistance,shaderClipDistance>>
| *CullDistance* | <<features-features-shaderCullDistance,shaderCullDistance>>
| *ImageCubeArray* | <<features-features-imageCubeArray,imageCubeArray>>
| *SampleRateShading* | <<features-features-sampleRateShading,sampleRateShading>>
| *SparseResidency* | <<features-features-shaderResourceResidency,shaderResourceResidency>>
| *MinLod* | <<features-features-shaderResourceMinLod,shaderResourceMinLod>>
| *SampledCubeArray* | <<features-features-imageCubeArray,imageCubeArray>>
| *ImageMSArray* | <<features-features-shaderStorageImageMultisample,shaderStorageImageMultisample>>
| *StorageImageExtendedFormats* | <<features-features-shaderStorageImageExtendedFormats,shaderStorageImageExtendedFormats>>
| *InterpolationFunction* | <<features-features-sampleRateShading,sampleRateShading>>
| *StorageImageReadWithoutFormat* | <<features-features-shaderStorageImageReadWithoutFormat,shaderStorageImageReadWithoutFormat>>
| *StorageImageWriteWithoutFormat* | <<features-features-shaderStorageImageWriteWithoutFormat,shaderStorageImageWriteWithoutFormat>>
| *MultiViewport* | <<features-features-multiViewport,multiViewport>>
|====
The application mustnot: pass a SPIR-V module containing any of the
following to flink:vkCreateShaderModule:
- any OpCapability not listed above,
- an unsupported capability, or
- a capability which corresponds to a {apiname} feature which has not been
enabled.
[[spirvenv-module-validation]]
== Validation Rules within a Module
A SPIR-V module passed to flink:vkCreateShaderModule must: conform to the
following rules:
* Every entry point must: have no return value and accept no arguments.
* The *Logical* addressing model must: be selected.
* *Scope* for execution must: be limited to:
** *Workgroup*
** *Subgroup*
* *Scope* for memory must: be limited to:
** *Device*
** *Workgroup*
** *Invocation*
* The *OriginLowerLeft* execution mode mustnot: be used; fragment entry
points must: declare *OriginUpperLeft*.
* The *PixelCenterInteger* execution mode mustnot: be used. Pixels are
always centered at half-integer coordinates.
* Images
** *OpTypeImage* must: declare a scalar 32-bit float or 32-bit integer
type for the ``Sampled Type''. (RelaxedPrecision can: be applied to a
sampling instruction and to the variable holding the result of a
sampling instruction.)
** *OpSampledImage* must: only consume an ``Image'' operand whose type has
its ``Sampled'' operand set to 1.
** The ``(u, v)'' coordinates used for a *SubpassData* must: be the <id>
of a constant vector (0, 0), or if a layer coordinate is used, must: be
a vector that was formed with constant 0 for the ``u'' and ``v''
components.
** The ``Depth'' operand of *OpTypeImage* is ignored.
* Decorations
** The *GLSLShared* and *GLSLPacked* decorations mustnot: be used.
** The code:Flat, code:NoPerspective, code:Sample, and code:Centroid
decorations mustnot: be used on variables with storage class other than
code:Input or on variables used in the interface of non-fragment shader
entry points.
** The code:Patch decoration mustnot: be used on variables in the
interface of a vertex, geometry, or fragment shader stage's entry
point.
- *OpTypeRuntimeArray* must: only be used for the last member of an
*OpTypeStruct* in the *Uniform* storage class.
- Linkage: See <<interfaces,Shader Interfaces>> for additional linking and
validation rules.
[[spirvenv-precision-operation]]
== Precision and Operation of SPIR-V Instructions
The following rules apply to both single and double-precision floating point
instructions:
- Positive and negative infinities and positive and negative zeros are
generated as dictated by <<IEEE 754>>, but subject to the precisions
allowed in the following table.
- Dividing a non-zero by a zero results in the appropriately signed <<IEEE
754>> infinity.
- Any denormalized value input into a shader or potentially generated by
any instruction in a shader may: be flushed to 0.
- The rounding mode cannot: be set and is undefined.
- NaNs maynot: be generated. Instructions that operate on a NaN maynot:
result in a NaN.
- Support for signaling NaNs is optional: and exceptions are never raised.
The precision of double-precision instructions is at least that of single
precision. For single precision (32 bit) instructions, precisions are
required: to be at least as follows, unless decorated with RelaxedPrecision:
.Precision of core SPIRV Instructions
[options="header"]
|====
|Instruction | Precision
|*OpFAdd* | Correctly rounded.
|*OpFSub* | Correctly rounded.
|*OpFMul* | Correctly rounded.
|*OpFOrdEqual*, *OpFUnordEqual* | Correct result.
|*OpFOrdLessThan*, *OpFUnordLessThan* | Correct result.
|*OpFOrdGreaterThan*, *OpFUnordGreaterThan* | Correct result.
|*OpFOrdLessThanEqual*, *OpFUnordLessThanEqual* | Correct result.
|*OpFOrdGreaterThanEqual*, *OpFUnordGreaterThanEqual*| Correct result.
|*OpFDiv* | 2.5 ULP for b in the range [2^-126^, 2^126^].
|conversions between types | Correctly rounded.
|====
Precision of GLSL.std.450 Instructions
[options="header"]
|====
|Instruction | Precision
|*fma*() | Inherited from *OpFMul* followed by *OpFAdd*.
|*exp*(x), *exp2*(x) | latexmath:[$(3 + 2 \times \|x\|)$] ULP.
|*log*(), *log2*() | 3 ULP outside the range [0.5, 2.0]. Absolute error < 2^-21^ inside the range [0.5, 2.0].
|*pow*(x, y) | Inherited from *exp2* (y × *log2* (x)).
|*sqrt*() | Inherited from 1.0 / *inversesqrt*().
|*inversesqrt*() | 2 ULP.
|====
GLSL.std.450 extended instructions specifically defined in terms of the
above instructions inherit the above errors. GLSL.std.450 extended
instructions not listed above and not defined in terms of the above have
undefined precision. These include, for example, the trigonometric functions
and determinant.
For the code:OpSRem and code:OpSMod instructions, if either operand is
negative the result is undefined.
[NOTE]
.Note
====
While the code:OpSRem and code:OpSMod instructions are supported by the
{apiname} environment, they require non-negative values and thus do not
enable additional functionality beyond what code:OpUMod provides.
====
[[spirvenv-image-formats]]
Compatibility Between SPIR-V Image Formats And {apiname} Formats
----------------------------------------------------------------
[cols="2*", options="header"]
|===
|SPIR-V Image Format |{apiname} Format
|code:Rgba32f |ename:VK_FORMAT_R32G32B32A32_SFLOAT
|code:Rgba16f |ename:VK_FORMAT_R16G16B16A16_SFLOAT
|code:R32f |ename:VK_FORMAT_R32_SFLOAT
|code:Rgba8 |ename:VK_FORMAT_R8G8B8A8_UNORM
|code:Rgba8Snorm |ename:VK_FORMAT_R8G8B8A8_SNORM
|code:Rg32f |ename:VK_FORMAT_R32G32_SFLOAT
|code:Rg16f |ename:VK_FORMAT_R16G16_SFLOAT
|code:R11fG11fB10f |ename:VK_FORMAT_B10G11R11_UFLOAT_PACK32
|code:R16f |ename:VK_FORMAT_R16_SFLOAT
|code:Rgba16 |ename:VK_FORMAT_R16G16B16A16_UNORM
|code:Rgb10A2 |ename:VK_FORMAT_A2B10G10R10_UNORM_PACK32
|code:Rg16 |ename:VK_FORMAT_R16G16_UNORM
|code:Rg8 |ename:VK_FORMAT_R8G8_UNORM
|code:R16 |ename:VK_FORMAT_R16_UNORM
|code:R8 |ename:VK_FORMAT_R8_UNORM
|code:Rgba16Snorm |ename:VK_FORMAT_R16G16B16A16_SNORM
|code:Rg16Snorm |ename:VK_FORMAT_R16G16_SNORM
|code:Rg8Snorm |ename:VK_FORMAT_R8G8_SNORM
|code:R16Snorm |ename:VK_FORMAT_R16_SNORM
|code:R8Snorm |ename:VK_FORMAT_R8_SNORM
|code:Rgba32i |ename:VK_FORMAT_R32G32B32A32_SINT
|code:Rgba16i |ename:VK_FORMAT_R16G16B16A16_SINT
|code:Rgba8i |ename:VK_FORMAT_R8G8B8A8_SINT
|code:R32i |ename:VK_FORMAT_R32_SINT
|code:Rg32i |ename:VK_FORMAT_R32G32_SINT
|code:Rg16i |ename:VK_FORMAT_R16G16_SINT
|code:Rg8i |ename:VK_FORMAT_R8G8_SINT
|code:R16i |ename:VK_FORMAT_R16_SINT
|code:R8i |ename:VK_FORMAT_R8_SINT
|code:Rgba32ui |ename:VK_FORMAT_R32G32B32A32_UINT
|code:Rgba16ui |ename:VK_FORMAT_R16G16B16A16_UINT
|code:Rgba8ui |ename:VK_FORMAT_R8G8B8A8_UINT
|code:R32ui |ename:VK_FORMAT_R32_UINT
|code:Rgb10a2ui |ename:VK_FORMAT_A2B10G10R10_UINT_PACK32
|code:Rg32ui |ename:VK_FORMAT_R32G32_UINT
|code:Rg16ui |ename:VK_FORMAT_R16G16_UINT
|code:Rg8ui |ename:VK_FORMAT_R8G8_UINT
|code:R16ui |ename:VK_FORMAT_R16_UINT
|code:R8ui |ename:VK_FORMAT_R8_UINT
|===

84
doc/specs/vulkan/buildRelease Executable file
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#!/bin/sh
# This script builds a full release package including XHTML and PDF
# versions of both master and wsi_extensions branches. Other files
# in the release directory are removed, including man pages,
# XHTML chunked, HTML, validity output, etc.
#
# Both branches must be fully committed and up to date when the
# script is run, with no outstanding un-added / un-committed
# files. Both branches must have fully regenerated all
# automatically-regeneratable files.
#
# After completing the build, the current branch is set to 'master'
# and suggestions for creating tags are printed out.
#
# Essentially replaced by genRelease
# Root of the Vulkan git repo
root=/home/tree/git/vulkan
# Directory with vk.xml and generation tools
xml=$root/src/spec
# Directory with spec sources
spec=$root/doc/specs/vulkan
# Branch name for WSI
wsibranch=wsi_extensions
##################### master Branch #####################
echo "**** GENERATING MASTER BRANCH ****"
git checkout master
echo "**** AUTOGENERATING HEADERS AND SPEC INCLUDE FILES ****"
cd $xml
make clobber
make full_install
echo "**** CLEANING SPEC ****"
cd $spec
outdir=$root/out
rm -rf $outdir/man $outdir/xhtml $outdir/pdf $outdir/chunked $outdir/vkspec.html
rm specversion.txt
echo "**** GENERATING SPEC ****"
make specversion.txt
make OUTDIR=$outdir xhtml pdf
rm $outdir/pdf/vkspec.xml
git checkout -- specversion.txt
##################### wsi_extensions Branch #####################
echo "**** GENERATING WSI BRANCH ****"
git checkout $wsibranch
echo "**** AUTOGENERATING WSI HEADERS AND SPEC INCLUDE FILES ****"
cd $xml
make clobber
make full_install
echo "**** CLEANING WSI SPEC ****"
cd $spec
outdir=$root/out/wsi
rm -rf $outdir/man $outdir/xhtml $outdir/pdf $outdir/chunked $outdir/vkspec.html
rm specversion.txt
echo "**** GENERATING WSI SPEC ****"
make specversion.txt
make OUTDIR=$outdir xhtml pdf
rm $outdir/pdf/vkspec.xml
git checkout -- specversion.txt
##################### Post-generation cleanup #####################
git checkout master
echo "*** Spec generaion complete, on master branch"
echo "To tag the spec branches, do the following:"
date=`date +%Y%m%d`
echo git checkout master
echo git tag -a -m '"Tag core API specification for' $date 'release"' v1.0-core-$date
echo git checkout $wsibranch
echo git tag -a -m '"Tag core+WSI API specification for' $date 'release"' v1.0-core+wsi-$date

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@ -0,0 +1,268 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[clears]]
= Clear Commands
[[clears-outside]]
== Clearing Images Outside A Render Pass Instance
Color and depth/stencil images can: be cleared outside a render pass
instance using flink:vkCmdClearColorImage or
flink:vkCmdClearDepthStencilImage, respectively. These commands are only
allowed outside of a render pass instance.
To clear one or more subranges of a color image, call:
include::../protos/vkCmdClearColorImage.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:image is the image to be cleared.
* pname:imageLayout specifies the current layout of the image subresource
ranges to be cleared, and must: be ename:VK_IMAGE_LAYOUT_GENERAL or
ename:VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL.
* pname:pColor is a pointer to a slink:VkClearColorValue structure that
contains the values the image subresource ranges will be cleared to (see
<<clears-values>> below).
* pname:rangeCount is the number of subresource range structures in
pname:pRanges.
* pname:pRanges points to an array of slink:VkImageSubresourceRange
structures that describe a range of mipmap levels, array layers, and
aspects to be cleared, as described in <<resources-image-views,Image
Views>>. The pname:aspectMask of all subresource ranges must: only
include ename:VK_IMAGE_ASPECT_COLOR_BIT.
Each specified range in pname:pRanges is cleared to the value specified by
pname:pColor.
include::../validity/protos/vkCmdClearColorImage.txt[]
To clear one or more subranges of a depth/stencil image, call:
include::../protos/vkCmdClearDepthStencilImage.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:image is the image to be cleared.
* pname:imageLayout specifies the current layout of the image subresource
ranges to be cleared, and must: be ename:VK_IMAGE_LAYOUT_GENERAL or
ename:VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL.
* pname:pDepthStencil is a pointer to a slink:VkClearDepthStencilValue
structure that contains the values the depth and stencil image
subresource ranges will be cleared to (see <<clears-values>> below).
* pname:rangeCount is the number of subresource range structures in
pname:pRanges.
* pname:pRanges points to an array of slink:VkImageSubresourceRange
structures that describe a range of mipmap levels, array layers, and
aspects to be cleared, as described in <<resources-image-views,Image
Views>>. The pname:aspectMask of each subresource range in pname:pRanges
can: include ename:VK_IMAGE_ASPECT_DEPTH_BIT if the image format has a
depth component, and ename:VK_IMAGE_ASPECT_STENCIL_BIT if the image
format has a stencil component. pname:pDepthStencil is a pointer to a
sname:VkClearDepthStencilValue structure that contains the values the
image subresource ranges will be cleared to (see <<clears-values>>
below).
include::../validity/protos/vkCmdClearDepthStencilImage.txt[]
Clears outside render pass instances are treated as transfer operations for
the purposes of memory barriers.
[[clears-inside]]
== Clearing Images Inside A Render Pass Instance
To clear one or more regions of color and depth/stencil attachments inside a
render pass instance, call:
include::../protos/vkCmdClearAttachments.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:attachmentCount is the number of entries in the pname:pAttachments
array.
* pname:pAttachments is a pointer to an array of slink:VkClearAttachment
structures defining the attachments to clear and the clear values to
use.
* pname:rectCount is the number of entries in the pname:pRects array.
* pname:pRects points to an array of slink:VkClearRect structures defining
regions within each selected attachment to clear. describe these
regions.
fname:vkCmdClearAttachments can: clear multiple regions of each attachment
used in the current subpass of a render pass instance. This command must: be
called only inside a render pass instance, and implicitly selects the images
to clear based on the current framebuffer attachments and the command
parameters.
include::../validity/protos/vkCmdClearAttachments.txt[]
The sname:VkClearRect struct is defined as follows:
include::../structs/VkClearRect.txt[]
* pname:rect is the two-dimensional region to be cleared.
* pname:baseArrayLayer is the first layer to be cleared.
* pname:layerCount is the number of layers to clear.
The layers latexmath:[$[baseArrayLayer, baseArrayLayer+layerCount)$]
counting from the base layer of the attachment image view are cleared.
include::../validity/structs/VkClearRect.txt[]
The sname:VkClearAttachment struct is defined as follows:
include::../structs/VkClearAttachment.txt[]
* pname:aspectMask is a mask selecting the color, depth and/or stencil
aspects of the attachment to be cleared. pname:aspectMask can: include
ename:VK_IMAGE_ASPECT_COLOR_BIT for color attachments,
ename:VK_IMAGE_ASPECT_DEPTH_BIT for depth/stencil attachments with a
depth component, and ename:VK_IMAGE_ASPECT_STENCIL_BIT for depth/stencil
attachments with a stencil component.
* pname:colorAttachment is only meaningful if
ename:VK_IMAGE_ASPECT_COLOR_BIT is set in pname:aspectMask, in which
case it is an index to the pname:pColorAttachments array in the
slink:VkSubpassDescription structure of the current subpass which
selects the color attachment to clear.
* pname:clearValue is the color or depth/stencil value to clear the
attachment to, as described in <<clears-values,Clear Values>> below.
No memory barriers are needed between fname:vkCmdClearAttachments and
preceding or subsequent draw or attachment clear commands in the same
subpass.
The fname:vkCmdClearAttachments commands is not affected by the bound
pipeline state.
Attachments can: also be cleared at the beginning of a render pass instance
by setting pname:loadOp (or pname:stencilLoadOp) of
slink:VkAttachmentDescription to ename:VK_ATTACHMENT_LOAD_OP_CLEAR, as
described for flink:vkCreateRenderPass.
include::../validity/structs/VkClearAttachment.txt[]
[[clears-values]]
== Clear Values
The definition of sname:VkClearColorValue is as follows:
include::../structs/VkClearColorValue.txt[]
Color clear values are taken from the sname:VkClearColorValue union based on
the format of the image or attachment. Floating point, unorm, snorm,
uscaled, packed float, and sRGB images use the pname:float32 member,
unsigned integer formats use the pname:uint32 member, and signed integer
formats use the pname:int32 member. Floating point values are automatically
converted to the format of the image, with the clear value being treated as
linear if the image is sRGB.
Unsigned integer values are converted to the format of the image by casting
to the integer type with fewer bits. Signed integer values are converted to
the format of the image by casting to the smaller type (with negative 32-bit
values mapping to negative values in the smaller type). If the integer clear
value is not representable in the target type (e.g. would overflow in
conversion to that type), the clear value is undefined.
The four array elements of the clear color map to R, G, B, and A components
of image formats, in order.
If the image has more than one sample, the same value is written to all
samples for any pixels being cleared. The ftext:vkClear*Image commands do
not support compressed image formats.
include::../validity/structs/VkClearColorValue.txt[]
The definition of sname:VkClearDepthStencilValue is as follows:
include::../structs/VkClearDepthStencilValue.txt[]
* pname:depth is the clear value for the depth aspect of the depth/stencil
attachment. It is a floating-point value which is automatically
converted to the attachment's format.
* pname:stencil is the clear value for the stencil aspect of the
depth/stencil attachment. It is a 32-bit integer value which is
converted to the attachment's format by taking the appropriate number of
LSBs.
include::../validity/structs/VkClearDepthStencilValue.txt[]
Some parts of the API require either color or depth/stencil clear values,
depending on the attachment. For this the sname:VkClearValue union is
defined as follows:
include::../structs/VkClearValue.txt[]
* pname:color specifies the color image clear values to use when
clearing a color image or attachment.
* pname:depthStencil specifies the depth and stencil clear values to use
when clearing a depth/stencil image or attachment.
This union is used to define the initial clear values in the
sname:VkRenderPassBeginInfo structure.
include::../validity/structs/VkClearValue.txt[]
[[clears-filling-buffers]]
== Filling Buffers
To clear buffer data, call:
include::../protos/vkCmdFillBuffer.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:dstBuffer is the buffer to be filled.
* pname:dstOffset is the byte offset into the buffer at which to start
filling, and must: be a multiple of 4.
* pname:size is the number of bytes to fill, and must: be either a
multiple of 4, or ename:VK_WHOLE_SIZE to fill the range from
pname:offset to the end of the buffer.
* pname:data is the 4-byte word written repeatedly to the buffer to fill
pname:size bytes of data. The data word is written to memory according
to the host endianness.
fname:vkCmdFillBuffer is treated as ``transfer'' operation for the purposes
of synchronization barriers. The ename:VK_BUFFER_USAGE_TRANSFER_DST_BIT
must: be specified in pname:usage of sname:VkBufferCreateInfo in order for
the buffer to be compatible with fname:vkCmdFillBuffer.
include::../validity/protos/vkCmdFillBuffer.txt[]
[[clears-updating-buffers]]
== Updating Buffers
To update buffer data inline in a command buffer, call:
include::../protos/vkCmdUpdateBuffer.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:dstBuffer is a handle to the buffer to be updated.
* pname:dstOffset is the byte offset into the buffer to start updating,
and must: be a multiple of 4.
* pname:dataSize is the number of bytes to update, and must: be a multiple
of 4.
* pname:pData is a pointer to the source data for the buffer update, and
must: be at least pname:dataSize bytes in size.
pname:dataSize must: be less than or equal to 65536 bytes. For larger
updates, applications can: use buffer to buffer <<copies-buffers,copies>>.
The source data is copied from the user pointer to the command buffer when
the command is called.
fname:vkCmdUpdateBuffer is only allowed outside of a render pass. This
command is treated as ``transfer'' operation, for the purposes of
synchronization barriers. The ename:VK_BUFFER_USAGE_TRANSFER_DST_BIT must:
be specified in pname:usage of sname:VkBufferCreateInfo in order for the
buffer to be compatible with fname:vkCmdUpdateBuffer.
include::../validity/protos/vkCmdUpdateBuffer.txt[]
[[clears-end]]

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[commandbuffers]]
= Command Buffers
Command buffers are objects used to record commands which can: be
subsequently submitted to a device queue for execution. There are two levels
of command buffers - _primary command buffers_, which can: execute secondary
command buffers, and which are submitted to queues, and _secondary command
buffers_, which can: be executed by primary command buffers, and which are
not directly submitted to queues.
Recorded commands include commands to bind pipelines and descriptor sets to
the command buffer, commands to modify dynamic state, commands to draw (for
graphics rendering), commands to dispatch (for compute), commands to execute
secondary command buffers (for primary command buffers only), commands to
copy buffers and images, and other commands.
[[commandbuffers-statereset]]
Each command buffer manages state independently of other command buffers.
There is no inheritance of state across primary and secondary command
buffers, or between secondary command buffers. When a command buffer begins
recording, all state in that command buffer is undefined. When secondary
command buffer(s) are recorded to execute on a primary command buffer, the
secondary command buffer inherits no state from the primary command buffer,
and all state of the primary command buffer is undefined after an execute
secondary command buffer command is recorded. There is one exception to this
rule - if the primary command buffer is inside a render pass instance, then
the render pass and subpass state is not disturbed by executing secondary
command buffers. Whenever the state of a command buffer is undefined, the
application must: set all relevant state on the command buffer before any
state dependent commands such as draws and dispatches are recorded,
otherwise the behavior of executing that command buffer is undefined.
Unless otherwise specified, and without explicit synchronization, the
various commands submitted to a queue via command buffers may: execute in
arbitrary order relative to each other, and/or concurrently. Also, the
memory side-effects of those commands maynot: be directly visible to other
commands without memory barriers. This is true within a command buffer, and
across command buffers submitted to a given queue. See
<<synchronization-events>>, <<synchronization-pipeline-barriers>> and
<<synchronization-memory-barriers>> about synchronization primitives
suitable to guarantee execution order and side-effect visibility between
commands on a given queue.
Each command buffer is always in one of three states:
* _Initial state_: Before flink:vkBeginCommandBuffer. Either
flink:vkBeginCommandBuffer has never been called, or the command buffer
has been reset since it last recorded commands.
* _Recording state_: Between flink:vkBeginCommandBuffer and
flink:vkEndCommandBuffer. The command buffer is in a state where it can:
record commands.
* _Executable state_: After flink:vkEndCommandBuffer. The command buffer
is in a state where it has finished recording commands and can: be
executed.
_Resetting_ a command buffer is an operation that discards any previously
recorded commands and puts a command buffer in the initial state. Resetting
occurs as a result of flink:vkResetCommandBuffer or
flink:vkResetCommandPool, or as part of flink:vkBeginCommandBuffer (which
additionally puts the command buffer in the recording state).
[[commandbuffers-pools]]
== Command Pools
Command pools are opaque objects that command buffer memory is allocated
from, and which allow the implementation to amortize the cost of resource
creation across multiple command buffers. Command pools are
application-synchronized, meaning that a command pool mustnot: be used
concurrently in multiple threads. That includes use via recording commands
on any command buffers allocated from the pool, as well as operations that
allocate, free, and reset command buffers or the pool itself.
To create a command pool, call:
include::../protos/vkCreateCommandPool.txt[]
* pname:device is the logical device that creates the command pool.
* pname:pCreateInfo contains information used to create the command pool.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pCommandPool points to an sname:VkCommandPool handle in which the
created pool is returned.
include::../validity/protos/vkCreateCommandPool.txt[]
The sname:VkCommandPoolCreateInfo structure is defined as follows:
include::../structs/VkCommandPoolCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is a combination of bitfield flags indicating usage behavior
for the pool and command buffers allocated from it. Possible values
include:
+
--
include::../enums/VkCommandPoolCreateFlagBits.txt[]
** ename:VK_COMMAND_POOL_CREATE_TRANSIENT_BIT indicates that command buffers
allocated from the pool will be short-lived, meaning that they will be
reset or freed in a relatively short timeframe. This flag may: be used by
the implementation to control memory allocation behavior within the pool.
** ename:VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT controls whether
command buffers allocated from the pool can: be individually reset. If
this flag is set, individual command buffers allocated from the pool can:
be reset either explicitly, by calling fname:vkResetCommandBuffer, or
implicitly, by calling fname:vkBeginCommandBuffer on an executable
command buffer. If this flag is not set, then fname:vkResetCommandBuffer
and fname:vkBeginCommandBuffer (on an executable command buffer) mustnot:
be called on the command buffers allocated from the pool, and they can:
only be reset in bulk by calling fname:vkResetCommandPool.
--
* pname:queueFamilyIndex designates a queue family as described in section
<<devsandqueues-queueprops,Queue Family Properties>>. All command
buffers created from this command pool must: be submitted on queues
from the same queue family.
include::../validity/structs/VkCommandPoolCreateInfo.txt[]
Reset a command pool by calling:
include::../protos/vkResetCommandPool.txt[]
* pname:device is the logical device that owns the command pool.
* pname:commandPool is the command pool to reset.
* pname:flags contains additional flags controlling the behavior of the
reset.
include::../validity/protos/vkResetCommandPool.txt[]
Resetting a command pool recycles all of the resources from all of the
command buffers allocated from the command pool back to the command pool.
All command buffers that have been allocated from the command pool are put
in the initial state.
pname:flags is of type elink:VkCommandPoolResetFlags, which is defined as:
include::../enums/VkCommandPoolResetFlagBits.txt[]
If pname:flags includes ename:VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT,
resetting a command pool recycles all of the resources from the command pool
back to the system.
To destroy a command pool, call:
include::../protos/vkDestroyCommandPool.txt[]
* pname:device is the logical device that destroys the command pool.
* pname:commandPool is the handle of the command pool to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroyCommandPool.txt[]
When a pool is destroyed, all command buffers allocated from the pool are
implicitly freed and become invalid. Command buffers allocated from a given
pool do not need to be freed before destroying that command pool.
[[commandbuffers-lifetime]]
== Command Buffer Lifetime
Command buffers are allocated by calling:
include::../protos/vkAllocateCommandBuffers.txt[]
* pname:device is the logical device that owns the command pool.
* pname:pAllocateInfo is an instance of the
sname:VkCommandBufferAllocateInfo structure which defines additional
information about creating the pool.
* pname:pCommandBuffers points to an array in which the allocated command
buffers are returned. Each allocated command buffer begins in the
initial state.
include::../validity/protos/vkAllocateCommandBuffers.txt[]
The sname:VkCommandBufferAllocateInfo structure is defined as:
include::../structs/VkCommandBufferAllocateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:commandPool is the name of the command pool that the command
buffers allocate their memory from.
* pname:level determines whether the command buffers are primary or
secondary command buffers. Possible values include:
+
include::../enums/VkCommandBufferLevel.txt[]
* pname:commandBufferCount is the number of command buffers to allocate
from the pool.
include::../validity/structs/VkCommandBufferAllocateInfo.txt[]
Command buffers are reset by calling:
include::../protos/vkResetCommandBuffer.txt[]
* pname:commandBuffer is the command buffer to reset. The command buffer
can: be in any state, and is put in the initial state.
* pname:flags is of type elink:VkCommandBufferResetFlags:
+
include::../enums/VkCommandBufferResetFlagBits.txt[]
+
If pname:flags includes ename:VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT,
then most or all memory resources currently owned by the command buffer
should: be returned to the parent command pool. If this flag is not set,
then the command buffer may: hold onto memory resources and reuse them when
recording commands.
include::../validity/protos/vkResetCommandBuffer.txt[]
Command buffers are freed by calling:
include::../protos/vkFreeCommandBuffers.txt[]
* pname:device is the logical device that owns the command pool.
* pname:commandPool is the handle of the command pool that the command
buffers were allocated from.
* pname:commandBufferCount is the length of the pname:pCommandBuffers
array.
* pname:pCommandBuffers is an array of handles of command buffers to free.
include::../validity/protos/vkFreeCommandBuffers.txt[]
[[commandbuffers-recording]]
== Command Buffer Recording
To begin recording a command buffer, call:
include::../protos/vkBeginCommandBuffer.txt[]
* pname:commandBuffer is the handle of the command buffer which is to be
put in the recording state.
* pname:pBeginInfo is an instance of the sname:VkCommandBufferBeginInfo
structure, which defines additional information about how the command
buffer begins recording.
include::../validity/protos/vkBeginCommandBuffer.txt[]
The sname:VkCommandBufferBeginInfo structure is defined as:
include::../structs/VkCommandBufferBeginInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is a combination of bitfield flags indicating usage behavior
for the command buffer. Possible values include:
+
--
include::../enums/VkCommandBufferUsageFlagBits.txt[]
** ename:VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT indicates that each
recording of the command buffer will only be submitted once, and the
command buffer will be reset and recorded again between each submission.
** ename:VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT indicates that
a secondary command buffer is considered to be entirely inside a render
pass. If this is a primary command buffer, then this bit is ignored.
** Setting ename:VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT allows the
command buffer to be resubmitted to a queue or recorded into a primary
command buffer while it is pending execution.
--
* pname:pInheritanceInfo is a pointer to a
sname:VkCommandBufferInheritanceInfo structure, which is used if
pname:commandBuffer is a secondary command buffer. If this is a primary
command buffer, then this value is ignored.
include::../validity/structs/VkCommandBufferBeginInfo.txt[]
If the command buffer is a secondary command buffer, then the
sname:VkCommandBufferInheritanceInfo structure defines any state that will
be inherited from the primary command buffer:
include::../structs/VkCommandBufferInheritanceInfo.txt[]
* pname:renderPass is a sname:VkRenderPass object that must: be
<<renderpass-compatibility, compatible>> with the one that is bound when
the sname:VkCommandBuffer is executed if the command buffer was
allocated with the
ename:VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT set.
* pname:subpass is the index of the subpass within pname:renderPass that
the sname:VkCommandBuffer will be rendering against if it was allocated
with the ename:VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT set.
* pname:framebuffer refers to the sname:VkFramebuffer object that the
sname:VkCommandBuffer will be rendering to if it was allocated with
the ename:VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT set. It can:
be sname:VK_NULL_HANDLE if the framebuffer is not known.
+
[NOTE]
.Note
====
Specifying the exact framebuffer that the secondary command buffer will be
executed with may: result in better performance at command buffer execution
time.
====
* pname:occlusionQueryEnable indicates whether the command buffer can: be
executed while an occlusion query is active in the primary command
buffer. If this is ename:VK_TRUE, then this command buffer can: be
executed whether the primary command buffer has an occlusion query
active or not. If this is ename:VK_FALSE, then the primary command
buffer mustnot: have an occlusion query active.
* pname:queryFlags indicates the query flags that can: be used by an
active occlusion query in the primary command buffer when this secondary
command buffer is executed. If this value includes the
ename:VK_QUERY_CONTROL_PRECISE_BIT bit, then the active query can:
return boolean results or actual sample counts. If this bit is not set,
then the active query mustnot: use the
ename:VK_QUERY_CONTROL_PRECISE_BIT bit. If this is a primary command
buffer, then this value is ignored.
* pname:pipelineStatistics indicates the set of pipeline statistics that
can: be counted by an active query in the primary command buffer when
this secondary command buffer is executed. If this value includes a
given bit, then this command buffer can: be executed whether the primary
command buffer has a pipeline statistics query active that includes this
bit or not. If this value excludes a given bit, then the active pipeline
statistics query mustnot: be from a query pool that counts that
statistic.
include::../validity/structs/VkCommandBufferInheritanceInfo.txt[]
A primary command buffer is considered to be pending execution from the time
it is submitted via fname:vkQueueSubmit until that submission completes.
A secondary command buffer is considered to be pending execution from the
time its execution is recorded into a primary buffer (via
fname:vkCmdExecuteCommands) until the final time that primary buffer's
submission to a queue completes. If, after the primary buffer completes, the
secondary command buffer is recorded to execute on a different primary
buffer, the first primary buffer mustnot: be resubmitted until after it is
reset with flink:vkResetCommandBuffer.
If ename:VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT is not set on a
secondary command buffer, that command buffer mustnot: be used more than
once in a given primary command buffer. Furthermore, if a secondary command
buffer without ename:VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT set is
recorded to execute in a primary command buffer with
ename:VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT set, the primary command
buffer mustnot: be pending execution more than once at a time.
[NOTE]
.Note
====
On some implementations, not using the
ename:VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT bit enables command
buffers to be patched in-place if needed, rather than creating a copy of the
command buffer.
====
If a command buffer is in the executable state and the command buffer was
allocated from a command pool with the
ename:VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT flag set, then
fname:vkBeginCommandBuffer implicitly resets the command buffer, behaving as
if fname:vkResetCommandBuffer had been called with
ename:VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT not set. It then puts
the command buffer in the recording state.
Once recording starts, an application records a sequence of commands
(ftext:vkCmd*) to set state in the command buffer, draw, dispatch, and other
commands.
To complete recording of a command buffer, call:
include::../protos/vkEndCommandBuffer.txt[]
* pname:commandBuffer is the command buffer to complete recording. The
command buffer must: have been in the recording state, and is moved to
the executable state.
include::../validity/protos/vkEndCommandBuffer.txt[]
If there was an error during recording, the application will be notified by
an unsuccessful return code returned by fname:vkEndCommandBuffer. If the
application wishes to further use the command buffer, the command buffer
must: be reset.
When a command buffer is in the executable state, it can: be submitted to a
queue for execution.
[[commandbuffers-submission]]
== Command Buffer Submission
Command buffers are submitted to a queue by calling:
include::../protos/vkQueueSubmit.txt[]
* pname:queue is the handle of the queue that the command buffers will be
submitted to.
* pname:submitCount is the number of elements in the pname:pSubmits array.
* pname:pSubmits is a pointer to an array of slink:VkSubmitInfo structures
which describe the work to submit. All work described by pname:pSubmits
must: be submitted to the queue before the command returns.
* pname:fence is an optional handle to a fence. If pname:fence is not
sname:VK_NULL_HANDLE, the fence is signaled when execution of all
sname:VkSubmitInfo::pname:pCommandBuffers members of pname:pSubmits is
completed. If pname:submitCount is zero but pname:fence is not
sname:VK_NULL_HANDLE, the fence will still be submitted to the queue and
will become signaled when all work previously submitted to the queue has
completed.
ifdef::editing-notes[]
[NOTE]
.editing-note
====
(Jon) The description of pname:fence here was added from the ref page
because it was missing from the starting point of MR #1048, which is just
about cleaning up the markup of command parameters. It needs to be resolved
with the description far below of pname:fence, as noted by @jbolz, because
they're not very similar and because most of the second description belongs
in validity XML language.
====
endif::editing-notes[]
include::../validity/protos/vkQueueSubmit.txt[]
Each submission of work is represented by a sequence of command buffers,
each preceded by a list of semaphores upon which to wait before beginning
execution of specific stages of commands in the command buffers, and
followed by a second list of semaphores to signal upon completion of the
work contained in the command buffers.
[NOTE]
.Note
====
The exact definition of a submission is platform-specific, but is considered
a relatively expensive operation. In general, applications should: attempt
to batch work together into as few calls to fname:vkQueueSubmit as possible.
====
Each call to fname:vkQueueSubmit submits zero or more _batches_ of work to
the queue for execution. pname:submitCount is used to specify the number of
batches to submit. Each batch includes zero or more semaphores to wait upon,
and a corresponding set of stages that will wait for the semaphore to be
signalled before executing any work, followed by a number of command buffers
that will be executed, and finally, zero or more semaphores that will be
signaled after command buffer execution completes. Each batch is represented
as an instance of the slink:VkSubmitInfo structure stored in an array, the
address of which is passed in pname:pSubmitInfo. The definition of
sname:VkSubmitInfo is:
include::../structs/VkSubmitInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:waitSemaphoreCount is the number of semaphores upon which
to wait before executing the command buffers for the batch.
* pname:pWaitSemaphores is a pointer to an array of semaphores upon which
to wait before executing the command buffers in the batch.
* pname:pWaitDstStageMask is a pointer to an array of pipeline stages at
which each corresponding semaphore wait will occur.
* pname:commandBufferCount contains the number of command buffers to
execute in the batch.
* pname:pCommandBuffers is a pointer to an array of command buffers to
execute in the batch. The command buffers submitted in a batch begin
execution in the order they appear in pname:pCommandBuffers, but may:
complete out of order.
* pname:signalSemaphoreCount is the number of semaphores to be
signaled once the commands specified in pname:pCommandBuffers have
completed execution.
* pname:pSignalSemaphores is a pointer to an array of semaphores which
will be signaled when the command buffers for this batch have completed
execution.
include::../validity/structs/VkSubmitInfo.txt[]
If pname:fence is provided, it must: be in the unsignaled state (see
<<synchronization-fences,Fences>>) and a fence must: only be associated with
a single submission until that submission completes, and the fence is
subsequently reset. When all command buffers in pname:pCommandBuffers have
completed execution, the status of pname:fence is set to signaled, providing
certain <<synchronization-implicit-ordering,implicit ordering guarantees>>.
[[commandbuffers-submission-progress]]
== Queue Forward Progress
The application must: ensure that command buffer submissions will be able to
complete without any subsequent operations by the application on any queue.
After any call to fname:vkQueueSubmit, for every queued wait on a semaphore
there must: be a prior signal of that semaphore that won't be consumed by a
different wait on the semaphore.
Command buffers in the submission can: include flink:vkCmdWaitEvents
commands that wait on events that won't be signaled by earlier commands in
the queue. Such events must: be signaled by the application using
flink:vkSetEvent, and the fname:vkCmdWaitEvents commands that wait upon them
mustnot: be inside a render pass instance. Implementations may: have limits
on how long the command buffer will wait, in order to avoid interfering with
progress of other clients of the device. If the event isn't signaled within
these limits, results are undefined and may: include device loss.
[[commandbuffers-secondary]]
== Secondary Command Buffer Execution
A secondary command buffer mustnot: be directly submitted to a queue.
Instead, secondary command buffers are recorded to execute as part of a
primary command buffer with the command:
include::../protos/vkCmdExecuteCommands.txt[]
* pname:commandBuffer is a handle to a primary command buffer that the
secondary command buffers are submitted to, and must: be in the
recording state.
* pname:commandBufferCount is the length of the pname:pCommandBuffers
array.
* pname:pCommandBuffers is an array of secondary command buffer handles,
which are recorded to execute in the primary command buffer in the order
they are listed in the array.
include::../validity/protos/vkCmdExecuteCommands.txt[]
Once fname:vkCmdExecuteCommands has been called, any prior executions of the
secondary command buffers specified by pname:pCommandBuffers in any other
primary command buffer become invalidated, unless those secondary command
buffers were recorded with
ename:VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT.

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@ -0,0 +1,519 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[copies]]
= Copy Commands
An application can: copy buffer and image data using several methods
depending on the type of data transfer. Data can: be copied between buffer
objects with fname:vkCmdCopyBuffer and a portion of an image can: be copied
to another image with fname:vkCmdCopyImage. Image data can: also be
copied to and from buffer memory using fname:vkCmdCopyImageToBuffer and
fname:vkCmdCopyBufferToImage. Image data can: be blitted (with or without
scaling and filtering) with fname:vkCmdBlitImage. Multisampled images can:
be resolved to a non-multisampled image with fname:vkCmdResolveImage.
== Common Operation
Some rules for valid operation are common to all copy commands:
* Copy commands must: be recorded outside of a render pass instance.
* For non-sparse resources, the union of the source regions in a given
buffer or image must: not overlap the union of the destination regions
in the same buffer or image.
* For sparse resources, the set of bytes used by all the source regions
must: not intersect the set of bytes used by all the destination
regions.
* Copy regions must: be non-empty.
* Regions must: not extend outside the bounds of the buffer or image
level, except that regions of compressed images can: extend as far as
the dimension of the image level rounded up to a complete block.
* Source image subresources must: be in either the
ename:VK_IMAGE_LAYOUT_GENERAL or
ename:VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL layout. Destination image
subresources must: be in either the ename:VK_IMAGE_LAYOUT_GENERAL or
ename:VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL layout. As a consequence, if
an image subresource is used as both source and destination of a copy,
it must: be in the ename:VK_IMAGE_LAYOUT_GENERAL layout.
* Source images must: have been created with the
ename:VK_IMAGE_USAGE_TRANSFER_SRC_BIT usage bit enabled and destination
images must: have been created with the
ename:VK_IMAGE_USAGE_TRANSFER_DST_BIT usage bit enabled.
* Source buffers must: have been created with the
ename:VK_BUFFER_USAGE_TRANSFER_SRC_BIT usage bit enabled and destination
buffers must: have been created with the
ename:VK_BUFFER_USAGE_TRANSFER_DST_BIT usage bit enabled.
All copy commands are treated as ``transfer'' operations for the purposes of
synchronization barriers.
[[copies-buffers]]
== Copying Data Between Buffers
To copy data between buffer objects, call:
include::../protos/vkCmdCopyBuffer.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:srcBuffer is the source buffer.
* pname:dstBuffer is the destination buffer.
* pname:regionCount is the number of regions to copy.
* pname:pRegions is a pointer to an array of slink:VkBufferCopy structures
specifying the regions to copy.
Each region in pname:pRegions is copied from the source buffer to the same
region of the destination buffer. pname:srcBuffer and pname:dstBuffer can:
be the same buffer or alias the same memory, but the result is undefined if
the copy regions overlap in memory.
include::../validity/protos/vkCmdCopyBuffer.txt[]
Each element of pname:pRegions is a structure defined as:
include::../structs/VkBufferCopy.txt[]
* pname:srcOffset is the starting offset in bytes from the start of
pname:srcBuffer.
* pname:dstOffset is the starting offset in bytes from the start of
pname:dstBuffer.
* pname:size is the number of bytes to copy.
include::../validity/structs/VkBufferCopy.txt[]
[[copies-images]]
== Copying Data Between Images
fname:vkCmdCopyImage performs image copies in a similar manner to a host
memcpy. It does not perform general-purpose conversions such as scaling,
resizing, blending, color-space conversion, or format conversions.
Rather, it simply copies raw image data. fname:vkCmdCopyImage can: copy
between images with different formats, provided the formats are compatible
as defined below.
To copy data between image objects, call:
include::../protos/vkCmdCopyImage.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:srcImage is the source image.
* pname:srcImageLayout is the current layout of the source image
subresource.
* pname:dstImage is the destination image.
* pname:dstImageLayout is the current layout of the destination image
subresource.
* pname:regionCount is the number of regions to copy.
* pname:pRegions is a pointer to an array of slink:VkImageCopy structures
specifying the regions to copy.
Each region in pname:pRegions is copied from the source image to the same
region of the destination image. pname:srcImage and pname:dstImage can: be
the same image or alias the same memory.
include::../validity/protos/vkCmdCopyImage.txt[]
Each element of pname:pRegions is a structure defined as:
include::../structs/VkImageCopy.txt[]
* pname:srcSubresource and pname:dstSubresource are
slink:VkImageSubresourceLayers structures specifying the subresources of
the images used for the source and destination image data, respectively.
* pname:srcOffset and pname:dstOffset select the initial x, y, and z
offsets in texels of the sub-regions of the source and destination image
data.
* pname:extent is the size in texels of the source image to copy in
pname:width, pname:height and pname:depth. 1D images use only pname:x
and pname:width. 2D images use pname:x, pname:y, pname:width and
pname:height. 3D images use pname:x, pname:y, pname:z, pname:width,
pname:height and pname:depth.
include::../validity/structs/VkImageCopy.txt[]
The sname:VkImageSubresourceLayers structure is defined as:
include::../structs/VkImageSubresourceLayers.txt[]
* pname:aspectMask is a combination of elink:VkImageAspectFlagBits,
selecting the color, depth and/or stencil aspects to be copied.
* pname:mipLevel is the mipmap level to copy from.
* pname:baseArrayLayer and pname:layerCount are the starting layer and
number of layers to copy.
include::../validity/structs/VkImageSubresourceLayers.txt[]
Copies are done layer by layer starting with pname:baseArrayLayer member of
pname:srcSubresource for the source and pname:dstSubresource for the
destination. pname:layerCount layers are copied to the destination image.
[[copies-images-format-compatibility]]
The formats of pname:srcImage and pname:dstImage must: be compatible.
Formats are considered compatible if their texel size in bytes is the same
between both formats. For example, ename:VK_FORMAT_R8G8B8A8_UNORM is
compatible with ename:VK_FORMAT_R32_UINT because because both texels are 4
bytes in size. Depth/stencil formats must: match exactly.
fname:vkCmdCopyImage allows copying between size-compatible compressed
and uncompressed internal formats. Formats are size-compatible if the texel
size of the uncompressed format is equal to the block size in bytes of the
compressed format. Such a copy does not perform on-the-fly compression or
decompression. When copying from an uncompressed format to a compressed
format, each texel of uncompressed data becomes a single block of compressed
data. When copying from a compressed format to an uncompressed format, a
block of compressed data becomes a single texel of uncompressed data. Thus,
for example, it is legal to copy between a 128-bit uncompressed format and a
compressed format which uses 8-bit/texel 4x4 blocks, or between a 64-bit
uncompressed format and a compressed format which uses 4-bit/texel 4x4
blocks.
When copying between compressed and uncompressed formats the pname:extent
members represent the texel dimensions of the source image and not the
destination. When copying from a compressed image to an uncompressed image
the image texel dimensions written to the uncompressed image will be source
extent divided by the block size. When copying from an uncompressed image to
a compressed image the image texel dimensions written to the compressed
image will be the source extent multiplied by the block size. In both cases
the number of bytes read and the number of bytes written will be identical.
Copying to or from block-compressed images is typically done in multiples of
the block. For this reason the pname:extent must: be a multiple of the
block dimension. There is one exception to this rule which is required: to
handle compressed images created with dimensions that are not a multiple
of the block dimensions. If the pname:srcImage is compressed and if
pname:extent.width is not a multiple of the block width then
(pname:extent.width + pname:srcOffset.x) must: equal the subresource width,
if pname:extent.height is not a multiple of the block height then
(pname:extent.height + pname:srcOffset.y) must: equal
the subresource height and if pname:extent.depth is not a multiple of the
block depth then (pname:extent.depth + pname:srcOffset.z) must: equal
the subresource depth. Similarily if the pname:dstImage is compressed and
if pname:extent.width is not a multiple of the block width then
(pname:extent.width + pname:dstOffset.x) must: equal the subresource width,
if pname:extent.height is not a multiple of the block height then
(pname:extent.height + pname:dstOffset.y) must: equal
the subresource height and if pname:extent.depth is not a multiple of the
block depth then (pname:extent.depth + pname:dstOffset.z) must: equal
the subresource depth. This allows the last block of the image in each
non-multiple dimension to be included as a source or target of the copy.
fname:vkCmdCopyImage can: be used to copy image data between multisample
images, but both images must: have the same number of samples.
[[copies-buffers-images]]
== Copying Data Between Buffers and Images
To copy data from a buffer object to an image object, call:
include::../protos/vkCmdCopyBufferToImage.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:srcBuffer is the source buffer.
* pname:dstImage is the destination image.
* pname:dstImageLayout is the layout of the destination image subresources
for the copy.
* pname:regionCount is the number of regions to copy.
* pname:pRegions is a pointer to an array of slink:VkBufferImageCopy
structures specifying the regions to copy.
Each region in pname:pRegions is copied from the specified region of the
source buffer to the specified region of the destination image.
include::../validity/protos/vkCmdCopyBufferToImage.txt[]
To copy data from an image object to a buffer object, call:
include::../protos/vkCmdCopyImageToBuffer.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:srcImage is the source image.
* pname:srcImageLayout is the layout of the source image subresources for
the copy.
* pname:dstBuffer is the destination buffer.
* pname:regionCount is the number of regions to copy.
* pname:pRegions is a pointer to an array of slink:VkBufferImageCopy
structures specifying the regions to copy.
Each region in pname:pRegions is copied from the specified region of the
source buffer to the specified region of the destination image.
include::../validity/protos/vkCmdCopyImageToBuffer.txt[]
For both flink:vkCmdCopyBufferToImage and flink:vkCmdCopyImageToBuffer, each
element of pname:pRegions is a structure defined as:
include::../structs/VkBufferImageCopy.txt[]
* pname:bufferOffset is the offset in bytes from the start of the
buffer object where the image data is copied from or to.
* pname:bufferRowLength and pname:bufferImageHeight specify the
data in buffer memory as a subregion of a larger two- or
three-dimensional image, and control the addressing calculations of data
in buffer memory. If either of these values is zero, that aspect of the
buffer memory is considered to be tightly packed according to the
pname:imageExtent.
* pname:imageSubresource is an slink:VkImageSubresourceLayers used to
specify the specific subresources of the image used for the source or
destination image data.
* pname:imageOffset selects the initial x, y, z offsets in texels of the
sub-region of the source or destination image data.
* pname:imageExtent is the size in texels of the image to copy in
pname:width, pname:height and pname:depth. 1D images use only pname:x
and pname:width. 2D images use pname:x, pname:y, pname:width and
pname:height. 3D images use pname:x, pname:y, pname:z, pname:width,
pname:height and pname:depth.
When copying to or from a depth or stencil aspect, the data in buffer
memory uses a layout that is a (mostly) tightly packed representation of
the depth or stencil data. Specifically:
* data copied to or from the stencil aspect of any depth/stencil format
is tightly packed with one ename:VK_FORMAT_S8_UINT value per texel.
* data copied to or from the depth aspect of a ename:VK_FORMAT_D16_UNORM
or ename:VK_FORMAT_D16_UNORM_S8_UINT format is tightly packed with one
ename:VK_FORMAT_D16_UNORM value per texel.
* data copied to or from the depth aspect of a ename:VK_FORMAT_D32_SFLOAT
or ename:VK_FORMAT_D32_SFLOAT_S8_UINT format is tightly packed with
one ename:VK_FORMAT_D32_SFLOAT value per texel.
* data copied to or from the depth aspect of a
ename:VK_FORMAT_X8_D24_UNORM_PACK32 or
ename:VK_FORMAT_D24_UNORM_S8_UINT format is packed with one 32-bit word
per texel with the D24 value in the LSBs of the word, and undefined
values in the eight MSBs.
[NOTE]
.Note
====
To copy both the depth and stencil aspects of a depth/stencil format, two
entries in pname:pRegions can: be used, where one specifies the depth
aspect in pname:imageSubresource, and the other specifies the stencil
aspect.
====
Because depth or stencil aspect buffer to image copies may: require format
conversions on some implementations, they are not supported on queues
that do not support graphics.
Copies are done layer by layer starting with image layer
pname:baseArrayLayer member of pname:imageSubresource. pname:layerCount
layers are copied from the source image or to the destination image.
include::../validity/structs/VkBufferImageCopy.txt[]
Pseudocode for image/buffer addressing is:
[source,c]
---------------------------------------------------
rowLength = region->bufferRowLength;
if (rowLength == 0)
rowLength = region->imageExtent.width;
imageHeight = region->bufferImageHeight;
if (imageHeight == 0)
imageHeight = region->imageExtent.height;
texelSize = <texel size taken from the src/dstImage>;
address of (x,y,z) = region->bufferOffset + (((z * imageHeight) + y) * rowLength + x) * texelSize;
where x,y,z range from (0,0,0) to region->imageExtent.{width,height,depth}.
---------------------------------------------------
Note that pname:imageOffset does not affect addressing calculations for
buffer memory. Instead, pname:bufferOffset can: be used to
select the starting address in buffer memory.
For block-compression formats, all parameters are still specified in texels
rather than blocks, but the addressing math operates on whole blocks.
Pseudocode for compressed copy addressing is:
[source,c]
---------------------------------------------------
rowLength = region->bufferRowLength;
if (rowLength == 0)
rowLength = region->imageExtent.width;
imageHeight = region->bufferImageHeight;
if (imageHeight == 0)
imageHeight = region->imageExtent.height;
blockSizeInBytes = <block size taken from the src/dstImage>;
rowLength /= blockWidth;
imageHeight /= blockHeight;
address of (x,y,z) = region->bufferOffset + (((z * imageHeight) + y) * rowLength + x) * blockSizeInBytes;
where x,y,z range from (0,0,0) to region->imageExtent.{width/blockWidth,height/blockHeight,depth/blockDepth}.
---------------------------------------------------
Copying to or from block-compressed images is typically done in multiples of
the block. For this reason the pname:imageExtent must: be a multiple of the
block dimension. There is one exception to this rule which is required: to
handle compressed images created with dimensions that are not a multiple of
the block dimensions. If pname:imageExtent.width is not a multiple of the
block width then (pname:imageExtent.width + pname:imageOffset.x) must: equal
the subresource width, if pname:imageExtent.height is not a multiple of the
block height then (pname:imageExtent.height + pname:imageOffset.y) must:
equal the subresource height and if pname:imageExtent.depth is not a
multiple of the block depth then (pname:imageExtent.depth +
pname:imageOffset.z) must: equal the subresource depth. This allows the last
block of the image in each non-multiple dimension to be included as a source
or target of the copy.
[[copies-imagescaling]]
== Image Copies with Scaling
To copy regions of a source image into a destination image, potentially
performing format conversion, arbitrary scaling, and filtering, call:
include::../protos/vkCmdBlitImage.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:srcImage is the source image.
* pname:srcImageLayout is the layout of the source image subresources for
the blit.
* pname:dstImage is the destination image.
* pname:dstImageLayout is the layout of the destination image subresources
for the blit.
* pname:regionCount is the number of regions to blit.
* pname:pRegions is a pointer to an array of slink:VkImageBlit structures
specifying the regions to blit.
* pname:filter is a elink:VkFilter specifying the filter to apply if the
blits require scaling.
include::../validity/protos/vkCmdBlitImage.txt[]
fname:vkCmdBlitImage mustnot: be used for multisampled source or destination
images. Use flink:vkCmdResolveImage for this purpose.
Each element of pname:pRegions is a structure defined as:
include::../structs/VkImageBlit.txt[]
For each element of the pname:pRegions array, a blit operation is performed
between the region of pname:srcSubresource of pname:srcImage (bounded by
pname:srcOffsets[0] and pname:srcOffsets[1]) and a region of
pname:dstSubresource of pname:dstImage (bounded by pname:dstOffsets[0] and
pname:dstOffsets[1]).
include::../validity/structs/VkImageBlit.txt[]
If sizes of source and destination extents do not match, scaling is
performed by applying the filtering mode specified by pname:filter
parameter. ename:VK_FILTER_LINEAR uses bilinear interpolation, and
ename:VK_FILTER_NEAREST uses point sampling. When using
ename:VK_FILTER_LINEAR, magnifying blits may: generate texel coordinates
outside of the source region. If those coordinates are outside the bounds of
the image level, the coordinates are clamped as in
ename:VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE address mode. However, if the
coordinates are outside the source region but inside the image level, the
implementation may: clamp coordinates to the source region.
If source and destination extents are identical, no filtering is performed.
Pixels in the axis-aligned region bounded by srcOffsets[0] and srcOffsets[1]
will be copied to the destination region bound by dstOffsets[0] and
dstOffsets[1]. In the case where dstOffsets[0].x > dstOffsets[1].x the
copied pixels are reversed in that direction. Likewise for y and z.
Blits are done layer by layer starting with the pname:baseArrayLayer member
of pname:srcSubresource for the source and pname:dstSubresource for the
destination. pname:layerCount layers are blitted to the destination image.
3D textures are blitted slice by slice. Slices in the source region bounded
by pname:srcOffsets[0].z and pname:srcOffsets[1].z are copied to slices in
the destination region bounded by pname:dstOffsets[0].z and
pname:dstOffsets[1].z. For each destination slice, a source z coordinate is
linearly interpolated between pname:srcOffsets[0].z and
pname:srcOffsets[1].z. If the pname:filter parameter is
ename:VK_FILTER_LINEAR then the value sampled from the source image is taken
by doing linear filtering using the interpolated z coordinate. If
pname:filter parameter is ename:VK_FILTER_NEAREST then value sampled from
the source image is taken from the single nearest slice (with undefined
rounding mode).
If fname:vkCmdBlitImage is used on images of different formats, the
following conversion rules apply:
* Integer formats can: only be converted to other integer formats with the
same signedness.
* No format conversion is supported between depth/stencil images - the
formats must: match.
* Format conversions on unorm, snorm, unscaled and packed float formats of
the copied aspect of the image are performed by first converting the
pixels to float values.
* In case of sRGB source format, values are converted to linear color
space prior to filtering.
* After filtering, the float values are first clamped and then cast to the
destination image format. In case of sRGB destination format, values are
converted to sRGB color space before writing the pixel to the image.
Signed and unsigned integers are converted by first clamping to the
representable range of destination format, then casting the value.
[[copies-resolve]]
== Resolving Multisample Images
To resolve a multisample image to a non-multisample image, call:
include::../protos/vkCmdResolveImage.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:srcImage is the source image.
* pname:srcImageLayout is the layout of the source image subresources for
the blit.
* pname:dstImage is the destination image.
* pname:dstImageLayout is the layout of the destination image subresources
for the blit.
* pname:regionCount is the number of regions to blit.
* pname:pRegions is a pointer to an array of slink:VkImageResolve
structures specifying the regions to resolve.
include::../validity/protos/vkCmdResolveImage.txt[]
Each element of pname:pRegions is a structure defined as:
include::../structs/VkImageResolve.txt[]
* pname:srcSubresource and pname:dstSubresource are
slink:VkImageSubresourceLayers structures specifying the subresources of
the images used for the source and destination image data, respectively.
Resolve of depth/stencil images is not supported.
* pname:srcOffset and pname:dstOffset select the initial x, y, and z
offsets in texels of the sub-regions of the source and destination image
data.
* pname:extent is the size in texels of the source image to resolve in
pname:width, pname:height and pname:depth. 1D images use only pname:x
and pname:width. 2D images use pname:x, pname:y, pname:width and
pname:height. 3D images use pname:x, pname:y, pname:z, pname:width,
pname:height and pname:depth.
include::../validity/structs/VkImageResolve.txt[]
During the resolve the samples corresponding to each pixel location in the
source are converted to a single sample before being written to the
destination. If the source formats are floating-point or normalized types,
the sample values for each pixel are resolved in an implementation-dependent
manner. If the source formats are integer types, a single sample's value is
selected for each pixel.
pname:srcOffset and pname:dstOffset select the initial x, y, and z
offsets in texels of the sub-regions of the source and destination image
data. pname:extent is the size in texels of the source
image to resolve in pname:width, pname:height and pname:depth. 1D images use
only pname:x and pname:width. 2D images use pname:x, pname:y, pname:width
and pname:height. 3D images use pname:x, pname:y, pname:z, pname:width,
pname:height and pname:depth.
Resolves are done layer by layer starting with pname:baseArrayLayer member
of pname:srcSubresource for the source and pname:dstSubresource for the
destination. pname:layerCount layers are blitted to the destination image.

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[devsandqueues]]
= Devices and Queues
Once {apiname} is initialized, devices and queues are the primary objects
used to interact with a {apiname} implementation.
{apiname} separates the concept of _physical_ and _logical_ devices. A
physical device usually represents a single device in a system (perhaps made
up of several individual hardware devices working together), of which there
are a finite number. A logical device represents an application's view of
the device.
[[devsandqueues-physical-device-enumeration]]
== Physical Devices
To retrieve a list of physical device objects representing the
physical devices installed in the system, call:
include::../protos/vkEnumeratePhysicalDevices.txt[]
* pname:instance is a handle to a {apiname} instance previously created
with fname:vkCreateInstance.
* If pname:pPhysicalDevices is `NULL`, the number of physical devices
available is returned in pname:pPhysicalDeviceCount. If
pname:pPhysicalDevices is not `NULL`,
* pname:pPhysicalDeviceCount must: point to a variable set by the user to
the size of the array pointed to by pname:pPhysicalDevices, and is
overwritten with the number of physical devices actually written to
pname:pPhysicalDevices.
include::../validity/protos/vkEnumeratePhysicalDevices.txt[]
Once enumerated, general properties of the physical devices are queried by
calling:
include::../protos/vkGetPhysicalDeviceProperties.txt[]
* pname:physicalDevice is the handle to the physical device whose
properties will be queried.
* pname:pProperties points to an instance of the
sname:VkPhysicalDeviceProperties structure, that will be filled with
returned information.
include::../validity/protos/vkGetPhysicalDeviceProperties.txt[]
The definition of sname:VkPhysicalDeviceProperties is:
include::../structs/VkPhysicalDeviceProperties.txt[]
The members of sname:VkPhysicalDeviceProperties have the following meanings:
* pname:apiVersion is the version of {apiname} supported by the device,
encoded as described in the <<fundamentals-versionnum,API Version
Numbers and Semantics>> section.
* pname:driverVersion is the vendor-specified version of the driver.
* pname:vendorID is a unique identifier for the _vendor_ (see below) of
the physical device.
* pname:deviceID is a unique identifier for the physical device among
devices available from the vendor.
* pname:deviceType is a elink:VkPhysicalDeviceType specifying the type of
device.
* pname:deviceName is a pointer to a null-terminated UTF-8 string
containing the name of the device.
* pname:pipelineCacheUUID is an array of size ename:VK_UUID_SIZE,
containing 8-bit values that represent a universally unique identifier
for the device.
* pname:limits is the sname:VkPhysicalDeviceLimits structure which
specifies device-specific limits of the physical device. See
<<features-limits,Limits>> for details.
* pname:sparseProperties is the sname:VkPhysicalDeviceSparseProperties
structure which specifies various sparse related properties of the
physical device. See <<features-sparseproperties,Sparse Properties>> for
details.
include::../validity/structs/VkPhysicalDeviceProperties.txt[]
The pname:vendorID and pname:deviceID fields are provided to allow
applications to adapt to device characteristics that are not
adequately exposed by other Vulkan queries. These may include
performance profiles, hardware errata, or other characteristics.
In PCI-based implementations, the low sixteen bits of pname:vendorID
and pname:deviceID must: contain (respectively) the PCI vendor and
device IDs associated with the hardware device, and the remaining bits
must: be set to zero. In non-PCI implementations, the choice of what values
to return may: be dictated by operating system or platform policies. It is
otherwise at the discretion of the implementer, subject to the following
constraints and guidelines:
* For purposes of physical device identification, the _vendor_ of a
physical device is the entity responsible for the most salient
characteristics of the hardware represented by the physical device
handle. In the case of a discrete GPU, this should: be the GPU
chipset vendor. In the case of a GPU or other accelerator integrated
into a system-on-chip (SoC), this should: be the supplier of the
silicon IP used to create the GPU or other accelerator.
* If the vendor of the physical device has a valid PCI vendor ID issued by
https://pcisig.com/[PCI-SIG], that ID should: be used to construct the
value of pname:vendorID as described above for PCI-based
implementations. Implementations that do not return a PCI vendor ID in
pname:vendorID must: return a valid Khronos vendor ID, obtained as
defined in the <<extensions-vendor-id,Registering a Vendor ID with
Khronos>> section. Khronos vendor IDs are allocated starting at 0x10000,
to distinguish them from the PCI vendor ID namespace.
* The vendor of the physical device is responsible for selecting the
value of pname:deviceID. The value selected should: uniquely
identify both the device version and any major configuration options
(for example, core count in the case of multicore devices). The same
device ID should: be used for all physical implementations of that
device version and configuration. For example, all uses of a
specific silicon IP GPU version and configuration should use the
same device ID, even if those uses occur in different SoCs.
The physical devices types are:
include::../enums/VkPhysicalDeviceType.txt[]
* ename:VK_PHYSICAL_DEVICE_TYPE_OTHER The device does not match any
other available types.
* ename:VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU The device is typically
one embedded in or tightly coupled with the host.
* ename:VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU The device is typically
a separate processor connected to the host via an interlink.
* ename:VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU The device is typically
a virtual node in a virtualization environment.
* ename:VK_PHYSICAL_DEVICE_TYPE_CPU The device is typically running on the
same processors as the host.
The physical device type is advertised for informational purposes only, and
does not directly affect the operation of the system. However, the device
type may correlate with other advertised properties or capabilities of the
system, such as how many memory heaps there are.
Properties of queues available on a physical device are queried by calling:
include::../protos/vkGetPhysicalDeviceQueueFamilyProperties.txt[]
* pname:physicalDevice is the handle to the physical device whose
properties will be queried.
* pname:pQueueFamilyPropertyCount is a pointer to an integer related to
the number of queue families available or queried, as described below.
* pname:pQueueFamilyProperties is either `NULL` or a pointer to an array
of sname:VkQueueFamilyProperties structures.
If pname:pQueueFamilyProperties is `NULL`, then the number of queue families
available is returned in pname:pQueueFamilyPropertyCount. Otherwise,
pname:pQueueFamilyPropertyCount must: point to a variable set by the user to
the number of elements in the pname:pQueueFamilyProperties array, and on
return the variable is overwritten with the number of structures actually
written to pname:pQueueFamilyProperties. If the value of
pname:pQueueFamilyPropertyCount is less than the number of queue families
available, at most pname:pQueueFamilyPropertyCount structures will be
written.
include::../validity/protos/vkGetPhysicalDeviceQueueFamilyProperties.txt[]
The definition of sname:VkQueueFamilyProperties is:
include::../structs/VkQueueFamilyProperties.txt[]
The members of sname:VkQueueFamilyProperties have the following meanings:
* pname:queueFlags contains flags indicating the capabilities of the
queues in this queue family.
* pname:queueCount is the unsigned integer count of queues in this
queue family.
* pname:timestampValidBits is the unsigned integer count of meaningful
bits in the timestamps written via fname:vkCmdWriteTimestamp. The valid
range for the count is 36..64 bits, or a value of 0, indicating no
support for timestamps. Bits outside the valid range are guaranteed to
be zeros.
* pname:minImageTransferGranularity is the minimum granularity
supported for image transfer operations on the queues in this queue
family.
The bits specified in pname:queueFlags are:
include::../enums/VkQueueFlagBits.txt[]
* if ename:VK_QUEUE_GRAPHICS_BIT is set, then the queues in this queue
family support graphics operations.
* if ename:VK_QUEUE_COMPUTE_BIT is set, then the queues in this queue
family support compute operations.
* if ename:VK_QUEUE_TRANSFER_BIT is set, then the queues in this queue
family support transfer operations.
* if ename:VK_QUEUE_SPARSE_BINDING_BIT is set, then the queues in this
queue family support sparse memory management operations (see
<<sparsememory,Sparse Resources>>). If any of the sparse resource
features are enabled, then at least one queue family must: support this
bit.
If an implementation exposes any queue family that supports graphics
operations, at least one queue family of at least one physical device
exposed by the implementation must: support both graphics and compute
operations.
include::../validity/structs/VkQueueFamilyProperties.txt[]
For further details see <<devsandqueues-queues,Queues>>.
The value returned in pname:minImageTransferGranularity has a unit of blocks
for images having a block compressed format, and a unit of texels otherwise.
Possible values of pname:minImageTransferGranularity are:
* latexmath:[$(0,0,0)$] which indicates that only whole mip levels must:
be transferred using the image transfer operations on the corresponding
queues. In this case, the following restrictions apply to all offset and
extent parameters of image transfer operations:
** The pname:x, pname:y, and pname:z members of a sname:VkOffset3D
parameter must: always be zero.
** The pname:width, pname:height, and pname:depth members of a
sname:VkExtent3D parameter must: always match the width, height, and
depth of the image subresource corresponding to the parameter,
respectively.
* latexmath:[$(Ax, Ay, Az)$] where latexmath:[$Ax$], latexmath:[$Ay$],
and latexmath:[$Az$] are all integer powers of two. In this case the
following restrictions apply to all image transfer operations:
** pname:x, pname:y, and pname:z of a sname:VkOffset3D parameter must: be
integer multiples of latexmath:[$Ax$], latexmath:[$Ay$], and
latexmath:[$Az$], respectively.
** pname:width of a sname:VkExtent3D parameter must: be an integer
multiple of latexmath:[$Ax$], or else latexmath:[$(x + width)$] must:
equal the width of the image subresource corresponding to the
parameter.
** pname:height of a sname:VkExtent3D parameter must: be an integer
multiple of latexmath:[$Ay$], or else latexmath:[$(y + height)$] must:
equal the height of the image subresource corresponding to the
parameter.
** pname:depth of a sname:VkExtent3D parameter must: be an integer
multiple of latexmath:[$Az$], or else latexmath:[$(z + depth)$] must:
equal the depth of the image subresource corresponding to the
parameter.
** If the format of the image corresponding to the parameters is one of
the block compressed formats then for the purposes of the above
calculations the granularity must: be scaled up by the block size.
Queues supporting graphics and/or compute operations must: report
latexmath:[$(1,1,1)$] in pname:minImageTransferGranularity, meaning that
there are no additional restrictions on the granularity of image
transfer operations for these queues. Other queues supporting image
transfer operations are only required: to support whole mip level
transfers, thus the value of pname:minImageTransferGranularity for
queues belonging to such queue families may: be latexmath:[$(0,0,0)$].
The <<memory-device,Device Memory>> section describes memory properties
queried from the physical device.
For physical device feature queries see the <<features, Features>> chapter.
[[devsandqueues-devices]]
== Devices
Device objects represent logical connections to physical devices. Each
device exposes a number of _queue families_ each having one or more
_queues_. All queues in a queue family support the same operations.
As described in <<devsandqueues-physical-device-enumeration,Physical
Devices>>, a {apiname} application will first query for all physical devices
in a system. Each physical device can: then be queried for its capabilities,
including its queue and queue family properties. Once an acceptable physical
device is identified, an application will create a corresponding logical
device. An application must: create a separate logical device for each
physical device it will use. The created logical device is then the primary
interface to the physical device.
How to enumerate the physical devices in a system and query those physical
devices for their queue family properties is described in the
<<devsandqueues-physical-device-enumeration, Physical Device Enumeration>>
section above.
[[devsandqueues-device-creation]]
=== Device Creation
A logical device is created as a _connection_ to a physical device. To
create a logical device, call:
include::../protos/vkCreateDevice.txt[]
* pname:physicalDevice must: be one of the device handles returned from a
call to fname:vkEnumeratePhysicalDevices (see
<<devsandqueues-physical-device-enumeration, Physical Device
Enumeration>>).
* pname:pCreateInfo is a pointer to a sname:VkDeviceCreateInfo structure
containing information about how to create the device.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pDevice points to a handle in which the created sname:VkDevice is
returned.
include::../validity/protos/vkCreateDevice.txt[]
The definition of sname:VkDeviceCreateInfo is:
include::../structs/VkDeviceCreateInfo.txt[]
The members of sname:VkDeviceCreateInfo have the following meanings:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:queueCreateInfoCount is the unsigned integer size of the
pname:pQueueCreateInfos array. Refer to the
<<devsandqueues-queue-creation,Queue Creation>> section below for
further details.
* pname:pQueueCreateInfos is a pointer to an array of
sname:VkDeviceQueueCreateInfo structures describing the queues that are
requested to be created along with the logical device. Refer to the
<<devsandqueues-queue-creation,Queue Creation>> section below for
further details.
* pname:enabledLayerCount is the number of device layers to enable.
* pname:ppEnabledLayerNames is a pointer to an array of
pname:enabledLayerCount null-terminated UTF-8 strings containing the
names of layers to enable for the created device. See the
<<querying-layers-and-extensions,Querying Layers and Extensions>>
chapter for further details.
* pname:enabledExtensionCount is the number of device extensions to
enable.
* pname:ppEnabledExtensionNames is a pointer to an array of
pname:enabledExtensionCount null-terminated UTF-8 strings containing the
names of extensions to enable for the created device. See the
<<querying-layers-and-extensions,Querying Layers and Extensions>>
chapter for further details.
* pname:pEnabledFeatures is a pointer to a sname:VkPhysicalDeviceFeatures
structure that contains boolean indicators of all the features to be
enabled. Refer to the <<features-features,Features>> section for further
details.
include::../validity/structs/VkDeviceCreateInfo.txt[]
Multiple logical devices can: be created from the same physical device.
Logical device creation may: fail due to lack of device-specific resources
(in addition to the other errors). If that occurs, fname:vkCreateDevice will
return ename:VK_ERROR_TOO_MANY_OBJECTS.
[[devsandqueues-use]]
=== Device Use
The following is a high-level list of sname:VkDevice uses along with
references on where to find more information:
* Creation of queues. See the <<devsandqueues-queues,Queues>> section
below for further details.
* Creation and tracking of various synchronization constructs. See
<<synchronization,Synchronization and Cache Control>> for further
details.
* Allocating, freeing, and managing memory. See <<memory,Memory
Allocation>> and <<resources,Resource Creation>> for further details.
* Creation and destruction of command buffers and command buffer pools.
See <<commandbuffers,Command Buffers>> for further details.
* Creation, destruction, and management of graphics state. See
<<pipelines,Pipelines>> and <<descriptorsets,Resource Descriptors>>,
among others, for further details.
[[devsandqueues-idle]]
=== Device Idle
A device is active while any of its queues have work to process. Once all
device queues are idle, the device is idle. To wait for this condition,
call:
include::../protos/vkDeviceWaitIdle.txt[]
* pname:device is the logical device to idle.
include::../validity/protos/vkDeviceWaitIdle.txt[]
[[devsandqueues-lost-device]]
=== Lost Device
A logical device may: become _lost_ because of hardware errors, execution
timeouts, power management events and/or platform-specific events. This may:
cause pending and future command execution to fail and cause hardware
resources to be corrupted. When this happens, certain commands will return
ename:VK_ERROR_DEVICE_LOST (see <<fundamentals-errorcodes,Error Codes>> for
a list of such commands). After any such event, the logical device is
considered _lost_. It is not possible to reset the logical device to a
non-lost state, however the lost state is specific to a logical device
(sname:VkDevice), and the corresponding physical device
(sname:VkPhysicalDevice) may: be otherwise unaffected. In some cases, the
physical device may: also be lost, and attempting to create a new logical
device will fail, returning ename:VK_ERROR_DEVICE_LOST. This is usually
indicative of a problem with the underlying hardware, or its connection to
the host. If the physical device has not been lost, and a new logical device
is successfully created from that physical device, it must: be in the
non-lost state.
[NOTE]
.Note
====
Whilst logical device loss may: be recoverable, in the case of physical
device loss, it is unlikely that an application will be able to recover
unless additional, unaffected physical devices exist on the system. The
error is largely informational and intended only to inform the user that
their hardware has probably developed a fault or become physically
disconnected, and should: be investigated further. In many cases, physical
device loss may: cause other more serious issues such as the operating
system crashing; in which case it maynot: be reported via the {apiname} API.
====
[NOTE]
.Note
====
Undefined behavior caused by an application error may: cause a device to
become lost. However, such undefined behavior may: also cause unrecoverable
damage to the process, and it is then not guaranteed that the API objects,
including the sname:VkPhysicalDevice or the sname:VkInstance are still valid
or that the error is recoverable.
====
When a device is lost, its child objects are not implicitly destroyed and
their handles are still valid. Those objects must: still be destroyed before
their parents or the device can: be destroyed (see
<<objectmodel-lifetime,Lifetime>>). The host address space corresponding to
device memory mapped using flink:vkMapMemory is still valid, and host memory
accesses to these mapped regions are still valid, but the contents are
undefined. It is still legal to call any API command on the device and child
objects.
Once a device is lost, command execution may: fail, and commands that return
a basetype:VkResult may: return ename:VK_ERROR_DEVICE_LOST. Commands that do
not allow run-time errors must: still operate correctly for valid usage and,
if applicable, return valid data.
Commands that wait indefinitely for device execution (namely
flink:vkDeviceWaitIdle, flink:vkQueueWaitIdle, flink:vkWaitForFences with a
maximum pname:timeout, and flink:vkGetQueryPoolResults with the
ename:VK_QUERY_RESULT_WAIT_BIT bit set in pname:flags) must: return in
finite time even in the case of a lost device, and return either
ename:VK_SUCCESS or ename:VK_ERROR_DEVICE_LOST. For any command that may:
return ename:VK_ERROR_DEVICE_LOST, for the purpose of determining whether a
command buffer is pending execution, or whether resources are considered
in-use by the device, a return value of ename:VK_ERROR_DEVICE_LOST is
equivalent to ename:VK_SUCCESS.
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO (piman) - I don't think we're very clear about what ``in-use by the
device'' means.
====
endif::editing-notes[]
[[devsandqueues-destruction]]
=== Device Destruction
To destroy a device, call:
include::../protos/vkDestroyDevice.txt[]
* pname:device is the logical device to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroyDevice.txt[]
To ensure that no work is active on the device, flink:vkDeviceWaitIdle
can: be used to gate the destruction of the device. Prior to destroying a
device, an application is responsible for destroying/freeing any {apiname}
objects that were created using that device as the first parameter of the
corresponding ftext:vkCreate* or ftext:vkAllocate* command.
[NOTE]
.Note
====
The lifetime of each of these objects is bound by the lifetime of the
sname:VkDevice object. Therefore, to avoid resource leaks, it is critical
that an application explicitly free all of these resources prior to calling
fname:vkDestroyDevice.
====
[[devsandqueues-queues]]
== Queues
[[devsandqueues-queueprops]]
=== Queue Family Properties
As discussed in the <<devsandqueues-physical-device-enumeration,Physical
Device Enumeration>> section above, the
flink:vkGetPhysicalDeviceQueueFamilyProperties command is used to retrieve
details about the queue families and queues supported by a device.
Each index in the pname:pQueueFamilyProperties array returned by
flink:vkGetPhysicalDeviceQueueFamilyProperties describes a unique queue
family on that physical device. These indices are used when creating queues,
and they correspond directly with the pname:queueFamilyIndex that is passed
to the flink:vkCreateDevice command via the slink:VkDeviceQueueCreateInfo
structure as described in the <<devsandqueues-queue-creation,Queue
Creation>> section below.
Grouping of queue families within a physical device is
implementation-dependent.
[NOTE]
.Note
====
The general expectation is that a physical device groups all queues of
matching capabilities into a single family. However, this is a
recommendation to implementations and it is possible that a physical device
may: return two separate queue families with the same capabilities.
====
Once an application has identified a physical device with the queue(s) that
it desires to use, it will create those queues in conjunction with a logical
device. This is described in the following section.
[[devsandqueues-queue-creation]]
=== Queue Creation
Creating a logical device also creates the queues associated with that
device. The queues to create are described by a set of
sname:VkDeviceQueueCreateInfo structures that are passed to
flink:vkCreateDevice in pname:pQueueCreateInfos. The definition of
sname:VkDeviceQueueCreateInfo is:
include::../structs/VkDeviceQueueCreateInfo.txt[]
The members of sname:VkDeviceQueueCreateInfo have the following meanings:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:queueFamilyIndex is an unsigned integer indicating the index of
the queue family to create on this device. The value of this index
corresponds to the index of an element of the
pname:pQueueFamilyProperties array that was returned by
fname:vkGetPhysicalDeviceQueueFamilyProperties.
* pname:queueCount is an unsigned integer specifying the number of
queues to create in the queue family indicated by
pname:queueFamilyIndex.
* pname:pQueuePriorities is an array of pname:queueCount
normalized floating point values, specifying priorities of work that
will be submitted to each created queue. See
<<devsandqueues-priority,Queue Priority>> for more information.
include::../validity/structs/VkDeviceQueueCreateInfo.txt[]
To retrieve a handle to a VkQueue object, call:
include::../protos/vkGetDeviceQueue.txt[]
* pname:device is the logical device that owns the queue.
* pname:queueFamilyIndex is the index of the queue family to which the
queue belongs.
* pname:queueIndex is the index within this queue family of the queue to
retrieve.
* pname:pQueue is a pointer to a sname:VkQueue object that will be filled
with the handle for the requested queue.
include::../validity/protos/vkGetDeviceQueue.txt[]
[[devsandqueues-index]]
=== Queue Family Index
The queue family index is used in multiple places in {apiname} in order to
tie operations to a specific family of queues.
When retrieving a handle to the queue via fname:vkGetDeviceQueue, the queue
family index is used to select which queue family to retrieve the
sname:VkQueue handle from as described in the previous section.
When creating a sname:VkCommandPool object (see
<<commandbuffers-pools,Command Pools>>), a queue family index is specified
in the sname:VkCommandPoolCreateInfo structure. Command buffers from this
pool can: only be submitted on queues corresponding to this queue family.
When creating sname:VkImage (see <<resources-images,Images>>) and
sname:VkBuffer (see <<resources-buffers,Buffers>>) resources, a set of queue
families is included in the slink:VkImageCreateInfo and
slink:VkBufferCreateInfo structures to specify the queue families that can:
access the resource.
When inserting a slink:VkBufferMemoryBarrier or slink:VkImageMemoryBarrier
(see <<synchronization-events>>) a source and destination queue family index
is specified to allow the ownership of a buffer or image to be transferred
from one queue family to another. See the <<resources-sharing,Resource
Sharing>> section for details.
[[devsandqueues-priority]]
=== Queue Priority
Each queue is assigned a priority, as set in the
sname:VkDeviceQueueCreateInfo structures when creating the device. The
priority of each queue is a normalized floating point value between 0.0 and
1.0, which is then translated to a discrete priority level by the
implementation. Higher values indicate a higher priority, with 0.0 being the
lowest priority and 1.0 being the highest.
Within the same device, queues with higher priority may: be allotted more
processing time than queues with lower priority. The implementation makes no
guarantees with regards to ordering or scheduling among queues with the same
priority, other than the constraints defined by explicit scheduling
primitives. The implementation make no guarantees with regards to queues
across different devices.
An implementation may: allow a higher-priority queue to starve a
lower-priority queue on the same sname:VkDevice until the higher-priority
queue has no further commands to execute. The relationship of queue
priorities mustnot: cause queues on one VkDevice to starve queues on another
sname:VkDevice.
No specific guarantees are made about higher priority queues receiving more
processing time or better quality of service than lower priority queues.
[[devsandqueues-queuesynchronization]]
=== Queue Synchronization
To wait on the completion of all work within a single queue, call:
include::../protos/vkQueueWaitIdle.txt[]
* pname:queue is the queue on which to wait.
fname:vkQueueWaitIdle will block until all command buffers and sparse
binding operations in the queue have completed.
include::../validity/protos/vkQueueWaitIdle.txt[]
Synchronization between queues is done using {apiname} semaphores as
described in the <<synchronization,Synchronization and Cache Control>>
chapter.
[[devsandqueues-sparsebinding]]
=== Sparse Memory Binding
In {apiname} it is possible to sparsely bind memory to buffers and
images as described in the <<sparsemem,Sparse Resource>> chapter. Sparse
memory binding is a queue operation. A queue whose flags include the
ename:VK_QUEUE_SPARSE_BINDING_BIT must: be able to support the
mapping of a virtual address to a physical address on the device. This
causes an update to the page table mappings on the device. This update must:
be synchronized on a queue to avoid corrupting page table mappings during
execution of graphics commands. By binding the sparse memory resources on
queues, all commands that are dependent on the updated bindings are
synchronized to only execute after the binding is updated. See the
<<synchronization,Synchronization and Cache Control>> chapter for how this
synchronization is accomplished.
[[devsandqueues-queuedestruction]]
=== Queue Destruction
Queues are created along with a logical device during
fname:vkCreateDevice. All queues associated with a logical device
are destroyed when fname:vkDestroyDevice is called on that device.

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@ -0,0 +1,54 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[dispatch]]
= Dispatching Commands
_Dispatching commands_ (commands with ``Dispatch'' in the name) provoke work
in a compute pipeline. Dispatching commands are recorded into a command
buffer and when executed by a queue, will produce work which executes
according to the currently bound compute pipeline. A compute pipeline must:
be bound to a command buffer before any dispatch commands are recorded in
that command buffer.
To record a dispatch, call:
include::../protos/vkCmdDispatch.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:x is the number of workgroups to dispatch in the X dimension.
* pname:y is the number of workgroups to dispatch in the Y dimension.
* pname:z is the number of workgroups to dispatch in the Z dimension.
When the command is executed, workgroups are assembled using pname:x,
pname:y, and pname:z.
include::../validity/protos/vkCmdDispatch.txt[]
An indirect dispatch is recorded by calling:
include::../protos/vkCmdDispatchIndirect.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:buffer is the buffer containing dispatch parameters.
* pname:offset is the byte offset into pname:buffer where parameters
begin.
fname:vkCmdDispatchIndirect behaves similarly to flink:vkCmdDispatch except
that the parameters are read by the device from a buffer during execution.
The parameters of the dispatch are encoded in a
slink:VkDispatchIndirectCommand structure taken from pname:buffer starting
at pname:offset.
include::../validity/protos/vkCmdDispatchIndirect.txt[]
The definition of sname:VkDispatchIndirectCommand is:
include::../structs/VkDispatchIndirectCommand.txt[]
The members of sname:VkDispatchIndirectCommand structure have the same
meaning as the similarly named parameters of flink:vkCmdDispatch.
include::../validity/structs/VkDispatchIndirectCommand.txt[]

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@ -0,0 +1,519 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[drawing]]
= Drawing Commands
_Drawing commands_ (command with ftext:Draw in the name) provoke work in a
graphics pipeline. Drawing commands are recorded into a command buffer and
when executed by a queue, will produce work which executes according to the
currently bound graphics pipeline. A graphics pipeline must: be bound to a
command buffer before any drawing commands are recorded in that command
buffer.
Each draw is made up of zero or more vertices and zero or more instances,
which are processed by the device and result in the assembly of
primitives. Primitives are assembled according to the
pname:pInputAssemblyState member of the sname:VkGraphicsPipelineCreateInfo
structure, which is of type sname:VkPipelineInputAssemblyStateCreateInfo:
include::../structs/VkPipelineInputAssemblyStateCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:primitiveRestartEnable controls whether a special vertex index
value is treated as restarting the assembly of primitives. This enable
only applies to indexed draws (flink:vkCmdDrawIndexed and
flink:vkCmdDrawIndexedIndirect), and the special index value is either
0xFFFFFFFF when the pname:indexType parameter of
fname:vkCmdBindIndexBuffer is equal to ename:VK_INDEX_TYPE_UINT32, or
0xFFFF when pname:indexType is equal to ename:VK_INDEX_TYPE_UINT16.
Primitive restart is not allowed for ``list'' topologies.
* pname:topology is a elink:VkPrimitiveTopology defining the primitive
topology, as described below.
include::../validity/structs/VkPipelineInputAssemblyStateCreateInfo.txt[]
Restarting the assembly of primitives discards the most recent index values
if those elements formed an incomplete primitive, and restarts the primitive
assembly using the subsequent indices, but only assembling the immediately
following element through the end of the originally specified elements. The
primitive restart index value comparison is performed before adding the
pname:vertexOffset value to the index value.
[[drawing-primitive-topologies]]
== Primitive Topologies
_Primitive topology_ determines how consecutive vertices are organized into
primitives, and determines the type of primitive that is used at the
beginning of the graphics pipeline. The effective topology for later stages
of the pipeline is altered by tessellation or geometry shading (if either is
in use) and depends on the execution modes of those shaders. Supported
topologies are defined by elink:VkPrimitiveTopology and include:
include::../enums/VkPrimitiveTopology.txt[]
Each primitive topology, and its construction from a list of vertices, is
summarized below.
=== Points
A series of individual points are specified with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_POINT_LIST. Each vertex defines a separate
point.
=== Separate Lines
Individual line segments, each defined by a pair of vertices, are specified
with pname:topology ename:VK_PRIMITIVE_TOPOLOGY_LINE_LIST. The first two
vertices define the first segment, with subsequent pairs of vertices each
defining one more segment. If the number of vertices is odd, then the last
vertex is ignored.
=== Line Strips
A series of one or more connected line segments are specified with
pname:topology ename:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP. In this case, the
first vertex specifies the first segment's start point while the second
vertex specifies the first segment's endpoint and the second segment's start
point. In general, the latexmath:[$i$]th vertex (for latexmath:[$i > 0$])
specifies the beginning of the latexmath:[$i$]th segment and the end of the
latexmath:[$i-1$]st. The last vertex specifies the end of the last segment.
If only one vertex is specified, then no primitive is generated.
=== Triangle Strips
A triangle strip is a series of triangles connected along shared edges, and
is specified with pname:topology ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP.
In this case, the first three vertices define the first triangle, and their
order is significant. Each subsequent vertex defines a new triangle using
that point along with the last two vertices from the previous triangle, as
shown in figure <<fig-triangles>>. If fewer than three vertices are
specified, no primitive is produced. The order of vertices in successive
triangles changes as shown in the figure, so that all triangle faces have
the same orientation.
[[fig-triangles]]
.Triangle strips, fans, and lists
image:images/triangles.{svgpdf}["Triangle strips, fans, and lists",{fullimagewidth}]
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO: Add full caption:
* (a) A triangle strip.
* (b) A triangle fan.
* (c) Independent triangles.
The numbers give the sequencing of the vertices in order within the vertex
arrays. Note that in (a) and (b) triangle edge ordering is determined by the
first triangle, while in (c) the order of each triangle's edges is
independent of the other triangles.
====
endif::editing-notes[]
=== Triangle Fans
A triangle fan is specified with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN. It is similar to a triangle strip,
but changes the vertex replaced from the previous triangle as shown in
figure <<fig-triangles>>, so that all triangles in the fan share a common
vertex.
=== Separate Triangles
Separate triangles are specified with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, as shown in figure
<<fig-triangles>>. In this case, vertices latexmath:[$3i$],
latexmath:[$3i+1$], and latexmath:[$3i+2$] vertices (in that order)
determine a triangle for each latexmath:[$i=0,1,\ldots,n-1$], where there
are latexmath:[$3n+k$] vertices drawn. latexmath:[$k$] is either 0, 1, or 2;
if latexmath:[$k$] is not zero, the final latexmath:[$k$] vertices are
ignored.
=== Lines With Adjacency
Lines with adjacency are specified with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY, and are independent
line segments where each endpoint has a corresponding _adjacent_ vertex that
is accessible in a <<geometry,geometry shader>>.
If a geometry shader is not active, the adjacent vertices are ignored.
A line segment is drawn from the latexmath:[$4 i+1$]st vertex to the
latexmath:[$4 i+2$]nd vertex for each latexmath:[$i=0,1,\ldots, n-1$], where
there are latexmath:[$4 n+k$] vertices. latexmath:[$k$] is either 0,
1, 2, or 3; if latexmath:[$k$] is not zero, the final latexmath:[$k$]
vertices are ignored. For line segment latexmath:[$i$], the latexmath:[$4
i$]th and latexmath:[$4 i+3$]rd vertices are considered adjacent to the
latexmath:[$4 i+1$]st and latexmath:[$4 i+2$]nd vertices, respectively, as
shown in figure <<fig-lineadj>>.
[[fig-lineadj]]
.Lines with adjacency
image:images/lineadj.{svgpdf}["Lines with adjacency",{fullimagewidth}]
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO: Add full caption:
Lines with adjacency (a) and line strips with adjacency (b). The vertices
connected with solid lines belong to the main primitives; the vertices
connected by dashed lines are the adjacent vertices that are accessible in a
geometry shader.
====
endif::editing-notes[]
=== Line Strips With Adjacency
Line strips with adjacency are specified with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY and are similar to
line strips, except that each line segment has a pair of adjacent vertices
that are accessible in a geometry shader. If a geometry shader is not
active, the adjacent vertices are ignored.
A line segment is drawn from the latexmath:[$i+1$]st vertex to the
latexmath:[$i+2$]nd vertex for each latexmath:[$i=0,1,\ldots, n-1$], where
there are latexmath:[$n+3$] vertices. If there are fewer than four
vertices, all vertices are ignored. For line segment latexmath:[$i$], the
latexmath:[$i$]th and latexmath:[$i+3$]rd vertex are considered adjacent
to the latexmath:[$i+1$]st and latexmath:[$i+2$]nd vertices, respectively,
as shown in figure <<fig-lineadj>>.
=== Triangle List With Adjacency
Triangles with adjacency are specified with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY, and are similar to
separate triangles except that each triangle edge has an adjacent vertex
that is accessible in a geometry shader. If a geometry shader is not
active, the adjacent vertices are ignored.
The latexmath:[$6i$]th, latexmath:[$6i+2$]nd, and latexmath:[$6i+4$]th
vertices (in that order) determine a triangle for each
latexmath:[$i=0,1, \ldots, n-1$], where there are latexmath:[$6 n+k$]
vertices. latexmath:[$k$] is either 0, 1, 2, 3, 4, or 5; if
latexmath:[$k$] is non-zero, the final latexmath:[$k$] vertices are ignored.
For triangle latexmath:[$i$], the latexmath:[$6 i+1$]st, latexmath:[$6
i+3$]rd, and latexmath:[$6 i+5$]th vertices are considered adjacent to edges
from the latexmath:[$6 i$]th to the latexmath:[$6 i+2$]nd, from the
latexmath:[$6 i+2$]nd to the latexmath:[$6 i+4$]th, and from the
latexmath:[$6 i+4$]th to the latexmath:[$6 i$]th vertices, respectively, as
shown in figure <<fig-triadj>>.
[[fig-triadj]]
.Triangles with adjacency
image:images/triadj.{svgpdf}["Triangles with adjacency",{fullimagewidth}]
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO: Add full caption:
Triangles with adjacency. The vertices connected with solid lines belong
to the main primitive; the vertices connected by dashed lines are the
adjacent vertices that are accessible in a geometry shader.}
====
endif::editing-notes[]
=== Triangle Strips With Adjacency
Triangle strips with adjacency are specified with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, and are similar
to triangle strips except that each triangle edge has an adjacent vertex
that is accessible in a geometry shader. If a geometry shader is not
active, the adjacent vertices are ignored.
In triangle strips with adjacency, latexmath:[$n$] triangles are drawn where
there are latexmath:[$2(n+2)+k$] vertices. latexmath:[$k$] is
either 0 or 1; if latexmath:[$k$] is 1, the final vertex is ignored. If
there are fewer than 6 vertices, the entire primitive is ignored. Table
<<trigenadj>> describes the vertices and order used to draw each triangle,
and which vertices are considered adjacent to each edge of the triangle, as
shown in figure <<fig-tstripadj>>.
[[trigenadj]]
.Triangles generated by triangle strips with adjacency.
[options="header", cols="2,1,1,1,1,1,1"]
|====
| 3+| Primitive Vertices 3+| Adjacent Vertices
| Primitive | 1st | 2nd | 3rd | 1/2 | 2/3 | 3/1
| only (latexmath:[$i=0$], latexmath:[$n=1$]) | 0 | 2 | 4 | 1 | 5 | 3
| first (latexmath:[$i=0$]) | 0 | 2 | 4 | 1 | 6 | 3
| middle (latexmath:[$i$] odd) | latexmath:[$2 i+2$] | latexmath:[$2 i $] | latexmath:[$2 i+4$] | latexmath:[$2 i-2$] | latexmath:[$2 i+3$] | latexmath:[$2 i+6$]
| middle (latexmath:[$i$] even) | latexmath:[$2 i $] | latexmath:[$2 i+2$] | latexmath:[$2 i+4$] | latexmath:[$2 i-2$] | latexmath:[$2 i+6$] | latexmath:[$2 i+3$]
| last (latexmath:[$i=n-1$], latexmath:[$i$] odd) | latexmath:[$2 i+2$] | latexmath:[$2 i $] | latexmath:[$2 i+4$] | latexmath:[$2 i-2$] | latexmath:[$2 i+3$] | latexmath:[$2 i+5$]
| last (latexmath:[$i=n-1$], latexmath:[$i$] even)| latexmath:[$2 i $] | latexmath:[$2 i+2$] | latexmath:[$2 i+4$] | latexmath:[$2 i-2$] | latexmath:[$2 i+5$] | latexmath:[$2 i+3$]
|====
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO: Add full caption:
Triangles generated by triangle strips with adjacency. Each triangle is
drawn using the vertices whose numbers are in the *1st*, *2nd*, and *3rd*
columns under *primitive vertices*, in that order. The vertices in the 1/2,
2/3, and 3/1 columns under *adjacent vertices* are considered adjacent to
the edges from the first to the second, from the second to the third, and
from the third to the first vertex of the triangle, respectively. The six
rows correspond to six cases: the first and only triangle latexmath:[$(i=0,
n=1)$], the first triangle of several latexmath:[$(i=0, n>0)$], ``odd''
middle triangles latexmath:[$(i=1,3,5 \ldots)$], ``even'' middle triangles
latexmath:[$(i=2,4,6,\ldots)$], and special cases for the last triangle,
when latexmath:[$i$] is either even or odd. For the purposes of this table,
both the first vertex and first triangle are numbered latexmath:[$0$].
====
endif::editing-notes[]
[[fig-tstripadj]]
.Triangle strips with adjacency
image:images/tstripadj.{svgpdf}["Triangle strips with adjacency",width="{svgpdf@pdf:400:800}"]
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO: Add full caption:
Triangle strips with adjacency. The vertices connected with solid lines
belong to the main primitives; the vertices connected by dashed lines are
the adjacent vertices that are accessible in a geometry shader.
====
endif::editing-notes[]
[[drawing-primitive-topologies-patches]]
=== Separate Patches
Separate patches are specified with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_PATCH_LIST. A patch is an ordered collection of
vertices used for <<tessellation,primitive tessellation>>. The
vertices comprising a patch have no implied geometric ordering, and are used
by tessellation shaders and the fixed-function tessellator to generate new
point, line, or triangle primitives.
Each patch in the series has a fixed number of vertices, specified by the
pname:patchControlPoints member of the
slink:VkPipelineTessellationStateCreateInfo structure passed to
flink:vkCreateGraphicsPipelines. Once assembled and vertex shaded, these
patches are provided as input to the tessellation control shader stage.
If the number of vertices in a patch is given by latexmath:[$v$], the
latexmath:[$v i$]th through latexmath:[$v i+v-1$]st vertices (in that
order) determine a patch for each
latexmath:[$i=0,1,\dots n-1$],
where there are latexmath:[$v n+k$] vertices. latexmath:[$k$] is in the
range latexmath:[$[0,v-1\]$]; if latexmath:[$k$] is not zero, the final
latexmath:[$k$] vertices are ignored.
=== General Considerations For Polygon Primitives
Depending on the <<primsrast-polygonmode,polygon mode>>, a _polygon
primitive_ generated from a drawing command with pname:topology
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY, or
ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY is rendered in
one of several ways, such as outlining its border or filling its interior.
The order of vertices in such a primitive is significant during
<<primsrast-polygons-basic,polygon rasterization>> and <<ref-tbd,fragment
shading>>.
=== Programmable Primitive Shading
Once primitives are assembled, they proceed to the vertex shading stage of
the pipeline. If the draw includes multiple instances, then the set of
primitives is sent to the vertex shading stage multiple times, once for each
instance.
It is undefined whether vertex shading occurs on vertices that are discarded
as part of incomplete primitives, but if it does occur then it operates as
if they were vertices in complete primitives and such invocations can: have
side effects.
Vertex shading receives two per-vertex inputs from the primitive assembly
stage - the code:vertexIndex and the code:instanceIndex. How these values
are generated is defined below, with each command.
Drawing commands fall roughly into two categories:
* Non-indexed drawing (fname:vkCmdDraw and fname:vkCmdDrawIndirect)
commands present a sequential code:vertexIndex to the vertex shader. The
sequential index is generated automatically by the device.
* Indexed drawing commands (fname:vkCmdDrawIndexed and
fname:vkCmdDrawIndexed) read index values from an _index buffer_ and use
this to compute the code:vertexIndex value for the vertex shader.
An index buffer is bound to a command buffer by calling:
include::../protos/vkCmdBindIndexBuffer.txt[]
* pname:commandBuffer is the command buffer into which the command is
recorded.
* pname:buffer is the buffer being bound.
* pname:offset is the starting offset in bytes within pname:buffer used in
index buffer address calculations.
* pname:indexType selects whether indices are treated as 16 bits or 32
bits. Possible values include:
+
include::../enums/VkIndexType.txt[]
include::../validity/protos/vkCmdBindIndexBuffer.txt[]
The parameters for each drawing command are specified directly in the
command or read from buffer memory, depending on the command. Drawing
commands that source their parameters from buffer memory are known as
_indirect_ drawing commands.
All drawing commands interact with the
<<features-features-robustBufferAccess, Robust Buffer Access>> feature.
[[drawing-primitive-assembly-apiorder]]
Primitives assembled by draw commands are considered to have an
<<fundamentals-queueoperation-apiorder,API order>>, which defines the order
their fragments affect the framebuffer. When a draw command includes
multiple instances, the lower numbered instances are earlier in API order.
For non-indexed draws, primitives with lower numbered code:vertexIndex
values are earlier in API order. For indexed draws, primitives assembled
from lower index buffer addresses are earlier in API order.
To record a non-indexed draw, call:
include::../protos/vkCmdDraw.txt[]
* pname:commandBuffer is the command buffer into which the command is
recorded.
* pname:vertexCount is the number of vertices to draw.
* pname:instanceCount is the number of instances to draw.
* pname:firstVertex is the index of the first vertex to draw.
* pname:firstInstance is the instance ID of the first instance to draw.
When the command is executed, primitives are assembled using the current
primitive topology and pname:vertexCount consecutive vertex indices with the
first code:vertexIndex value equal to pname:firstVertex. The primitives are
drawn pname:instanceCount times with code:instanceIndex starting with
pname:firstInstance and increasing sequentially for each instance. The
assembled primitives execute the currently bound graphics pipeline.
include::../validity/protos/vkCmdDraw.txt[]
To record an indexed draw, call:
include::../protos/vkCmdDrawIndexed.txt[]
* pname:commandBuffer is the command buffer into which the command is
recorded.
* pname:indexCount is the number of vertices to draw.
* pname:instanceCount is the number of instances to draw.
* pname:firstIndex is the base index within the index buffer.
* pname:vertexOffset is the base offset within the index buffer.
* pname:firstInstance is the instance ID of the first instance to draw.
When the command is executed, primitives are assembled using the current
primitive topology and pname:indexCount vertices whose indices are retrieved
from the index buffer. The index buffer is treated as an array of tightly
packed unsigned integers of size defined by the
flink:vkCmdBindIndexBuffer::pname:indexType parameter with which the buffer
was bound.
The first vertex index is at an offset of pname:firstIndex * code:indexSize
+ pname:offset within the currently bound index buffer, where pname:offset
is the offset specified by fname:vkCmdBindIndexBuffer and code:indexSize is
the byte size of the type specified by pname:indexType. Subsequent index
values are retrieved from consecutive locations in the index buffer. Indices
are first compared to the primitive restart value, then zero extended to 32
bits (if the code:indexType is ename:VK_INDEX_TYPE_UINT16) and have
pname:vertexOffset added to them, before being supplied as the
code:vertexIndex value.
The primitives are drawn pname:instanceCount times with code:instanceIndex
starting with pname:firstInstance and increasing sequentially for each
instance. The assembled primitives execute the currently bound graphics
pipeline.
include::../validity/protos/vkCmdDrawIndexed.txt[]
A non-indexed indirect draw is recorded by calling:
include::../protos/vkCmdDrawIndirect.txt[]
* pname:commandBuffer is the command buffer into which the command is
recorded.
* pname:buffer is the buffer containing draw parameters.
* pname:offset is the byte offset into pname:buffer where parameters
begin.
* pname:drawCount is the number of draws to execute, and can: be zero.
* pname:stride is the byte stride between successive sets of draw
parameters.
fname:vkCmdDrawIndirect behaves similarly to flink:vkCmdDraw except that the
parameters are read by the device from a buffer during execution.
pname:drawCount draws are executed by the command, with parameters taken
from pname:buffer starting at pname:offset and increasing by pname:stride
bytes for each successive draw. The parameters of each draw are encoded in
an array of slink:VkDrawIndirectCommand structures. If pname:drawCount is
less than or equal to one, pname:stride is ignored.
include::../validity/protos/vkCmdDrawIndirect.txt[]
The definition of sname:VkDrawIndirectCommand is:
include::../structs/VkDrawIndirectCommand.txt[]
The members of sname:VkDrawIndirectCommand have the same meaning as the
similarly named parameters of flink:vkCmdDraw.
include::../validity/structs/VkDrawIndirectCommand.txt[]
An indexed indirect draw is recorded by calling:
include::../protos/vkCmdDrawIndexedIndirect.txt[]
* pname:commandBuffer is the command buffer into which the command is
recorded.
* pname:buffer is the buffer containing draw parameters.
* pname:offset is the byte offset into pname:buffer where parameters
begin.
* pname:drawCount is the number of draws to execute, and can: be zero.
* pname:stride is the byte stride between successive sets of draw
parameters.
fname:vkCmdDrawIndexedIndirect behaves similarly to flink:vkCmdDrawIndirect
except that the parameters are read by the device from a buffer during
execution. pname:drawCount draws are executed by the command, with
parameters taken from pname:buffer starting at pname:offset and increasing
by pname:stride bytes for each successive draw. The parameters of each draw
are encoded in an array of slink:VkDrawIndexedIndirectCommand structures. If
pname:drawCount is less than or equal to one, pname:stride is ignored.
include::../validity/protos/vkCmdDrawIndexedIndirect.txt[]
The definition of sname:VkDrawIndexedIndirectCommand is
include::../structs/VkDrawIndexedIndirectCommand.txt[]
The members of sname:VkDrawIndexedIndirectCommand have the same meaning as
the similarly named parameters of flink:vkCmdDrawIndexed.
include::../validity/structs/VkDrawIndexedIndirectCommand.txt[]

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[extended-functionality]]
= Extended Functionality
Additional functionality may: be provided by layers or extensions. A layer
cannot: add or modify {apiname} commands, while an extension may: do so.
There are two kinds of layers and extensions, instance and device. Instance
layers and extensions are general purpose and do not depend on a specific
device. Device layers and extensions operate on specific devices, and
require a valid sname:VkDevice to be used. Instance extensions usually
affect the operation of the API as a whole, whereas device layers and
extensions tend to be hardware-specific. Examples of these might be:
* Whole API validation is an example of a good instance layer.
* Debug capabilities might make a good instance extension.
* A layer that provides hardware-specific performance telemetry and
analysis could be a device layer.
* Functions to allow an application to use additional hardware features
beyond the core would be a good candidate for a device extension.
[[extended-functionality-layers]]
== Layers
When a layer is enabled, it inserts itself into the call chain for {apiname}
commands the layer is interested in. A common use of layers is to validate
application behavior during development. For example, the implementation
will not check that {apiname} enums used by the application fall within
allowed ranges. Instead, a validation layer would do those checks and flag
issues. This avoids a performance penalty during production use of the
application because those layers would not be enabled in production.
To query the available instance layers, call:
include::../protos/vkEnumerateInstanceLayerProperties.txt[]
* pname:pPropertyCount is the number of layer properties that can be
returned in pname:pProperties.
* pname:pProperties is an array of slink:VkLayerProperties structures in
which properties of instance layers available on this implementation are
returned.
include::../validity/protos/vkEnumerateInstanceLayerProperties.txt[]
To enable a instance layer, the name of the layer should be added to the
pname:ppEnabledLayerNames member of slink:VkInstanceCreateInfo when creating
a slink:VkInstance.
To query the layers available to a given physical device, call:
include::../protos/vkEnumerateDeviceLayerProperties.txt[]
* pname:physicalDevice is the physical device that will be queried.
* pname:pPropertyCount is the number of layer properties that can be
returned in pname:pProperties.
* pname:pProperties is an array of slink:VkLayerProperties structures in
which properties of layers available on pname:physicalDevice are
returned.
include::../validity/protos/vkEnumerateDeviceLayerProperties.txt[]
To enable a device layer, the name of the layer should be added to the
pname:ppEnabledLayerNames member of slink:VkDeviceCreateInfo when creating
a slink:VkDevice.
Both commands will return an array of sname:VkLayerProperties of the
respective instance or device layers present. Calling
fname:vkEnumerateInstanceLayerProperties or
fname:vkEnumerateDeviceLayerProperties with pname:pProperties set to `NULL`
will return the number of supported layers in the basetype:uint32_t variable
pointed to by pname:pPropertyCount. If pname:pProperties is not set to
`NULL`, the query will fill the array and update pname:pPropertyCount to
indicate the number of sname:VkLayerProperties filled in. If
pname:pPropertyCount is smaller than the number of layers available,
ename:VK_INCOMPLETE will be returned instead of ename:VK_SUCCESS, to
indicate that not all the available properties were returned.
The definition of sname:VkLayerProperties is:
include::../structs/VkLayerProperties.txt[]
* pname:layerName is a null-terminated string specifying the name of the
layer. Use this name in the pname:ppEnabledLayerNames array in the
sname:VkInstanceCreateInfo given to fname:vkCreateInstance to enable
this layer in the instance.
* pname:apiVersion is the {apiname} version the layer was written to,
encoded as described in the <<fundamentals-versionnum,API Version
Numbers and Semantics>> section.
* pname:implementationVersion is the version of this layer. It is an
integer, increasing with backward compatible changes.
* pname:description is a null-terminated string providing additional
details that can: be used by the application to identify the layer.
include::../validity/structs/VkLayerProperties.txt[]
Loader implementations may: provide mechanisms outside the {apiname} API for
enabling specific layers. Layers enabled through such a mechanism are
_implicitly enabled_, while layers enabled by including the layer name in
the pname:ppEnabledLayerNames member of slink:VkDeviceCreateInfo are
_explicitly enabled_. Except where otherwise specified, implicitly enabled
and explicitly enabled layers differ only in the way they are enabled.
Explicitly enabling a layer that is implicitly enabled has no additional
effect.
[[extended-functionality-extensions]]
== Extensions
Extensions may: define new {apiname} commands, structures, and enumerants.
For compilation purposes, the interfaces defined by registered extensions,
including new structures and enumerants as well as function pointer types
for new commands, are defined in the Khronos-supplied +vulkan.h+ together
with the core API. However, commands defined by extensions maynot: be
available for static linking - in which case function pointers to these
commands should: be queried at runtime as described in
<<initialization-functionpointers>>. Extensions may: be provided by layers
as well as by a {apiname} implementation.
To query the available instance extensions, call:
include::../protos/vkEnumerateInstanceExtensionProperties.txt[]
* pname:pLayerName is either `NULL` or the name of a instance layer to
retrieve extensions from.
* pname:pPropertyCount is the number of extension properties that can be
returned in pname:pProperties.
* pname:pProperties is an array of slink:VkExtensionProperties structures
in which properties of instance extensions available on this
implementation are returned.
include::../validity/protos/vkEnumerateInstanceExtensionProperties.txt[] Any
instance extensions provided by the {apiname} implementation or by
implicitly enabled layers, but not by explicitly enabled layers, are
returned when pname:pLayerName parameter is `NULL`. When pname:pLayerName is
the name of a layer, the instance extensions provided by that layer are
returned.
To enable a instance extension, the name of the extension should be added to
the pname:ppEnabledExtensionNames member of slink:VkInstanceCreateInfo when
creating a slink:VkInstance.
To query the extensions available to a given physical device, call:
include::../protos/vkEnumerateDeviceExtensionProperties.txt[]
* pname:physicalDevice is the physical device that will be queried.
* pname:pLayerName is either `NULL` or the name of a device layer to
retrieve extensions from.
* pname:pPropertyCount is the number of extension properties that can be
returned in pname:pProperties.
* pname:pProperties is an array of slink:VkExtensionProperties structures
in which properties of extensions available on pname:physicalDevice are
returned.
include::../validity/protos/vkEnumerateDeviceExtensionProperties.txt[]
Any device extensions provided by the {apiname} implementation or by
implicitly enabled layers, but not by explicitly enabled layers, are
returned when pname:pLayerName parameter is `NULL`. When pname:pLayerName is
the name of a layer, the device extensions provided by that layer are
returned.
To enable a device layer, the name of the layer should be added to the
pname:ppEnabledExtensionNames member of slink:VkDeviceCreateInfo when
creating a slink:VkDevice.
Both commands return an array of sname:VkExtensionProperties
for any extensions implemented by the given pname:pLayerName.
Set pname:pLayerName to `NULL` to query for extensions not part of any
layer. Calling fname:vkEnumerateInstanceExtensionProperties or
fname:vkEnumerateDeviceExtensionProperties with pname:pProperties set to
`NULL` will return the count of extensions for the given layer in the
basetype:uint32_t variable pointed to by pname:pPropertyCount. With
pname:pProperties pointing to an array of sname:VkExtensionProperties,
fname:vkEnumerateInstanceExtensionProperties
and fname:vkEnumerateDeviceExtensionProperties will fill the array and
update the count to indicate the number of sname:VkExtensionProperties
filled in. If the provided count is smaller than the number of extensions
available, ename:VK_INCOMPLETE will be returned
instead of ename:VK_SUCCESS to indicate that not all the
available properties were returned.
The definition of sname:VkExtensionProperties is:
include::../structs/VkExtensionProperties.txt[]
* pname:extensionName is a null-terminated string specifying the name of
the extension.
* pname:specVersion is the version of this extension. It is an integer,
incremented with backward compatible changes.
include::../validity/structs/VkExtensionProperties.txt[]

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[fragops]]
= Fragment Operations
[[fragops-early]]
== Early Per-Fragment Tests
Once fragments are produced by rasterization, a number of per-fragment
operations are performed prior to fragment shader execution.
If a fragment is discarded during any of these
operations, it will not be processed by any subsequent stage, including
fragment shader execution.
Two fragment operations are performed in the following order:
* the scissor test (see <<fragops-scissor,Scissor Test>>)
* multisample fragment operations (see <<fragops-samplemask,Sample Mask>>)
If early per-fragment operations are <<shaders-fragment-earlytest,enabled by
the fragment shader>>, these tests are also performed in the following
order:
* the depth bounds tests (see <<fragops-dbt,Depth Bounds Tests>>)
* the stencil test (see <<fragops-stencil,Stencil Test>>)
* the depth test (see <<fragops-depth,Depth Test>>)
* sample counting (see <<fragops-samplecount,Sample Counting>>)
[[fragops-scissor]]
== Scissor Test
The scissor test determines if a fragment's framebuffer coordinates
latexmath:[$(x_f,y_f)$] lie within the scissor rectangle corresponding to
the viewport index (see <<vertexpostproc-viewport,Controlling the
Viewport>>) used by the primitive that generated the fragment. If the
pipeline state object is created without ename:VK_DYNAMIC_STATE_SCISSOR
enabled then the scissor rectangles are set by the
slink:VkPipelineViewportStateCreateInfo state of the pipeline state object.
Otherwise, to dynamically set the scissor rectangles call:
include::../protos/vkCmdSetScissor.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:firstScissor is the index of the first scissor whose state is
updated by the command.
* pname:scissorCount is the number of scissors whose rectangles are
updated by the command.
* pname:pScissors is a pointer to an array of slink:VkRect2D structures
defining scissor rectangles.
The scissor rectangles taken from element latexmath:[$i$] of pname:pScissors
replace the current state for the scissor index
latexmath:[$\mathit{firstScissor}+i$], for latexmath:[$i$] in
latexmath:[$[0, scissorCount)$].
Each scissor rectangle is described by a slink:VkRect2D structure, with the
pname:offset.x and pname:offset.y values determining the upper left corner
of the scissor rectangle, and the pname:extent.width and pname:extent.height
values determining the size in pixels.
include::../validity/protos/vkCmdSetScissor.txt[]
If latexmath:[$\mathit{offset.x} \le x_f \lt \mathit{offset.x} +
\mathit{extent.width}$] and latexmath:[$\mathit{offset.y} \le y_f \lt
\mathit{offset.y} + \mathit{extent.height}$] for the selected scissor
rectangle, then the scissor test passes. Otherwise, the test fails and the
fragment is discarded. For points, lines, and polygons, the scissor
rectangle for a primitive is selected in the same manner as the viewport
(see <<vertexpostproc-viewport,Controlling the Viewport>>). The scissor
rectangles only apply to drawing commands, not to other commands like clears
or copies.
It is legal for latexmath:[$\mathit{offset.x} + \mathit{extent.width}$] or
latexmath:[$\mathit{offset.y} + \mathit{extent.height}$] to exceed the
dimensions of the framebuffer - the scissor test still applies as defined
above. Rasterization does not produce fragments outside of the framebuffer,
so such fragments never have the scissor test performed on them.
The scissor test is always performed. Applications can: effectively disable
the scissor test by specifying a scissor rectangle that encompasses the
entire framebuffer.
[[fragops-samplemask]]
== Sample Mask
This step modifies fragment coverage values based on the values in the
pname:pSampleMask array member of
slink:VkPipelineMultisampleStateCreateInfo, as described previously in
section <<pipelines-graphics>>.
pname:pSampleMask contains a bitmask of static coverage information that is
code:ANDed with the coverage information generated during rasterization.
Bits that are zero disable coverage for the corresponding sample. Bit B of
mask word M corresponds to sample latexmath:[$32 \times M + B$]. The array
is sized to a length of latexmath:[$\lceil{rasterizationSamples /
32}\rceil$] words. If pname:pSampleMask is `NULL`, it is treated as if the
mask has all bits enabled, i.e. no coverage is removed from fragments.
[[fragops-early-mode]]
== Early Fragment Test Mode
The depth bounds test, stencil test, depth test, and occlusion query sample
counting are performed before fragment shading if and only if early fragment
tests are enabled by the fragment shader (see
<<shaders-fragment-earlytest,Early Fragment Tests>>). When early
per-fragment operations are enabled, these operations are performed prior to
fragment shader execution, and the stencil buffer, depth buffer, and
occlusion query sample counts will be updated accordingly; these operations
will not be performed again after fragment shader execution.
If a pipeline's fragment shader has early fragment tests disabled, these
operations are performed only after fragment program execution, in the order
described below. If a pipeline does not contain a fragment shader, these
operations are performed only once.
If early fragment tests are enabled, any depth value computed by the
fragment shader has no effect. Additionally, the depth test (including depth
writes), stencil test (including stencil writes) and sample counting
operations are performed even for fragments or samples that would be
discarded after fragment shader execution due to per-fragment operations
such as alpha-to-coverage tests, or due to the fragment being discarded by
the shader itself.
[[fragops-late]]
== Late Per-Fragment Tests
After programmable fragment processing, per-fragment operations are
performed before blending and color output to the framebuffer.
A fragment is produced by rasterization with framebuffer coordinates of
latexmath:[$(x_f,y_f)$] and depth latexmath:[$z$], as described in
<<primsrast,Rasterization>>. The fragment is then modified by programmable
fragment processing, which adds associated data as described in
<<shaders,Shaders>>. The fragment is then further modified, and possibly
discarded by the late per-fragment operations described in this chapter.
These operations are diagrammed in figure <<fig-fragops,Fragment
Operations>>, in the order in which they are performed. Finally, if the
fragment was not discarded, it is used to update the framebuffer at the
fragment's framebuffer coordinates for any samples that remain covered.
The depth bounds test, stencil test, and depth test are performed for each
pixel sample, rather than just once for each fragment. Stencil and depth
operations are performed for a pixel sample only if that sample's fragment
coverage bit is a value of 1 when the fragment executes the corresponding
stage of the graphics pipeline. If the corresponding coverage bit is 0, no
operations are performed for that sample. Failure of the depth bounds,
stencil, or depth test results in termination of the processing of that
sample by means of disabling coverage for that sample, rather than
discarding of the fragment. If, at any point, a fragment's coverage becomes
zero for all samples, then the fragment is discarded. All operations are
performed on the depth and stencil values stored in the depth/stencil
attachment of the framebuffer. The contents of the color attachments are not
modified at this point.
The depth bounds test, stencil test, depth test, and occlusion query
operations described in <<fragops-dbt,Depth Bounds Test>>,
<<fragops-stencil,Stencil Test>>, <<fragops-depth,Depth Test>>,
<<fragops-samplecount,Sample Counting>> are instead performed prior to
fragment processing, as described in <<fragops-early-mode,Early Fragment
Test Mode>>, if requested by the fragment shader.
[[fragops-covg]]
== Multisample Coverage
If a fragment shader is active and its entry point's interface includes a
built-in output variable decorated with code:SampleMask, the fragment
coverage is code:ANDed with the bits
of the sample mask to generate a new fragment coverage value. If such a
fragment shader did not assign a value to code:SampleMask due to flow of
control, the value code:ANDed with the fragment coverage is undefined. If no
fragment shader is active, or if the active fragment shader does not
include code:SampleMask in its interface, the fragment coverage is not
modified.
Next, the fragment alpha and coverage values are modified based on the
values of the pname:alphaToCoverageEnable and pname:alphaToOneEnable members
of the slink:VkPipelineMultisampleStateCreateInfo structure.
All alpha values in this section refer only to the alpha component of the
fragment shader output that has a code:Location and code:Index decoration of
zero (see <<pipelines-linking-fragmentoutput,Fragment Output Interface>>).
If that shader output has an integer or unsigned integer type, then these
operations are skipped.
If pname:alphaToCoverageEnable is enabled, a temporary coverage value is
generated where each bit is determined by the fragment's alpha value. The
temporary coverage value is then ANDed with the fragment coverage value to
generate a new fragment coverage value.
No specific algorithm is specified for converting the alpha value to a
temporary coverage mask. It is intended that the number of 1's in this value
be proportional to the alpha value (clamped to
latexmath:[$[0,1\]$]), with all 1's corresponding to a value of 1.0 and all
0's corresponding to 0.0. The algorithm may: be different at different pixel
locations.
[NOTE]
.Note
====
Using different algorithms at different pixel location may: help to
avoid artifacts caused by regular coverage sample locations.
====
Next, if pname:alphaToOneEnable is enabled, each alpha value is replaced by
the maximum representable alpha value for fixed-point color buffers, or by
1.0 for floating-point buffers. Otherwise, the alpha values are not changed.
[[fragops-ds-state]]
== Depth and Stencil Operations
Pipeline state controlling the <<fragops-dbt,depth bounds tests>>,
<<fragops-stencil,stencil test>>, and <<fragops-depth,depth test>> is
specified through the members of
sname:VkPipelineDepthStencilStateCreateInfo:
include::../structs/VkPipelineDepthStencilStateCreateInfo.txt[]
The members of sname:VkPipelineDepthStencilStateCreateInfo structure are as
follows:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:depthTestEnable controls whether <<fragops-depth,depth testing>>
is enabled.
* pname:depthWriteEnable controls whether
<<fragops-depth-write,depth writes>> are enabled.
* pname:depthCompareOp is the comparison operator used in the
<<fragops-depth,depth test>>.
* pname:depthBoundsTestEnable controls whether <<fragops-dbt,depth bounds
testing>> is enabled.
* pname:stencilTestEnable controls whether <<fragops-stencil,stencil
testing>> is enabled.
* pname:front and pname:back control the parameters of the
<<fragops-stencil,stencil test>>.
* pname:minDepthBounds and pname:maxDepthBounds define the range of values
used in the <<fragops-dbt,depth bounds test>>.
include::../validity/structs/VkPipelineDepthStencilStateCreateInfo.txt[]
[[fragops-dbt]]
== Depth Bounds Test
The depth bounds test conditionally disables coverage of a sample based on
the outcome of a comparison between the value latexmath:[$z_a$] in the depth
attachment at location latexmath:[$(x_f,y_f)$] (for the appropriate sample)
and a range of values. The test is enabled or disabled by the
pname:depthBoundsTestEnable member of
slink:VkPipelineDepthStencilStateCreateInfo: If the pipeline state object
is created without the ename:VK_DYNAMIC_STATE_DEPTH_BOUNDS dynamic state
enabled then the range of values used in the depth bounds test are defined
by the pname:minDepthBounds and pname:maxDepthBounds members of the
slink:VkPipelineDepthStencilStateCreateInfo structure. Otherwise, to
dynamically set the depth bounds range values call:
include::../protos/vkCmdSetDepthBounds.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:minDepthBounds is the lower bound of the range of depth values
used in the depth bounds test.
* pname:maxDepthBounds is the upper bound of the range.
include::../validity/protos/vkCmdSetDepthBounds.txt[]
If latexmath:[$\mathit{minDepthBounds} \leq z_a \leq
\mathit{maxDepthBounds}$], then the depth bounds test passes. Otherwise, the
test fails and the sample's coverage bit is cleared in the fragment. If
there is no depth framebuffer attachment or if the depth bounds test is
disabled, it is as if the depth bounds test always passes.
[[fragops-stencil]]
== Stencil Test
The stencil test conditionally disables coverage of a sample based on the
outcome of a comparison between the stencil value in the depth/stencil
attachment at location latexmath:[$(x_f,y_f)$] (for the appropriate sample)
and a reference value. The stencil test also updates the value in the
stencil attachment, depending on the test state, the stencil value and the
stencil write masks. The test is enabled or disabled by the
pname:stencilTestEnable member of
slink:VkPipelineDepthStencilStateCreateInfo.
When disabled, the stencil test and associated modifications are not made,
and the sample's coverage is not modified.
The stencil test is controlled with the pname:front and pname:back members
of sname:VkPipelineDepthStencilStateCreateInfo which are of type
sname:VkStencilOpState.
The definition of sname:VkStencilOpState is:
include::../structs/VkStencilOpState.txt[]
The members of sname:VkStencilOpState structure are as follows:
* pname:failOp is the action performed on samples that fail the stencil
test.
* pname:passOp is the action performed on samples that pass both the depth
and stencil tests.
* pname:depthFailOp is the action performed on samples that pass the
stencil test and fail the depth test.
* pname:compareOp is the comparison operator used in the stencil test.
* pname:compareMask selects the bits of the unsigned integer stencil
values participating in the stencil test.
* pname:writeMask selects the bits of the unsigned integer stencil values
updated by the stencil test in the stencil framebuffer attachment.
* pname:reference is an integer reference value that is used in the
unsigned stencil comparison.
include::../validity/structs/VkStencilOpState.txt[]
There are two sets of stencil-related state, the front stencil state set and
the back stencil state set. Stencil tests and writes use the front set of
stencil state when processing fragments rasterized from non-polygon
primitives (points and lines) and front-facing polygon primitives while the
back set of stencil state is used when processing fragments rasterized from
back-facing polygon primitives. For the purposes of stencil testing, a
primitive is still considered a polygon even if the polygon is to be
rasterized as points or lines due to the current elink:VkPolygonMode.
Whether a polygon is front- or back-facing is determined in the same manner
used for face culling (see <<primsrast-triangles-basic,Basic Triangle
Rasterization>>).
The operation of the stencil test is also affected by the
pname:compareMask, pname:writeMask, and pname:reference
members of sname:VkStencilOpState set in the pipeline state object if the
pipeline state object is created without the
ename:VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
ename:VK_DYNAMIC_STATE_STENCIL_WRITE_MASK, and
ename:VK_DYNAMIC_STATE_STENCIL_REFERENCE dynamic states enabled,
respectively.
If the pipeline state object is created with the
ename:VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK dynamic state enabled, then to
dynamically set the stencil compare mask call:
include::../protos/vkCmdSetStencilCompareMask.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:faceMask is a bitmask specifying the set of stencil state for
which to update the compare mask, and may include the bits:
+
--
include::../enums/VkStencilFaceFlagBits.txt[]
** ename:VK_STENCIL_FACE_FRONT_BIT indicates that only the front set of
stencil state is updated.
** ename:VK_STENCIL_FACE_BACK_BIT indicates that only the back set of
stencil state is updated.
** ename:VK_STENCIL_FRONT_AND_BACK is the combination of
ename:VK_STENCIL_FACE_FRONT_BIT and ename:VK_STENCIL_FACE_BACK_BIT and
indicates that both sets of stencil state are updated.
--
* pname:compareMask is the new value to use as the stencil compare mask.
include::../validity/protos/vkCmdSetStencilCompareMask.txt[]
If the pipeline state object is created with the
ename:VK_DYNAMIC_STATE_STENCIL_WRITE_MASK dynamic state enabled, then to
dynamically set the stencil write mask call:
include::../protos/vkCmdSetStencilWriteMask.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:faceMask is a bitmask of elink:VkStencilFaceFlagBits specifying
the set of stencil state for which to update the compare mask, as
described above for flink:vkCmdSetStencilCompareMask.
* pname:writeMask is the new value to use as the stencil write mask.
include::../validity/protos/vkCmdSetStencilWriteMask.txt[]
If the pipeline state object is created with the
ename:VK_DYNAMIC_STATE_STENCIL_REFERENCE dynamic state enabled, then to
dynamically set the stencil reference value call:
include::../protos/vkCmdSetStencilReference.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:faceMask is a bitmask of elink:VkStencilFaceFlagBits specifying
the set of stencil state for which to update the compare mask, as
described above for flink:vkCmdSetStencilCompareMask.
* pname:reference is the new value to use as the stencil reference value.
include::../validity/protos/vkCmdSetStencilReference.txt[]
pname:reference is an integer reference value that is used in the
unsigned stencil comparison. Stencil comparison clamps the reference value
to latexmath:[$[0,2^s-1\]$], where latexmath:[$s$] is the number
of bits in the stencil framebuffer attachment. The latexmath:[$s$] least
significant bits of pname:compareMask are bitwise code:ANDed with
both the reference and the stored stencil value, and the resulting masked
values are those that participate in the comparison controlled by
pname:compareOp. Let latexmath:[$R$] be the masked reference value
and latexmath:[$S$] be the masked stored stencil value.
pname:compareOp is a symbolic constant that determines the stencil
comparison function:
include::../enums/VkCompareOp.txt[]
* ename:VK_COMPARE_OP_NEVER: the test never passes.
* ename:VK_COMPARE_OP_LESS: the test passes when latexmath:[$R \lt S$].
* ename:VK_COMPARE_OP_EQUAL: the test passes when latexmath:[$R = S$].
* ename:VK_COMPARE_OP_LESS_OR_EQUAL: the test passes when latexmath:[$R
\leq S$].
* ename:VK_COMPARE_OP_GREATER: the test passes when latexmath:[$R \gt S$].
* ename:VK_COMPARE_OP_NOT_EQUAL: the test passes when latexmath:[$R \neq
S$].
* ename:VK_COMPARE_OP_GREATER_OR_EQUAL: the test passes when latexmath:[$R
\geq S$].
* ename:VK_COMPARE_OP_ALWAYS: the test always passes.
As described earlier, the pname:failOp, pname:passOp, and pname:depthFailOp
members of pname:VkStencilOpState indicate what happens to the stored
stencil value if this or certain subsequent tests fail or pass. Each enum is
of type ename:VkStencilOp, which is defined as:
include::../enums/VkStencilOp.txt[]
The possible values are:
* ename:VK_STENCIL_OP_KEEP keeps the current value.
* ename:VK_STENCIL_OP_ZERO sets the value to 0.
* ename:VK_STENCIL_OP_REPLACE sets the value to pname:reference.
* ename:VK_STENCIL_OP_INCREMENT_AND_CLAMP increments the current value and
clamps to the maximum representable unsigned value.
* ename:VK_STENCIL_OP_DECREMENT_AND_CLAMP decrements the current value and
clamps to 0.
* ename:VK_STENCIL_OP_INVERT bitwise-inverts the current value.
* ename:VK_STENCIL_OP_INCREMENT_AND_WRAP increments the current value and
wraps to 0 when the maximum value would have been exceeded.
* ename:VK_STENCIL_OP_DECREMENT_AND_WRAP decrements the current value and
wraps to the maximum possible value when the value would go below 0.
For purposes of increment and decrement, the stencil bits are considered as
an unsigned integer.
If the stencil test fails, the sample's coverage bit is cleared in the
fragment. If there is no stencil framebuffer attachment, stencil
modification cannot: occur, and it is as if the stencil tests always pass.
If the stencil test passes, the pname:writeMask member of the
slink:VkStencilOpState structures controls how the updated stencil value is
written to the stencil framebuffer attachment.
The least significant latexmath:[$s$] bits of pname:writeMask, where
latexmath:[$s$] is the number of bits in the stencil framebuffer attachment,
specify an integer mask. Where a latexmath:[$1$] appears in this mask, the
corresponding bit in the stencil value in the depth/stencil attachment is
written; where a latexmath:[$0$] appears, the bit is not written. The
pname:writeMask value uses either the front-facing or back-facing state
based on the facing-ness of the fragment. Fragments generated by
front-facing primitives use the front mask and fragments generated by
back-facing primitives use the back mask.
[[fragops-depth]]
== Depth Test
The depth test conditionally disables coverage of a sample based on the
outcome of a comparison between the fragment's depth value at the sample
location and the sample's depth value in the depth/stencil attachment at
location latexmath:[$(x_f,y_f)$]. The comparison is enabled or disabled with
the pname:depthTestEnable member of the
slink:VkPipelineDepthStencilStateCreateInfo structure. When disabled, the
depth comparison and subsequent possible updates to the depth/stencil
attachment value are bypassed and the fragment is passed to the next
operation. The stencil value, however, can: be modified as indicated above
if the depth test passed. If enabled, the comparison takes place and the
depth/stencil attachment value can: subsequently be modified.
The comparison is specified with the pname:depthCompareOp member of
slink:VkPipelineDepthStencilStateCreateInfo. Let latexmath:[$z_f$] be the
incoming fragment's depth value for a sample, and let latexmath:[$z_a$] be
the depth/stencil attachment value in memory for that sample. The depth test
passes under the following conditions:
* ename:VK_COMPARE_OP_NEVER: the test never passes.
* ename:VK_COMPARE_OP_LESS: the test passes when
latexmath:[$z_f \lt z_a$].
* ename:VK_COMPARE_OP_EQUAL: the test passes when
latexmath:[$z_f = z_a$].
* ename:VK_COMPARE_OP_LESS_OR_EQUAL: the test passes when
latexmath:[$z_f \leq z_a$].
* ename:VK_COMPARE_OP_GREATER: the test passes when
latexmath:[$z_f \gt z_a$].
* ename:VK_COMPARE_OP_NOT_EQUAL: the test passes when
latexmath:[$z_f \neq z_a$].
* ename:VK_COMPARE_OP_GREATER_OR_EQUAL: the test passes when
latexmath:[$z_f \geq z_a$].
* ename:VK_COMPARE_OP_ALWAYS: the test always passes.
If depth clamping (see <<vertexpostproc-clipping,Primitive Clipping>>) is
enabled, before the incoming fragment's latexmath:[$z_f$] is compared to
latexmath:[$z_a$], latexmath:[$z_f$] is clamped to
latexmath:[$[\min(n,f), \max(n,f)\]$], where latexmath:[$n$] and
latexmath:[$f$] are the pname:minDepth and pname:maxDepth depth range values
of the viewport used by this fragment, respectively.
If the depth test fails, the sample's coverage bit is cleared in the
fragment. The stencil value at the sample's location is updated according to
the function currently in effect for depth test failure. Otherwise, the
fragment continues to the next operation and the value of the depth
framebuffer attachment at the sample's location is conditionally written to
the sample's latexmath:[$z_f$] value. In this case the stencil value is
updated according to the function currently in effect for depth test
success.
[[fragops-depth-write]]
Upon passing the depth test, a sample's (possibly clamped) latexmath:[$z_f$]
value is conditionally written to the depth framebuffer attachment based on
the value of the pname:depthWriteEnable member of
slink:VkPipelineDepthStencilStateCreateInfo. If pname:depthWriteEnable is
ename:VK_TRUE the value is written, and if it is ename:VK_FALSE the value is
not written.
If there is no depth framebuffer attachment, it is as if the depth test
always passes.
[[fragops-samplecount]]
== Sample Counting
Occlusion queries use query pool entries to track the number of samples that
pass all the per-fragment tests. The mechanism of collecting an occlusion
query value is described in <<queries-occlusion,Occlusion Queries>>.
The occlusion query sample counter increments by one for each sample with a
coverage value of 1 in each fragment that survives all the per-fragment
tests, including scissor, sample mask, alpha to coverage, stencil, and depth
tests.

View File

@ -0,0 +1,365 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[framebuffer]]
= The Framebuffer
[[framebuffer-blending]]
== Blending
Blending combines the incoming ``source'' fragment's R, G, B, and A values
with the ``destination'' R, G, B, and A values of each sample stored in the
framebuffer at the fragment's latexmath:[$(x_f,y_f)$] location. Blending is
performed for each pixel sample, rather than just once for each fragment.
Source and destination values are combined according to the
<<framebuffer-blendoperations,blend operation>>, quadruplets of source and
destination weighting factors determined by the <<framebuffer-blendfactors,
blend factors>>, and a <<framebuffer-blendconstants,blend constant>>,
to obtain a new set of R, G, B, and A values, as described below.
Blending is computed and applied separately to each color attachment used by
the subpass, with separate controls for each attachment.
Prior to performing the blend operation, signed and unsigned normalized
fixed-point color components undergo an implied conversion to floating-point
as specified by <<fundamentals-fixedfpconv,Conversion
from Normalized Fixed-Point to Floating-Point>>. Blending
computations are treated as if carried out in floating-point, and will be
performed with a precision and dynamic range no lower than that used to
represent destination components.
Blending applies only to fixed-point and floating-point color attachments.
If the color attachment has an integer format, blending is not applied.
The pipeline blend state is included in the
sname:VkPipelineColorBlendStateCreateInfo struct during graphics pipeline
creation:
include::../structs/VkPipelineColorBlendStateCreateInfo.txt[]
The members of the sname:VkPipelineColorBlendStateCreateInfo structure are
as follows:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:logicOpEnable controls whether to apply <<framebuffer-logicop,
Logical Operations>>.
* pname:logicOp selects which logical operation to apply.
* pname:attachmentCount is the number of
sname:VkPipelineColorBlendAttachmentState elements in
pname:pAttachments. This value must: equal the
pname:colorAttachmentCount for the subpass in which this pipeline is
used.
* pname:pAttachments: pointer to array of per target attachment states.
* pname:blendConstants is an array of four values used as the R, G, B, and
A components of the blend constant that are used in blending, depending
on the <<framebuffer-blendfactors,blend factor>>.
include::../validity/structs/VkPipelineColorBlendStateCreateInfo.txt[]
The elements of the pname:pAttachments array specify per-target blending
state, and are of type:
include::../structs/VkPipelineColorBlendAttachmentState.txt[]
Blending of each individual color attachment is controlled by the
corresponding element of the pname:pAttachments array. If the
<<features-features-independent-blending,independent blending>> feature is
not enabled on the device, all sname:VkPipelineColorBlendAttachmentState
elements in the pname:pAttachments array must: be identical. The members of
the sname:VkPipelineColorBlendAttachmentState struct have the following
meanings:
* pname:blendEnable controls whether blending is enabled for the
corresponding color attachment. If blending is not enabled, the source
fragment's color for that attachment is passed through unmodified.
* pname:srcColorBlendFactor selects which blend factor is used to
determine the source factors latexmath:[$S_r,S_g,S_b$].
* pname:dstColorBlendFactor selects which blend factor is used to
determine the destination factors latexmath:[$D_r,D_g,D_b$].
* pname:colorBlendOp selects which blend operation is used to calculate
the RGB values to write to the color attachment.
* pname:srcAlphaBlendFactor selects which blend factor is used to
determine the source factor latexmath:[$S_a$].
* pname:dstAlphaBlendFactor selects which blend factor is used to
determine the destination factor latexmath:[$D_a$].
* pname:alphaBlendOp selects which blend operation is use to calculate the
alpha values to write to the color attachment.
* pname:colorWriteMask is a bitmask selecting which of the R, G, B,
and/or A components are enabled for writing, as described later in this
chapter.
include::../validity/structs/VkPipelineColorBlendAttachmentState.txt[]
[[framebuffer-blendfactors]]
=== Blend Factors
The source and destination color and alpha blending factors are selected
from the enum:
include::../enums/VkBlendFactor.txt[]
The semantics of each enum value is described in the table below:
.Blend Factors
[width="100%",options="header",align="center",cols="59%,28%,13%"]
|========================================
|VkBlendFactor | RGB Blend Factors (latexmath:[$S_r,S_g,S_b$]) or (latexmath:[$D_r,D_g,D_b$]) | Alpha Blend Factor (latexmath:[$S_a$] or latexmath:[$D_a$])
|ename:VK_BLEND_FACTOR_ZERO | latexmath:[$(0,0,0)$] | latexmath:[$0$]
|ename:VK_BLEND_FACTOR_ONE | latexmath:[$(1,1,1)$] | latexmath:[$1$]
|ename:VK_BLEND_FACTOR_SRC_COLOR | latexmath:[$(R_{s0},G_{s0},B_{s0})$] | latexmath:[$A_{s0}$]
|ename:VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR | latexmath:[$(1-R_{s0},1-G_{s0},1-B_{s0})$] | latexmath:[$1-A_{s0}$]
|ename:VK_BLEND_FACTOR_DST_COLOR | latexmath:[$(R_d,G_d,B_d)$] | latexmath:[$A_d$]
|ename:VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR | latexmath:[$(1-R_d,1-G_d,1-B_d)$] | latexmath:[$1-A_d$]
|ename:VK_BLEND_FACTOR_SRC_ALPHA | latexmath:[$(A_{s0},A_{s0},A_{s0})$] | latexmath:[$A_{s0}$]
|ename:VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA | latexmath:[$(1-A_{s0},1-A_{s0},1-A_{s0})$] | latexmath:[$1-A_{s0}$]
|ename:VK_BLEND_FACTOR_DST_ALPHA | latexmath:[$(A_d,A_d,A_d)$] | latexmath:[$A_d$]
|ename:VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA | latexmath:[$(1-A_d,1-A_d,1-A_d)$] | latexmath:[$1-A_d$]
|ename:VK_BLEND_FACTOR_CONSTANT_COLOR | latexmath:[$(R_c,G_c,B_c)$] | latexmath:[$A_c$]
|ename:VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR | latexmath:[$(1-R_c,1-G_c,1-B_c)$] | latexmath:[$1-A_c$]
|ename:VK_BLEND_FACTOR_CONSTANT_ALPHA | latexmath:[$(A_c,A_c,A_c)$] | latexmath:[$A_c$]
|ename:VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA | latexmath:[$(1-A_c,1-A_c,1-A_c)$] | latexmath:[$1-A_c$]
|ename:VK_BLEND_FACTOR_SRC_ALPHA_SATURATE | latexmath:[$(f,f,f); f=\min(A_{s0},1-A_d)$] | latexmath:[$1$]
|ename:VK_BLEND_FACTOR_SRC1_COLOR | latexmath:[$(R_{s1},G_{s1},B_{s1})$] | latexmath:[$A_{s1}$]
|ename:VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR | latexmath:[$(1-R_{s1},1-G_{s1},1-B_{s1})$] | latexmath:[$1-A_{s1}$]
|ename:VK_BLEND_FACTOR_SRC1_ALPHA | latexmath:[$(A_{s1},A_{s1},A_{s1})$] | latexmath:[$A_{s1}$]
|ename:VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA | latexmath:[$(1-A_{s1},1-A_{s1},1-A_{s1})$] | latexmath:[$1-A_{s1}$]
|========================================
In this table, the following conventions are used:
- latexmath:[$R_{s0},G_{s0},B_{s0}$] and latexmath:[$A_{s0}$] represent
the first source color R, G, B, and A components, respectively, for the
fragment output location corresponding to the color attachment being
blended.
- latexmath:[$R_{s1},G_{s1},B_{s1}$] and latexmath:[$A_{s1}$] represent
the second source color R, G, B, and A components, respectively, used in
dual source blending modes, for the fragment output location
corresponding to the color attachment being blended.
- latexmath:[$R_d,G_d,B_d$] and latexmath:[$A_d$] represent the R, G, B,
and A components of the destination color. That is, the color currently
in the corresponding color attachment for this fragment/sample.
- latexmath:[$R_c,G_c,B_c$] and latexmath:[$A_c$] represent the blend
constant R, G, B, and A components, respectively.
[[framebuffer-blendconstants]]
If the pipeline state object is created without the
ename:VK_DYNAMIC_STATE_BLEND_CONSTANTS dynamic state enabled then the
``blend constant'' latexmath:[$(R_c,G_c,B_c,A_c)$] is specified via the
pname:blendConstants member of slink:VkPipelineColorBlendStateCreateInfo.
Otherwise the blend constant is dynamically set and changed by calling the
command:
include::../protos/vkCmdSetBlendConstants.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:blendConstants is an array of four values specifying the R, G, B,
and A components of the blend constant color used in blending, depending
on the <<framebuffer-blendfactors,blend factor>>.
include::../validity/protos/vkCmdSetBlendConstants.txt[]
[[framebuffer-dsb]]
=== Dual-Source Blending
Blend factors that use the secondary color input
latexmath:[$(R_{s1},G_{s1},B_{s1},A_{s1})$]
(ename:VK_BLEND_FACTOR_SRC1_COLOR,
ename:VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
ename:VK_BLEND_FACTOR_SRC1_ALPHA, and
ename:VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA) may: consume hardware resources
that could otherwise be used for rendering to multiple color attachments.
Therefore, the number of color attachments that can: be used in a
framebuffer may: be lower when using dual-source blending.
Dual-source blending is only supported if the
<<features-features-dualSrcBlend,pname:dualSrcBlend>> feature is enabled.
The maximum number of color attachments that can: be used in a subpass when
using dual-source blending functions is implementation-dependent and is
reported as the pname:maxFragmentDualSrcAttachments member of
sname:VkPhysicalDeviceLimits.
When using a fragment shader with dual-source blending functions, the color
outputs are bound to the first and second inputs of the blender using the
code:Index decoration, as described in <<interfaces-fragmentoutput,Fragment
Output Interface>>. If the second color input to the blender is not
written in the shader, or if no output is bound to the second input of a
blender, the result of the blending operation is not defined.
[[framebuffer-blendoperations]]
=== Blend Operations
Once the source and destination blend factors have been selected, they along
with the source and destination components are passed to the blending
operation. The blending operations are selected from the following enum,
with RGB and alpha components potentially using different blend operations:
include::../enums/VkBlendOp.txt[]
The semantics of each enum value is described in the table below:
.Blend Operations
[width="100%",cols="45%,30%,25%",options="header",style="verse",align="center"]
|==========================================
|VkBlendOp | RGB Components | Alpha Component
|ename:VK_BLEND_OP_ADD
| latexmath:[$R=R_{s0}\times S_r+R_d\times D_r$] +
latexmath:[$G=G_{s0}\times S_g+G_d\times D_g$] +
latexmath:[$B=B_{s0}\times S_b+B_d\times D_b$]
| latexmath:[$A=A_{s0}\times S_a+A_d\times D_a$]
|ename:VK_BLEND_OP_SUBTRACT
| latexmath:[$R=R_{s0}\times S_r-R_d\times D_r$] +
latexmath:[$G=G_{s0}\times S_g-G_d\times D_g$] +
latexmath:[$B=B_{s0}\times S_b-B_d\times D_b$] +
| latexmath:[$A=A_{s0}\times S_a-A_d\times D_a$]
|ename:VK_BLEND_OP_REVERSE_SUBTRACT
| latexmath:[$R=R_d\times D_r-R_{s0}\times S_r$] +
latexmath:[$G=G_d\times D_g-G_{s0}\times S_g$] +
latexmath:[$B=B_d\times D_b-B_{s0}\times S_b$] +
| latexmath:[$A=A_d\times D_a-A_{s0}\times S_a$]
|ename:VK_BLEND_OP_MIN
| latexmath:[$R=\min(R_{s0},R_d)$] +
latexmath:[$G=\min(G_{s0},G_d)$] +
latexmath:[$B=\min(B_{s0},B_d)$]
| latexmath:[$A=\min(A_{s0},A_d)$]
|ename:VK_BLEND_OP_MAX
| latexmath:[$R=\max(R_{s0},R_d)$] +
latexmath:[$G=\max(G_{s0},G_d)$] +
latexmath:[$B=\max(B_{s0},B_d)$] +
| latexmath:[$A=\max(A_{s0},A_d)$]
|==========================================
In this table, the following conventions are used:
- latexmath:[$R_{s0},G_{s0},B_{s0}$] and latexmath:[$A_{s0}$] represent
the first source color R, G, B, and A components, respectively.
- latexmath:[$R_d,G_d,B_d$] and latexmath:[$A_d$] represent the R, G, B,
and A components of the destination color. That is, the color currently
in the corresponding color attachment for this fragment/sample.
- latexmath:[$S_r,S_g,S_b$] and latexmath:[$S_a$] represent the source
blend factor R, G, B, and A components, respectively.
- latexmath:[$D_r,D_g,D_b$] and latexmath:[$D_a$] represent the
destination blend factor R, G, B, and A components, respectively.
The blending operation produces a new set of values latexmath:[$R, G,
B$] and latexmath:[$A$], which are written to the framebuffer attachment. If
blending is not enabled for this attachment, then latexmath:[$R, G, B$] and
latexmath:[$A$] are assigned the values of
latexmath:[$R_{s0},G_{s0},B_{s0}$] and latexmath:[$A_{s0}$].
If the color attachment is fixed-point, the components of the source and
destination values and blend factors are each clamped to
latexmath:[$[0,1\]$] or latexmath:[$[-1,1\]$] respectively for an unsigned
normalized or signed normalized color attachment prior to evaluating the
blend operations. If the color attachment is floating-point, no clamping
occurs.
The pname:colorWriteMask member of slink:VkPipelineColorBlendAttachmentState
determines whether the final color values latexmath:[$R, G, B$] and
latexmath:[$A$] are written to the framebuffer attachment.
pname:colorWriteMask is any combination of the following bits:
include::../enums/VkColorComponentFlagBits.txt[]
If ename:VK_COLOR_COMPONENT_R_BIT is set, then the latexmath:[$R$] value is
written to color attachment for the appropriate sample, otherwise the value
in memory is unmodified. The ename:VK_COLOR_COMPONENT_G_BIT,
ename:VK_COLOR_COMPONENT_B_BIT, and ename:VK_COLOR_COMPONENT_A_BIT bits
similarly control writing of the latexmath:[$G, B,$] and latexmath:[$A$]
values. The pname:colorWriteMask is applied regardless of whether blending
is enabled.
If the numeric format of a framebuffer attachment uses sRGB encoding, the R,
G, and B destination color values (after conversion from fixed-point to
floating-point) are considered to be encoded for the sRGB color space and
hence are linearized prior to their use in blending. Each R, G, and B
component is converted from nonlinear to linear as described in the
``KHR_DF_TRANSFER_SRGB`` section of the Khronos Data Format Specification.
If the format is not sRGB, no linearization is performed.
If the numeric format of a framebuffer attachment uses sRGB encoding, then
the final R, G and B values are converted into the nonlinear sRGB color
space before being written to the framebuffer attachment as described in the
``KHR_DF_TRANSFER_SRGB`` section of the Khronos Data Format Specification.
If the framebuffer color attachment numeric format is not sRGB encoded then
the resulting latexmath:[$c_s$] values for R, G and B are unmodified. The
value of A is never sRGB encoded. That is, the alpha component is always
stored in memory as linear.
[[framebuffer-logicop]]
== Logical Operations
The application can: enable a _logical operation_ between the fragment's
color values and the existing value in the framebuffer attachment. This
logical operation is applied prior to updating the framebuffer attachment.
Logical operations are applied only for signed and unsigned integer and
normalized integer framebuffers. Logical operations are not applied to
floating-point or sRGB format color attachments.
Logical operations are controlled by the pname:logicOpEnable and
pname:logicOp members of slink:VkPipelineColorBlendStateCreateInfo. If
pname:logicOpEnable is ename:VK_TRUE, then a logical operation selected by
pname:logicOp is applied between each color attachment and the fragment's
corresponding output value, and blending of all attachments is treated as if
it were disabled. Any attachments using color formats for which logical
operations are not supported simply pass through the color values
unmodified. The logical operation is applied independently for each of the
red, green, blue, and alpha components. The pname:logicOp is selected from
the following operations:
include::../enums/VkLogicOp.txt[]
The logical operations supported by {apiname} are summarized in the
following table in which
* latexmath:[$\lnot$] is bitwise invert,
* latexmath:[$\land$] is bitwise and,
* latexmath:[$\lor$] is bitwise or,
* latexmath:[$\oplus$] is bitwise exclusive or,
* latexmath:[$s$] is the fragment's latexmath:[$R_{s0}, G_{s0}, B_{s0}$]
or latexmath:[$A_{s0}$] component value for the fragment output
corresponding to the color attachment being updated, and
* latexmath:[$d$] is the color attachment's latexmath:[$R, G, B$] or
latexmath:[$A$] component value:
.Logical Operations
[width="75%",options="header",style="verse",align="center"]
|==========================================
|Mode | Operation
|ename:VK_LOGIC_OP_CLEAR | latexmath:[$0$]
|ename:VK_LOGIC_OP_AND | latexmath:[$s \land d$]
|ename:VK_LOGIC_OP_AND_REVERSE | latexmath:[$s \land \lnot d$]
|ename:VK_LOGIC_OP_COPY | latexmath:[$s$]
|ename:VK_LOGIC_OP_AND_INVERTED | latexmath:[$\lnot s \land d$]
|ename:VK_LOGIC_OP_NO_OP | latexmath:[$d$]
|ename:VK_LOGIC_OP_XOR | latexmath:[$s \oplus d$]
|ename:VK_LOGIC_OP_OR | latexmath:[$s \lor d$]
|ename:VK_LOGIC_OP_NOR | latexmath:[$\lnot (s \lor d)$]
|ename:VK_LOGIC_OP_EQUIVALENT | latexmath:[$\lnot (s \oplus d)$]
|ename:VK_LOGIC_OP_INVERT | latexmath:[$\lnot d$]
|ename:VK_LOGIC_OP_OR_REVERSE | latexmath:[$s \lor \lnot d$]
|ename:VK_LOGIC_OP_COPY_INVERTED | latexmath:[$\lnot s$]
|ename:VK_LOGIC_OP_OR_INVERTED | latexmath:[$\lnot s \lor d$]
|ename:VK_LOGIC_OP_NAND | latexmath:[$\lnot (s \land d)$]
|ename:VK_LOGIC_OP_SET | all 1s
|==========================================
The result of the logical operation is then written to the color attachment
as controlled by the component write mask, described in
<<framebuffer-blendoperations,Blend Operations>>.

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[fxvertex]]
= Fixed-Function Vertex Processing
Some implementations have specialized fixed-function hardware for fetching
and format-converting vertex input data from buffers, rather than performing
the fetch as part of the vertex shader. {apiname} includes a vertex
attribute fetch stage in the graphics pipeline in order to take advantage of
this.
[[fxvertex-attrib]]
== Vertex Attributes
Vertex shaders can: define input variables, which receive _vertex attribute_
data transferred from one or more sname:VkBuffer(s) by drawing commands.
Vertex shader input variables are bound to buffers via an indirect binding
where the vertex shader associates a _vertex input attribute_ number with
each variable, vertex input attributes are associated to _vertex input
bindings_ on a per-pipeline basis, and vertex input bindings are associated
with specific buffers on a per-draw basis via the
fname:vkCmdBindVertexBuffers command. Vertex input attribute and vertex
input binding descriptions also contain format information controlling how
data is extracted from buffer memory and converted to the format expected by
the vertex shader.
There are sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributes
number of vertex input attributes and
sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings number of
vertex input bindings (each referred to
by zero-based indices), where there are at least as many vertex input
attributes as there are vertex input bindings. Applications can: store
multiple vertex input attributes interleaved in a single buffer, and use a
single vertex input binding to access those attributes.
In GLSL, vertex shaders associate input variables with a vertex input
attribute number using the code:location layout qualifier. The
code:component layout qualifier associates components of a vertex shader
input variable with components of a vertex input attribute.
.GLSL example
[source,{basebackend@docbook:c:glsl}]
---------------------------------------------------
// Assign location M to variableName
layout (location=M, component=2) in vec2 variableName;
// Assign locations [N,N+L) to the array elements of variableNameArray
layout (location=N) in vec4 variableNameArray[L];
---------------------------------------------------
In SPIR-V, vertex shaders associate input variables with a vertex input
attribute number using the code:Location decoration. The code:Component
decoration associates components of a vertex shader input variable with
components of a vertex input attribute. The code:Location and code:Component
decorations are specified via the code:OpDecorate instruction.
.SPIR-V example
---------------------------------------------------
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "variableName"
OpName %15 "variableNameArray"
OpName %18 "gl_VertexID"
OpName %19 "gl_InstanceID"
OpDecorate %9 Location M
OpDecorate %9 Component 2
OpDecorate %15 Location N
...
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Input %7
%9 = OpVariable %8 Input
%10 = OpTypeVector %6 4
%11 = OpTypeInt 32 0
%12 = OpConstant %11 L
%13 = OpTypeArray %10 %12
%14 = OpTypePointer Input %13
%15 = OpVariable %14 Input
...
---------------------------------------------------
[[fxvertex-attrib-location]]
=== Attribute Location and Component Assignment
Vertex shaders allow code:Location and code:Component decorations on
input variable declarations. The code:Location decoration specifies which
vertex input attribute is used to read and interpret the data that
a variable will consume. The code:Component decoration allows the location
to be more finely specified for scalars and vectors, down to the
individual components within a location that are consumed. The
components within a location are 0, 1, 2, and 3. A variable starting
at component N will consume components N, N+1, N+2, ... up through
its size. For single precision types, it is invalid if the sequence
of components gets larger than 3.
When a vertex shader input variable declared using a scalar or vector
32-bit data type is assigned a location, its value(s) are taken from
the components of the input attribute specified with the corresponding
sname:VkVertexInputAttributeDescription::pname:location.
The components used depend on the type of variable and the value of the
code:Component decoration specified in the variable declaration,
as identified in <<fxvertex-attrib-components>>. Any 32-bit scalar
or vector input will consume a single location. For 32-bit data types,
missing components are filled in with default values as described
<<fxvertex-input-extraction,below>>.
[[fxvertex-attrib-components]]
.Input attribute components accessed by 32-bit input variables
[width="65%",cols="<5,<3,<3",options="header"]
|=============================================
| 32-bit data type | code:Component decoration | Components consumed
| scalar | 0 or unspecified | (x, o, o, o)
| scalar | 1 | (o, y, o, o)
| scalar | 2 | (o, o, z, o)
| scalar | 3 | (o, o, o, w)
| two-component vector | 0 or unspecified | (x, y, o, o)
| two-component vector | 1 | (o, y, z, o)
| two-component vector | 2 | (o, o, z, w)
| three-component vector| 0 or unspecified | (x, y, z, o)
| three-component vector| 1 | (o, y, z, w)
| four-component vector | 0 or unspecified | (x, y, z, w)
|=============================================
Components indicated by `o' are available for use by other input variables
which are sourced from the same attribute, and if used, are either filled
with the corresponding component from the input format (if present), or
the default value.
When a vertex shader input variable declared using a 32-bit floating point
matrix type is assigned a location _i_, its values are taken from
consecutive input attributes starting with the corresponding
sname:VkVertexInputAttributeDescription::pname:location. Such matrices are
treated as an array of column vectors with values taken from the input
attributes identified in <<fxvertex-attrib-matrix>>. The
sname:VkVertexInputAttributeDescription::pname:format must: be specified
with a elink:VkFormat that corresponds to the appropriate type of column
vector. The code:Component decoration mustnot: be used with matrix types.
[[fxvertex-attrib-matrix]]
.Input attributes accessed by 32-bit input matrix variables
[width="100%",cols="<10%,<24%,<21%,<45%",options="header"]
|=============================================
| Data type | Column vector type | Locations consumed | Components consumed
| mat2 | two-component vector | i, i+1 | (x, y, o, o), (x, y, o, o)
| mat2x3 | three-component vector | i, i+1 | (x, y, z, o), (x, y, z, o)
| mat2x4 | four-component vector | i, i+1 | (x, y, z, w), (x, y, z, w)
| mat3x2 | two-component vector | i, i+1, i+2 | (x, y, o, o), (x, y, o, o), (x, y, o, o)
| mat3 | three-component vector | i, i+1, i+2 | (x, y, z, o), (x, y, z, o), (x, y, z, o)
| mat3x4 | four-component vector | i, i+1, i+2 | (x, y, z, w), (x, y, z, w), (x, y, z, w)
| mat4x2 | two-component vector | i, i+1, i+2, i+3 | (x, y, o, o), (x, y, o, o), (x, y, o, o), (x, y, o, o)
| mat4x3 | three-component vector | i, i+1, i+2, i+3 | (x, y, z, o), (x, y, z, o), (x, y, z, o), (x, y, z, o)
| mat4 | four-component vector | i, i+1, i+2, i+3 | (x, y, z, w), (x, y, z, w), (x, y, z, w), (x, y, z, w)
|=============================================
Components indicated by `o' are available for use by other input variables
which are sourced from the same attribute, and if used, are either filled
with the corresponding component from the input (if present), or
the default value.
When a vertex shader input variable declared using a scalar or vector
64-bit data type is assigned a location _i_, its values are taken from
consecutive input attributes starting with the corresponding
sname:VkVertexInputAttributeDescription::pname:location. The locations
and components used depend on the type of variable and the code:Component
decoration specified in the variable declaration, as identified in
<<fxvertex-attrib-double>>. For 64-bit data types, no default
attribute values are provided. Input variables mustnot: use more
components than provided by the attribute. Input attributes which have
one- or two-component 64-bit formats will consume a single location.
Input attributes which have three- or four-component 64-bit formats
will consume two consecutive locations. A 64-bit scalar
data type will consume two components, and a 64-bit two-component
vector data type will consume all four components available within
a location. A three- or four-component 64-bit data type mustnot:
specify a component. A three-component 64-bit data type will consume
all four components of the first location and components 0 and 1 of
the second location. This leaves components 2 and 3 available for
other component-qualified declarations. A four-component 64-bit
data type will consume all four components of the first location
and all four components of the second location. It is invalid for
a scalar or two-component 64-bit data type to specify a component
of 1 or 3.
[[fxvertex-attrib-double]]
.Input attribute locations and components accessed by 64-bit input variables
[width="100%",cols="<18%,^12%,<25%,^14%,^18%,<13%",options="header"]
|=============================================
^.^| Input format | Locations consumed
^.^| 64-bit data type |code:Location decoration |code:Component decoration ^| 32-bit components consumed
| R64 | i
| scalar | i | 0 or unspecified | (x, y, -, -)
.3+<.^| R64G64 .3+^.^| i
| scalar | i | 0 or unspecified | (x, y, o, o)
| scalar | i | 2 | (o, o, z, w)
| two-component vector | i | 0 or unspecified | (x, y, z, w)
.5+<.^| R64G64B64 .5+^.^| i, i+1
| scalar | i | 0 or unspecified | (x, y, o, o), (o, o, -, -)
| scalar | i | 2 | (o, o, z, w), (o, o, -, -)
| scalar | i+1 | 0 or unspecified | (o, o, o, o), (x, y, -, -)
| two-component vector | i | 0 or unspecified | (x, y, z, w), (o, o, -, -)
| three-component vector | i | unspecified | (x, y, z, w), (x, y, -, -)
.8+<.^| R64G64B64A64 .8+^.^| i, i+1
| scalar | i | 0 or unspecified | (x, y, o, o), (o, o, o, o)
| scalar | i | 2 | (o, o, z, w), (o, o, o, o)
| scalar | i+1 | 0 or unspecified | (o, o, o, o), (x, y, o, o)
| scalar | i+1 | 2 | (o, o, o, o), (o, o, z, w)
| two-component vector | i | 0 or unspecified | (x, y, z, w), (o, o, o, o)
| two-component vector | i+1 | 0 or unspecified | (o, o, o, o), (x, y, z, w)
| three-component vector | i | unspecified | (x, y, z, w), (x, y, o, o)
| four-component vector | i | unspecified | (x, y, z, w), (x, y, z, w)
|=============================================
Components indicated by `o' are available for use by other input variables
which are sourced from the same attribute.
Components indicated by `-' are not available for input variables
as there are no default values provided for 64-bit data types, and
there is no data provided by the input format.
When a vertex shader input variable declared using a 64-bit floating-point
matrix type is assigned a location _i_, its values are taken from
consecutive input attribute locations. Such matrices are treated as an array
of column vectors with values taken from the input attributes as shown in
<<fxvertex-attrib-double>>. Each column vector starts at the location
immediately following the last location of the previous column vector. The
number of attributes and components assigned to each matrix is determined by
the matrix dimensions and ranges from two to eight locations.
When a vertex shader input variable declared using an array type
is assigned a location, its values are taken from consecutive
input attributes starting with the corresponding
sname:VkVertexInputAttributeDescription::pname:location. The number
of attributes and components assigned to each element are determined
according to the data type of the array elements and code:Component
decoration (if any) specified in the declaration of the array, as described
above. Each element of the array, in order, is assigned to consecutive
locations, but all at the same specified component within each location.
Only input variables declared with the data types and component decorations
as specified above are supported. _Location aliasing_ is
causing two variables to have the same location number. _Component aliasing_
is assigning the same (or overlapping) component number for
two location aliases. Location aliasing is allowed only if it does
not cause compenent aliasing. Further, when location aliasing, the
aliases sharing the location must: have the same underlying numerical
type (floating-point or integer). Failure to meet these requirements
will result in an invalid pipeline.
[[fxvertex-input]]
== Vertex Input Description
Applications specify vertex input attribute and vertex input binding
descriptions as part of graphics pipeline creation, via the
pname:pVertexInputState member of sname:VkGraphicsPipelineCreateInfo, which
is of type sname:VkPipelineVertexInputStateCreateInfo:
include::../structs/VkPipelineVertexInputStateCreateInfo.txt[]
The members of sname:VkPipelineVertexInputStateCreateInfo have the following
meanings:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:vertexBindingDescriptionCount is the number of vertex binding
descriptions provided in pname:pVertexBindingDescriptions.
* pname:pVertexBindingDescriptions is a pointer to an array of
sname:VkVertexInputBindingDescription structures.
* pname:vertexAttributeDescriptionCount is the number of vertex attribute
descriptions provided in pname:pVertexAttributeDescriptions.
* pname:pVertexAttributeDescriptions is a pointer to an array of
sname:VkVertexInputAttributeDescription structures.
include::../validity/structs/VkPipelineVertexInputStateCreateInfo.txt[]
Each vertex input binding is specified by an instance of the
sname:VkVertexInputBindingDescription structure:
include::../structs/VkVertexInputBindingDescription.txt[]
The members of sname:VkVertexInputBindingDescription have the following
meanings:
* pname:binding is the binding number that this structure
describes.
* pname:stride is the distance in bytes between two
consecutive elements within the buffer.
* pname:inputRate is a elink:VkVertexInputRate value that specifies
whether vertex attribute addressing is a function of the vertex index or
of the instance index.
include::../validity/structs/VkVertexInputBindingDescription.txt[]
The definition of elink:VkVertexInputRate is:
include::../enums/VkVertexInputRate.txt[]
The values of elink:VkVertexInputRate have the following meanings:
* ename:VK_VERTEX_INPUT_RATE_VERTEX indicates that vertex attribute
addressing is a function of the vertex index.
* ename:VK_VERTEX_INPUT_RATE_INSTANCE indicates that vertex attribute
addressing is a function of the instance index.
Each vertex input attribute is specified by an instance of the
sname:VkVertexInputAttributeDescription structure:
include::../structs/VkVertexInputAttributeDescription.txt[]
The members of sname:VkVertexInputAttributeDescription have the following
meanings:
* pname:location is the shader binding location number for this
attribute.
* pname:binding is the binding number which this attribute takes
its data from.
* pname:format is the size and type of the vertex attribute data.
* pname:offset is a byte offset of this attribute relative
to the start of an element in the vertex input binding.
include::../validity/structs/VkVertexInputAttributeDescription.txt[]
Vertex buffers are bound to a command buffer for use in subsequent draw
commands by calling:
include::../protos/vkCmdBindVertexBuffers.txt[]
* pname:commandBuffer is the command buffer into which the command is
recorded.
* pname:firstBinding is the index of the first vertex input binding whose
state is updated by the command.
* pname:bindingCount is the number of vertex input bindings whose state is
updated by the command.
* pname:pBuffers is a pointer to an array of buffer handles.
* pname:pOffsets is a pointer to an array of buffer offsets.
The values taken from elements latexmath:[$i$] of pname:pBuffers and
pname:pOffsets replace the current state for the vertex input binding
latexmath:[$\mathit{firstBinding}+i$], for latexmath:[$i$] in
latexmath:[$[0, bindingCount)$]. The vertex input binding is updated to
start at the offset indicated by pname:pOffsets[i] from the start of the
buffer pname:pBuffers[i]. All vertex input attributes that use each of these
bindings will use these updated addresses in their address calculations for
subsequent draw commands.
include::../validity/protos/vkCmdBindVertexBuffers.txt[]
The address of each attribute for each code:vertexIndex and
code:instanceIndex is calculated as follows:
- Let attribDesc be the member of
sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexAttributeDescriptions
with sname:VkVertexInputAttributeDescription::pname:location equal to
the vertex input attribute number.
- Let bindingDesc be the member of
sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexBindingDescriptions
with sname:VkVertexInputAttributeDescription::pname:binding equal to
attribDesc.binding.
- Let code:vertexIndex be the index of the vertex within the draw (a value
between pname:firstVertex and pname:firstVertex+pname:vertexCount for
fname:vkCmdDraw, or a value taken from the index buffer for
fname:vkCmdDrawIndexed), and let code:instanceIndex be the instance
number of the draw (a value between pname:firstInstance and
pname:firstInstance+pname:instanceCount).
[source,c]
---------------------------------------------------
bufferBindingAddress = buffer[binding].baseAddress + offset[binding];
if (bindingDesc.inputRate == VK_VERTEX_INPUT_RATE_VERTEX)
vertexOffset = vertexIndex * bindingDesc.stride;
else
vertexOffset = instanceIndex * bindingDesc.stride;
attribAddress = bufferBindingAddress + vertexOffset + attribDesc.offset;
---------------------------------------------------
[[fxvertex-input-extraction]]
For each attribute, raw data is extracted starting at `attribAddress` and is
converted from the sname:VkVertexInputAttributeDescription's pname:format to
either to floating-point, unsigned integer, or signed integer based on the
base type of the format; the base type of the format must: match the base
type of the input variable in the shader. If pname:format is a packed
format, `attribAddress` must: be a multiple of the size in bytes of the
whole attribute data type as described in <<features-formats-packed,Packed
Formats>>. Otherwise, `attribAddress` must: be a multiple of the size in
bytes of the component type indicated by pname:format (see
<<features-formats,Formats>>). If the format does not include G, B, or A
components, then those are filled with (0,0,1) as needed (using either 1.0f
or integer 1 based on the format) for attributes that are not 64-bit data
types. The number of components in the vertex shader input variable need not
exactly match the number of components in the format. If the vertex shader
has fewer components, the extra components are discarded.
[[fxvertex-example]]
== Example
To create a graphics pipeline that uses the following vertex description:
[source,{basebackend@docbook:c++:cpp}]
---------------------------------------------------
struct Vertex
{
float x, y, z, w;
uint8_t u, v;
};
---------------------------------------------------
The application could use the following set of structures:
[source,{basebackend@docbook:c++:cpp}]
---------------------------------------------------
const VkVertexInputBindingDescription binding =
{
0, // binding
sizeof(Vertex), // stride
VK_VERTEX_INPUT_RATE_VERTEX // inputRate
};
const VkVertexInputAttributeDescription attributes[] =
{
{
0, // location
binding.binding, // binding
VK_FORMAT_R32G32B32A32_SFLOAT, // format
0 // offset
},
{
1, // location
binding.binding, // binding
VK_FORMAT_R8G8_UNORM, // format
4 * sizeof(float) // offset
}
};
const VkPipelineVertexInputStateCreateInfo viInfo =
{
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType
NULL, // pNext
0, // flags
1, // vertexBindingDescriptionCount
&binding, // pVertexBindingDescriptions
2, // vertexAttributeDescriptionCount
&attributes[0] // pVertexAttributeDescriptions
};
---------------------------------------------------

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@ -0,0 +1,149 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[geometry]]
= Geometry Shading
The geometry shader operates on a group of vertices and their associated
data assembled from a single input primitive, and emits zero or more
output primitives and the group of vertices and their associated data
required for each output primitive. Geometry shading is enabled when a
geometry shader is included in the pipeline.
[[geometry-input]]
== Geometry Shader Input Primitives
Each geometry shader invocation has access to all vertices in the primitive
(and their associated data), which are presented to the shader as an array
of inputs. The input primitive type expected by the geometry shader is
specified with an code:OpExecutionMode instruction in the geometry shader,
and must: be compatible with the primitive topology used by primitive
assembly (if tessellation is not in use) or must: match the type of
primitive generated by the tessellation primitive generator (if tessellation
is in use). Compatibility is defined below, with each input primitive type.
The input primitive types accepted by a geometry shader are:
Points::
Geometry shaders that operate on points use an code:OpExecutionMode
instruction specifing the code:InputPoints input mode. Such a shader is
valid only when the pipeline primitive topology is
code:VK_PRIMITIVE_TOPOLOGY_POINT_LIST (if tessellation is not in use) or if
tessellation is in use and the tessellation evaluation shader uses
code:PointMode. There is only a single input vertex available for each
geometry shader invocation. However, inputs to the geometry shader are still
presented as an array, but this array has a length of one.
Lines::
Geometry shaders that operate on line segments are generated by including an
code:OpExecutionMode instruction with the code:InputLines mode. Such a
shader is valid only for the code:VK_PRIMITIVE_TOPOLOGY_LINE_LIST, and
code:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP primitive topologies (if tessellation
is not in use) or if tessellation is in use and the tessellation mode is
code:Isolines. There are two input vertices available for each geometry
shader invocation. The first vertex refers to the vertex at the beginning of
the line segment and the second vertex refers to the vertex at the end of
the line segment.
Lines with Adjacency::
Geometry shaders that operate on line segments with adjacent vertices are
generated by including an code:OpExecutionMode instruction with the
code:InputLinesAdjacency mode. Such a shader is valid only for the
code:VK_PRIMITIVE_TOPOLOGY_LINES_WITH_ADJACENCY and
code:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY primitive topologies
and mustnot: be used when tessellation is in use.
+
In this mode, there are four vertices available for each geometry shader
invocation. The second vertex refers to attributes of the vertex at the
beginning of the line segment and the third vertex refers to the vertex at
the end of the line segment. The first and fourth vertices refer to the
vertices adjacent to the beginning and end of the line segment,
respectively.
Triangles::
Geometry shaders that operate on triangles are created by including an
code:OpExecutionMode instruction with the code:Triangles mode. Such a
shader is valid when the pipeline topology is
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, or
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN (if tessellation is not in use) or
when tessellation is in use and the tessellation mode is code:Triangles or
code:Quads.
+
In this mode, there are three vertices available for each geometry shader
invocation. The first, second, and third vertices refer to attributes of the
first, second, and third vertex of the triangle, respectively.
Triangles with Adjacency::
Geometry shaders that operate on triangles with adjacent vertices are
created by including an code:OpExecutionMode instruction with the
code:InputTrianglesAdjacency mode. Such a shader is valid when the pipeline
topology is code:VK_PRIMITIVE_TOPOLOGY_TRIANGLES_WITH_ADJACENCY or
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, and mustnot: be
used when tessellation is in use.
+
In this mode, there are six vertices available for each geometry shader
invocation. The first, third and fifth vertices refer to attributes of the
first, second and third vertex of the triangle, respectively. The second,
fourth and sixth vertices refer to attributes of the vertices adjacent to
the edges from the first to the second vertex, from the second to the third
vertex, and from the third to the first vertex, respectively.
[[geometry-output]]
== Geometry Shader Output Primitives
A geometry shader generates primitives in one of three output modes: points,
line strips, or triangle strips. The primitive mode is specified in the
shader using an code:OpExecutionMode instruction with the code:OutputPoints,
code:OutputLineStrip or code:OutputTriangleStrip modes, respectively. Each
geometry shader must: include exactly one output primitive mode.
The vertices output by the geometry shader are assembled into points, lines,
or triangles based on the output primitive type and the resulting primitives
are then further processed as described in <<primsrast>>. If the number of
vertices emitted by the geometry shader is not sufficient to produce a
single primitive, vertices corresponding to incomplete primitives are not
processed by subsequent pipeline stages. The number of vertices output by
the geometry shader is limited to a maximum count specified in the shader.
The maximum output vertex count is specified in the shader using an
code:OpExecutionMode instruction with the mode set to code:OutputVertices
and the maximum number of vertices that will be produced by the geometry
shader specified as a literal. Each geometry shader must: specify a maximum
output vertex count.
[[geometry-invocations]]
== Multiple Invocations of Geometry Shaders
Geometry shaders can: be invoked more than one time for each input
primitive. This is known as _geometry shader instancing_ and is requested by
including an code:OpExecutionMode instruction with code:mode specified as
code:Invocations and the number of invocations specified as an integer
literal.
In this mode, the geometry shader will execute latexmath:[$n$] times for
each input primitive, where latexmath:[$n$] is the number of invocations
specified in the code:OpExecutionMode instruction. The instance number is
available to each invocation as a built-in input using code:InvocationID.
[[geometry-ordering]]
== Geometry Shader Primitive Ordering
Limited guarantees are provided for the relative ordering of primitives
produced by a geometry shader.
- For instanced geometry shaders, the output primitives generated from
each input primitive are passed to subsequent pipeline stages using the
invocation number to order the primitives, from least to greatest.
- All output primitives generated from a given input primitive are passed
to subsequent pipeline stages before any output primitives generated
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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[initialization]]
= Initialization
Before using {apiname}, an application must: initialize it by loading the
{apiname} commands, and creating a slink:VkInstance object.
[[initialization-functionpointers]]
== Command Function Pointers
{apiname} commands are not necessarily exposed statically on a platform.
Function pointers for all {apiname} commands can: be obtained with the
command:
include::../protos/vkGetInstanceProcAddr.txt[]
* pname:instance is the instance that the function pointer will be
compatible with.
* pname:pName is the name of the command to obtain.
include::../validity/protos/vkGetInstanceProcAddr.txt[]
fname:vkGetInstanceProcAddr itself is obtained in a platform- and loader-
specific manner. Typically, the loader library will export this command as a
function symbol, so applications can: link against the loader library, or
load it dynamically and look up the symbol using platform-specific APIs.
Loaders are encouraged to export function symbols for all other core
{apiname} commands as well; if this is done, then applications that use only
the core {apiname} commands have no need to use fname:vkGetInstanceProcAddr.
Function pointers to commands that don't operate on a specific instance can:
be obtained by using this command with pname:instance equal to `NULL`. The
following commands can: be accessed this way:
* fname:vkEnumerateInstanceExtensionProperties
* fname:vkEnumerateInstanceLayerProperties
* fname:vkCreateInstance
If pname:instance is a valid sname:VkInstance, function pointers to any
commands that operate on pname:instance or a child of pname:instance can: be
obtained. The returned function pointer must: only be called with a
dispatchable object (the first parameter) that is a child of pname:instance.
If pname:pName is not the name of a core {apiname} command, or is an
extension command for any extension not supported by any available layer or
implementation, then fname:vkGetInstanceProcAddr will return `NULL`.
ifdef::editing-notes[]
[NOTE]
.editing-note
====
(Jon, Bug 14886 / Gitlab issue 4) The WSI group tentatively agreed that the
WSI extensions were special, and should get static entry points in link
libraries and prototypes in +vulkan.h+, while future extensions would have
to be dynamically loaded. If this decision is upheld by the group as a
whole, it would probably be encoded in the previous paragraph, in the WSI
extensions branch of the Specification.
However, this decision hasn't been fully signed off on by the entire Vulkan
WG yet AFAIK. Note that implementations typically won't support many of the
WSI extensions, so ``static entry points'' doesn't relieve apps of the
neccessity of runtime enabling and testing of each extension before using
it.
====
endif::editing-notes[]
In order to support systems with multiple {apiname} implementations
comprising heterogenous collections of hardware and software, the function
pointers returned by fname:vkGetInstanceProcAddr may: point to dispatch
code, which calls a different real implementation for different
sname:VkDevice objects (and objects created from them). The overhead of this
internal dispatch can: be avoided by obtaining device-specific function
pointers for any commands that use a device or device-child object as their
dispatchable object. Such function pointers can: be obtained with the
command:
include::../protos/vkGetDeviceProcAddr.txt[]
* pname:device is the logical device that provides the function pointer.
* pname:pName is the name of any {apiname} command whose first parameter
is one of
** sname:VkDevice
** sname:VkQueue
** sname:VkCommandBuffer
If pname:pName is not the name of one of these {apiname} commands, and is
not the name of an extension command belonging to an extension enabled for
pname:device, then fname:vkGetDeviceProcAddr will return `NULL`.
include::../validity/protos/vkGetDeviceProcAddr.txt[]
[[initialization-instances]]
== Instances
There is no global state in {apiname} and all per-application state is
stored in a sname:VkInstance object. Creating a sname:VkInstance object
initializes the {apiname} library and allows the application to pass
information about itself to the implementation.
To create an instance object, call:
include::../protos/vkCreateInstance.txt[]
* pname:pCreateInfo points to an instance of slink:VkInstanceCreateInfo
controlling creation of the instance.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pInstance points a sname:VkInstance handle in which the resulting
instance is returned.
include::../validity/protos/vkCreateInstance.txt[]
The definition of sname:VkInstanceCreateInfo is:
include::../structs/VkInstanceCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:pApplicationInfo is `NULL` or a pointer to an instance of
sname:VkApplicationInfo. If not `NULL`, this information helps
implementations recognize behavior inherent to classes of applications.
slink:VkApplicationInfo is defined in detail below.
* pname:enabledLayerCount is the number of global layers to enable.
* pname:ppEnabledLayerNames is a pointer to an array of
pname:enabledLayerCount null-terminated UTF-8 strings containing the
names of layers to enable.
* pname:enabledExtensionCount is the number of global extensions to
enable.
* pname:ppEnabledExtensionNames is a pointer to an array of
pname:enabledExtensionCount null-terminated UTF-8 strings containing the
names of extensions to enable.
include::../validity/structs/VkInstanceCreateInfo.txt[]
fname:vkCreateInstance creates the instance, then enables and initializes
global layers and extensions requested by the application. If an extension
is provided by a layer, both the layer and extension must: be specified at
fname:vkCreateInstance time.
The pname:pApplicationInfo member of slink:VkInstanceCreateInfo can: point
to an instance of sname:VkApplicationInfo. This structure is defined as:
include::../structs/VkApplicationInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:pApplicationName is a pointer to a null-terminated UTF-8 string
containing the name of the application.
* pname:applicationVersion is an unsigned integer variable containing the
developer-supplied version number of the application.
* pname:pEngineName is a pointer to a null-terminated UTF-8 string
containing the name of the engine (if any) used to create the
application.
* pname:engineVersion is an unsigned integer variable containing the
developer-supplied version number of the engine used to create the
application.
* pname:apiVersion is the version of the {apiname} API against which the
application expects to run, encoded as described in the
<<fundamentals-versionnum,API Version Numbers and Semantics>> section.
If pname:apiVersion is 0 the implementation must: ignore it, otherwise
if the implementation does not support the requested pname:apiVersion
it must: return VK_ERROR_INCOMPATIBLE_DRIVER.
include::../validity/structs/VkApplicationInfo.txt[]
To destroy an instance, call:
include::../protos/vkDestroyInstance.txt[]
* pname:instance is the handle of the instance to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroyInstance.txt[]

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[introduction]]
= Introduction
This chapter is Informative except for the sections on Terminology and
Normative References.
This document, referred to as the ``{apiname} Specification'' or just the
``Specification'' hereafter, describes the {apiname} graphics system: what
it is, how it acts, and what is required to implement it. We assume that the
reader has at least a rudimentary understanding of computer graphics. This
means familiarity with the essentials of computer graphics algorithms and
terminology as well as with modern GPUs (Graphic Processing Units).
The canonical version of the Specification is available in the official
{apiname} Registry, located at URL
http://www.khronos.org/registry/vulkan/
[[introduction-whatis]]
== What is the {apiname} Graphics System?
{apiname} is an API (Application Programming Interface) for graphics and
compute hardware. The API consists of many commands that
allow a programmer to specify shader programs, compute kernels, objects, and
operations involved in producing high-quality graphical images, specifically
color images of three-dimensional objects.
[[introduction-programmer]]
=== The Programmer's View of {apiname}
To the programmer, {apiname} is a set of commands that allow the
specification of _shader programs_ or _shaders_, _kernels_, data used by
kernels or shaders, and state controlling aspects of {apiname} outside the
scope of shaders. Typically, the data represents geometry in two or three
dimensions and texture images, while the shaders and kernels control the
processing of the data, rasterization of the geometry, and the lighting and
shading of _fragments_ generated by rasterization, resulting in the
rendering of geometry into the framebuffer.
A typical {apiname} program begins with platform-specific calls to open a
window or otherwise prepare a display device onto which the program will
draw. Then, calls are made to open _queues_ to which _command buffers_ are
submitted. The command buffers contain lists of commands which will be
executed by the underlying hardware. The application can: also allocate
device memory, associate _resources_ with memory and refer to these
resources from within command buffers. Drawing commands cause
application-defined shader programs to be invoked, which can: then consume
the data in the resources and use them to produce graphical images. To
display the resulting images, further platform-specific commands are made to
transfer the resulting image to a display device or window.
[[introduction-implementor]]
=== The Implementor's View of {apiname}
To the implementor, {apiname} is a set of commands that allow the
construction and submission of command buffers to a device. Modern devices
accelerate virtually all {apiname} operations, storing data and framebuffer
images in high-speed memory and executing shaders in dedicated GPU
processing resources.
The implementor's task is to provide a software library on the host which
implements the {apiname} API, while mapping the work for each {apiname}
command to the graphics hardware as appropriate for the capabilities of the
device.
[[introduction-ourview]]
=== Our View of {apiname}
We view {apiname} as a pipeline having some programmable stages and some
state-driven fixed-function stages that are invoked by a set of specific
drawing operations. We expect this model to result in a specification that
satisfies the needs of both programmers and implementors. It does not,
however, necessarily provide a model for implementation. An implementation
must: produce results conforming to those produced by the specified methods,
but may: carry out particular computations in ways that are more
efficient than the one specified.
[[introduction-bugs]]
== Filing Bug Reports
Issues with and bug reports on the {apiname} Specification and the API
Registry can: be filed in the Khronos Vulkan Github repository, located at
URL
http://github.com/KhronosGroup/Vulkan-Docs
Please tag issues with appropriate labels, such as ``Specification'',
``Ref Pages'' or ``Registry'', to help us triage and assign them
appropriately.
[[introduction-terminology]]
== Terminology
The key words *must*, *must not*, *required*, *shall*, *shall not*,
*should*, *should not*, *recommend*, *may*, and *optional* in this document
are to be interpreted as described in RFC 2119:
http://www.ietf.org/rfc/rfc2119.txt
*must*:: This word, or the terms *required* or *shall*, mean that the
definition is an absolute requirement of the specification.
*must not*:: This phrase, or the phrase *shall not*, means that the
definition is an absolute prohibition of the specification.
*should*:: This word, or the adjective *recommended*, means that there may
exist valid reasons in particular circumstances to ignore a particular item,
but the full implications must be understood and carefully weighed before
choosing a different course.
*should not*:: This phrase, or the phrase *not recommended*, means that
there may exist valid reasons in particular circumstances when the
particular behavior is acceptable or even useful, but the full implications
should be understood and the case carefully weighed before implementing any
behavior described with this label.
*may*:: This word, or the adjective *optional*, means that an item is truly
optional. One vendor may choose to include the item because a particular
marketplace requires it or because the vendor feels that it enhances the
product while another vendor may omit the same item. An implementation which
does not include a particular option must be prepared to interoperate with
another implementation which does include the option, though perhaps with
reduced functionality. In the same vein an implementation which does include
a particular option must be prepared to interoperate with another
implementation which does not include the option (except, of course, for the
feature the option provides).
The additional terms *can* and *cannot* are to be interpreted as follows:
*can*:: This word means that the particular behavior described is a valid
choice for an application, and is never used to refer to implementation
behavior.
*cannot*:: This word means that the particular behavior described is not
achievable by an application. For example, an entry point does not exist, or
shader code is not capable of expressing an operation.
[NOTE]
.Note
==================
There is an important distinction between *cannot* and *must not*, as used
in this Specification. *Cannot* means something the application literally is
unable to express or accomplish through the API, while *must not* means
something that the application is capable of expressing through the API, but
that the consequences of doing so are undefined and potentially
unrecoverable for the implementation.
==================
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO (Jon) - We might need to augment the RFC 2119 definition of *must not*
to include some of the previous note, since at present it is defined solely
in terms of implementation behavior. See Gitlab issue #9.
====
endif::editing-notes[]
[[introduction-normative]]
== Normative References
Normative references are references to external documents or resources to
which implementers of {apiname} must: comply.
[[IEEE 754]]:: _IEEE Standard for Floating-Point Arithmetic_,
IEEE Std 754-2008,
http://dx.doi.org/10.1109/IEEESTD.2008.4610935,
August, 2008.
[[Khronos Data Format Specification]]:: A. Garrard, _Khronos Data Format
Specification, version 1.1_,
https://www.khronos.org/registry/dataformat/specs/1.1/dataformat.1.1.html,
February 16, 2015.
[[Khronos SPIR-V Extended Instructions for GLSL Specification]]:: J.
Kessenich, _SPIR-V Extended Instructions for GLSL, Version 1.00_,
https://www.khronos.org/registry/spir-v/,
February 10, 2016.
[[Khronos SPIR-V Specification]]:: J. Kessenich and B. Ouriel, _The Khronos
SPIR-V Specification, Version 1.00_,
https://www.khronos.org/registry/spir-v/,
February 10, 2016.

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[memory]]
= Memory Allocation
{apiname} memory is broken up into two categories, _host memory_ and
_device memory_.
[[memory-host]]
== Host Memory
Host memory is memory needed by the {apiname} implementation for
non-device-visible storage. This storage may: be used for e.g. internal
software structures.
[[memory-allocation]]
{apiname} provides applications the opportunity to perform host memory
allocations on behalf of the {apiname} implementation. If this feature is
not used, the implementation will perform its own memory allocations. Since
most memory allocations are off the critical path, this is not meant as a
performance feature. Rather, this can: be useful for certain embedded
systems, for debugging purposes (e.g. putting a guard page after all host
allocations), or for memory allocation logging.
Allocators are provided by the application as a pointer to a
sname:VkAllocationCallbacks structure:
include::../structs/VkAllocationCallbacks.txt[]
* pname:pUserData is a value to be interpreted by the implementation of
the callbacks. When any of the callbacks in sname:VkAllocationCallbacks
are called, the {apiname} implementation will pass this value as the
first parameter to the callback. This value can: vary each time an
allocator is passed into a command, even when the same object takes an
allocator in multiple commands.
* pname:pfnAllocation is a pointer to an application-defined memory
allocation function of type tlink:PFN_vkAllocationFunction.
* pname:pfnReallocation is a pointer to an application-defined memory
reallocation function of type tlink:PFN_vkReallocationFunction.
* pname:pfnFree is a pointer to an application-defined memory free
function of type tlink:PFN_vkFreeFunction.
* pname:pfnInternalAllocation is a pointer to an application-defined
function that is called by the implementation when the implementation
makes internal allocations, and it is of type
tlink:PFN_vkInternalAllocationNotification.
* pname:pfnInternalFree is a pointer to an application-defined function
that is called by the implementation when the implementation frees
internal allocations, and it is of type
tlink:PFN_vkInternalFreeNotification.
include::../validity/structs/VkAllocationCallbacks.txt[]
An allocator indicates an error condition by returning `NULL` from
pname:pfnAllocation or pname:pfnReallocation. If this occurs, the
implementation should: treat it as a run time error and should: report
ename:VK_ERROR_OUT_OF_HOST_MEMORY at the appropriate time for the
command in which the condition was detected, as described in
<<fundamentals-returncodes>>.
The type of pname:pfnAllocation is:
include::../funcpointers/PFN_vkAllocationFunction.txt[]
* pname:pUserData is the value specified for
slink:VkAllocationCallbacks.pUserData in the allocator specified by the
application.
* pname:size is the size in bytes of the requested allocation.
* pname:alignment is the requested alignment of the allocation in bytes
and must: be a power of two.
* pname:allocationScope is a elink:VkSystemAllocationScope value
specifying the scope of the lifetime of the allocation, as described
<<memory-host-allocation-scope,here>>.
pname:pfnAllocation must: either return `NULL` (in case of allocation
failure or if pname:size is zero) or a valid pointer to a memory allocation
containing at least pname:size bytes, and with the pointer value being a
multiple of pname:alignment.
The type of pname:pfnReallocation is:
include::../funcpointers/PFN_vkReallocationFunction.txt[]
* pname:pUserData is the value specified for
slink:VkAllocationCallbacks.pUserData in the allocator specified by the
application.
* pname:pOriginal must: be either `NULL` or a pointer previously returned
by pname:pfnReallocation or pname:pfnAllocation of the same allocator.
* pname:size is the size in bytes of the requested allocation.
* pname:alignment is the requested alignment of the allocation in bytes
and must: be a power of two.
* pname:allocationScope is a elink:VkSystemAllocationScope value
specifying the scope of the lifetime of the allocation, as described
<<memory-host-allocation-scope,here>>.
pname:pfnReallocation must: alter the size of the allocation
pname:pOriginal, either by shrinking or growing it, to accommodate the new
pname:size.
If pname:pOriginal is `NULL`, then pname:pfnReallocation must: behave
similarly to tlink:PFN_vkAllocationFunction. If pname:size is zero, then
pname:pfnReallocation must: behave similarly to tlink:PFN_vkFreeFunction.
The contents of the original allocation from bytes zero to
latexmath:[$\min(\textrm{original size, new size})-1$], inclusive, must: be
preserved in the new allocation. If the new allocation is larger than the
old allocation, then the contents of the additional space are undefined.
If pname:pOriginal is non-`NULL`, pname:alignment must: be equal to the
originally requested alignment. If satisfying these requirements involves
creating a new allocation, then the old allocation must: be freed. If this
function fails, it must: return `NULL` and not free the old allocation.
The type of pname:pfnFree is:
include::../funcpointers/PFN_vkFreeFunction.txt[]
* pname:pUserData is the value specified for
slink:VkAllocationCallbacks.pUserData in the allocator specified by the
application.
* pname:pMemory is the allocation to be freed.
pname:pMemory may: be `NULL`, which the callback must: handle safely. If
pname:pMemory is non-`NULL`, it must: be a pointer previously allocated by
pname:pfnAllocation or pname:pfnReallocation and must: be freed by the
function.
The type of pname:pfnInternalAllocation is:
include::../funcpointers/PFN_vkInternalAllocationNotification.txt[]
* pname:pUserData is the value specified for
slink:VkAllocationCallbacks.pUserData in the allocator specified by the
application.
* pname:size is the requested size of an allocation.
* pname:allocationType is the requested type of an allocation.
* pname:allocationScope is a elink:VkSystemAllocationScope value
specifying the scope of the lifetime of the allocation, as described
<<memory-host-allocation-scope,here>>.
This is a purely informational callback.
The type of pname:pfnInternalFree is:
include::../funcpointers/PFN_vkInternalFreeNotification.txt[]
* pname:pUserData is the value specified for
slink:VkAllocationCallbacks.pUserData in the allocator specified by the
application.
* pname:size is the requested size of an allocation.
* pname:allocationType is the requested type of an allocation.
* pname:allocationScope is a elink:VkSystemAllocationScope value
specifying the scope of the lifetime of the allocation, as described
<<memory-host-allocation-scope,here>>.
[[memory-host-allocation-scope]]
Each allocation has a _scope_ which defines its lifetime and which object it
is associated with. The scope is provided in the pname:allocationScope
parameter and takes a value of type elink:VkSystemAllocationScope:
include::../enums/VkSystemAllocationScope.txt[]
* ename:VK_SYSTEM_ALLOCATION_SCOPE_COMMAND - The allocation is scoped to
the lifetime of the {apiname} command.
* ename:VK_SYSTEM_ALLOCATION_SCOPE_OBJECT - The allocation is scoped to
the lifetime of the {apiname} object that is being created or used.
* ename:VK_SYSTEM_ALLOCATION_SCOPE_CACHE - The allocation is scoped to the
lifetime of a sname:VkPipelineCache object.
* ename:VK_SYSTEM_ALLOCATION_SCOPE_DEVICE - The allocation is scoped to
the lifetime of the {apiname} device.
* ename:VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE - The allocation is scoped to
the lifetime of the {apiname} instance.
Most {apiname} commands operate on a single object, or there is a sole
object that is being created or manipulated. When an allocation uses a scope
of ename:VK_SYSTEM_ALLOCATION_SCOPE_OBJECT or
ename:VK_SYSTEM_ALLOCATION_SCOPE_CACHE, the allocation is scoped to the
object being created or manipulated.
When an implementation requires host memory, it will make callbacks to the
application using the most specific allocator and scope available:
* If an allocation is scoped to the duration of a command, the allocator
will use the ename:VK_SYSTEM_ALLOCATION_SCOPE_COMMAND scope. The most
specific allocator available is used: if the object being created or
manipulated has an allocator, that object's allocator will be used, else
if the parent sname:VkDevice has an allocator it will be used, else if
the parent sname:VkInstance has an allocator it will be used. Else,
* If an allocation is associated with an object of type
sname:VkPipelineCache, the allocator will use the
ename:VK_SYSTEM_ALLOCATION_SCOPE_CACHE scope. The most specific
allocator available is used (pipeline cache, else device, else
instance). Else,
* If an allocation is scoped to the lifetime of an object, that object is
being created or manipulated by the command, and that object's type is
not sname:VkDevice or sname:VkInstance, the allocator will use a scope
of ename:VK_SYSTEM_ALLOCATION_SCOPE_OBJECT. The most specific allocator
available is used (object, else device, else instance). Else,
* If an allocation is scoped to the lifetime of a device, the allocator
will use scope of ename:VK_SYSTEM_ALLOCATION_SCOPE_DEVICE. The most
specific allocator available is used (device, else instance). Else,
* If the allocation is scoped to the lifetime of an instance and the
instance has an allocator, its allocator will be used with a scope of
ename:VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE.
* Otherwise an implementation will allocate memory through an alternative
mechanism that is unspecified.
Objects that are allocated from pools do not specify their own allocator.
When an implementation requires host memory for such an object, that memory
is sourced from the object's parent pool's allocator.
The application is not expected to handle allocating memory that is intended
for execution by the host due to the complexities of differing security
implementations across multiple platforms. The implementation will allocate
such memory internally and invoke an application provided informational
callback when these _internal allocations_ are allocated and freed. Upon
allocation of executable memory, pname:pfnInternalAllocation will be called.
Upon freeing executable memory, pname:pfnInternalFree will be called. An
implementation will only call an informational callback for executable
memory allocations and frees.
The pname:allocationType parameter to the pname:pfnInternalAllocation and
pname:pfnInternalFree functions may: be one of the following values:
include::../enums/VkInternalAllocationType.txt[]
* ename:VK_INTERNAL_ALLOCATION_TYPE_EXECUTABLE - The allocation is
intended for execution by the host.
An implementation must: only make calls into an application-provided
allocator from within the scope of an API command. An implementation must:
only make calls into an application-provided allocator from the same thread
that called the provoking API command. The implementation shouldnot:
synchronize calls to any of the callbacks. If synchronization is needed, the
callbacks must: provide it themselves. The informational callbacks are
subject to the same restrictions as the allocation callbacks.
If an implementation intends to make calls through an
sname:VkAllocationCallbacks structure between the time a ftext:vkCreate*
command returns and the time a corresponding ftext:vkDestroy* command
begins, that implementation must: save a copy of the allocator before the
ftext:vkCreate* command returns. The callback functions and any data
structures they rely upon must: remain valid for the lifetime of the object
they are associated with.
If an allocator is provided to a ftext:vkCreate* command, a _compatible_
allocator must: be provided to the corresponding ftext:vkDestroy* command.
Two sname:VkAllocationCallbacks structures are compatible if memory created
with pname:pfnAllocation or pname:pfnReallocation in each can: be freed with
pname:pfnReallocation or pname:pfnFree in the other. An allocator mustnot:
be provided to a ftext:vkDestroy* command if an allocator was not provided
to the corresponding ftext:vkCreate* command.
If a non-`NULL` allocator is used, the pname:pfnAllocation,
pname:pfnReallocation and pname:pfnFree members must: be non-`NULL` and
point to valid implementations of the callbacks. An application can: choose
to not provide informational callbacks by setting both
pname:pfnInternalAllocation and pname:pfnInternalFree to `NULL`.
pname:pfnInternalAllocation and pname:pfnInternalFree must: either both be
`NULL` or both be non-`NULL`.
If pname:pfnAllocation or pname:pfnReallocation fail, the implementation
may: fail object creation and/or generate an
ename:VK_ERROR_OUT_OF_HOST_MEMORY error, as appropriate.
The following sets of rules define when an implementation is permitted to
call the allocator callbacks.
pname:pfnAllocation or pname:pfnReallocation may: be called in the following
situations:
* Host memory scoped to the lifetime of a sname:VkDevice or
sname:VkInstance may: be allocated from any API command.
* Host memory scoped to the lifetime of a sname:VkPipelineCache may: only
be allocated from:
** fname:vkCreatePipelineCache
** fname:vkMergePipelineCaches for pname:dstCache
** fname:vkCreateGraphicsPipelines for pname:pPipelineCache
** fname:vkCreateComputePipelines for pname:pPipelineCache
* Host memory scoped to the lifetime of a sname:VkDescriptorPool may: only
be allocated from:
** any command that takes the pool as a direct argument
** fname:vkAllocateDescriptorSets for the pname:descriptorPool member of
its pname:pAllocateInfo parameter
** fname:vkCreateDescriptorPool
* Host memory scoped to the lifetime of a sname:VkCommandPool may: only be
allocated from:
** any command that takes the pool as a direct argument
** fname:vkCreateCommandPool
** fname:vkAllocateCommandBuffers for the pname:commandPool member of its
pname:pAllocateInfo parameter
** any ftext:vkCmd* command whose pname:commandBuffer was created from
that sname:VkCommandPool
* Host memory scoped to the lifetime of any other object may: only be
allocated in that object's ftext:vkCreate* command.
pname:pfnFree may: be called in the following situations:
* Host memory scoped to the lifetime of a sname:VkDevice or
sname:VkInstance may: be freed from any API command.
* Host memory scoped to the lifetime of a sname:VkPipelineCache may: be
freed from fname:vkDestroyPipelineCache.
* Host memory scoped to the lifetime of a sname:VkDescriptorPool may: be
freed from
** any command that takes the pool as a direct argument
* Host memory scoped to the lifetime of a sname:VkCommandPool may: be
freed from:
** any command that takes the pool as a direct argument
** fname:vkResetCommandBuffer whose pname:commandBuffer was created from
that sname:VkCommandPool
* Host memory scoped to the lifetime of any other object may: be freed in
that object's ftext:vkDestroy* command.
* Any command that allocates host memory may: also free host memory of the
same scope.
[[memory-device]]
== Device Memory
Device memory is memory that is visible to the device, for example the
contents of opaque images that can: be natively used by the device, or
uniform buffer objects that reside in on-device memory.
The memory properties of the physical device describe the memory heaps and
memory types available to a physical device. These can: be queried by
calling:
include::../protos/vkGetPhysicalDeviceMemoryProperties.txt[]
* pname:physicalDevice is the handle to the device to query.
* pname:pMemoryProperties points to an instance of
sname:VkPhysicalDeviceMemoryProperties structure in which the properties
are returned.
include::../validity/protos/vkGetPhysicalDeviceMemoryProperties.txt[]
The definition of sname:VkPhysicalDeviceMemoryProperties is:
include::../structs/VkPhysicalDeviceMemoryProperties.txt[]
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO (Jon) - Need to restructure description like other structs.
====
endif::editing-notes[]
include::../validity/structs/VkPhysicalDeviceMemoryProperties.txt[]
The sname:VkPhysicalDeviceMemoryProperties structure describes a number of
_memory heaps_ as well as a number of _memory types_ that can: be used to
access memory allocated in those heaps. Each heap describes a memory
resource of a particular size, and each memory type describes a set of
memory properties (e.g. host cached vs uncached) that can: be used with a
given memory heap. Allocations using a particular memory type will consume
resources from the heap indicated by that memory type's heap index. More
than one memory type may: share each heap, and the heaps and memory types
provide a mechanism to advertise an accurate size of the physical memory
resources while allowing the memory to be used with a variety of different
properties.
The number of memory heaps is given by pname:memoryHeapCount and is less
than or equal to ename:VK_MAX_MEMORY_HEAPS. Each heap is described by an
element of the pname:memoryHeaps array, as a sname:VkMemoryHeap structure.
The number of memory types available across all memory heaps is given by
pname:memoryTypeCount and is less than or equal to
ename:VK_MAX_MEMORY_TYPES. Each memory type is described by an element of
the pname:memoryTypes array, as a sname:VkMemoryType structure.
The definition of sname:VkMemoryHeap is:
include::../structs/VkMemoryHeap.txt[]
* pname:size is the total memory size in bytes in the heap.
* pname:flags is a bitmask of attribute flags for the heap. The bits
specified in pname:flags are:
+
include::../enums/VkMemoryHeapFlagBits.txt[]
** if pname:flags contains ename:VK_MEMORY_HEAP_DEVICE_LOCAL_BIT, it means
the heap corresponds to device local memory. Device local memory may:
have different performance characteristics than host local memory, and
may: support different memory property flags.
include::../validity/structs/VkMemoryHeap.txt[]
In a unified memory architecture (UMA) system, there is often only a single
memory heap which is considered to be equally ``local'' to the host and to
the device. If there is only one heap, that heap must: be marked as
ename:VK_MEMORY_HEAP_DEVICE_LOCAL_BIT. If there are multiple heaps that all
have similar performance characteristics, they may: all be marked as
ename:VK_MEMORY_HEAP_DEVICE_LOCAL_BIT, but at least one will be device
local.
The definition of sname:VkMemoryType is:
include::../structs/VkMemoryType.txt[]
* pname:heapIndex describes which memory heap this memory type
corresponds to, and must: be less than pname:memoryHeapCount from the
sname:VkPhysicalDeviceMemoryProperties structure.
* pname:propertyFlags is a bitmask of properties for this memory type. The
bits specified in pname:propertyFlags are:
+
include::../enums/VkMemoryPropertyFlagBits.txt[]
** if pname:propertyFlags has the
ename:VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT bit set, memory allocated
with this type is the most efficient for device access. This property
will only be set for memory types belonging to heaps with the
ename:VK_MEMORY_HEAP_DEVICE_LOCAL_BIT set.
** if pname:propertyFlags has the
ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT bit set, memory allocated
with this type can: be mapped using flink:vkMapMemory so that it can:
be accessed on the host.
** if pname:propertyFlags has the
ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT bit set, host cache
management commands fname:vkFlushMappedMemoryRanges and
fname:vkInvalidateMappedMemoryRanges are not needed to make host writes
visible to the device or device writes visible to the host,
respectively.
** if pname:propertyFlags has the
ename:VK_MEMORY_PROPERTY_HOST_CACHED_BIT bit set, memory allocated
with this type is cached on the host. Host memory accesses to
uncached memory are slower than to cached memory, however uncached
memory is always host coherent.
** if pname:propertyFlags has the
ename:VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT bit set, the memory type
only allows device access to the memory. Memory types mustnot: have
both ename:VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT and
ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT set. Additionally,
the object's backing memory may: be provided by the implementation
lazily as specified in <<memory-device-lazy_allocation, Lazily
Allocated Memory>>.
include::../validity/structs/VkMemoryType.txt[]
Each memory type returned by flink:vkGetPhysicalDeviceMemoryProperties must:
have its pname:propertyFlags set to one of the following values:
* 0
* ename:VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
* ename:VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
* ename:VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | ename:VK_MEMORY_PROPERTY_HOST_CACHED_BIT
* ename:VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | ename:VK_MEMORY_PROPERTY_HOST_CACHED_BIT | ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
* ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
* ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | ename:VK_MEMORY_PROPERTY_HOST_CACHED_BIT
* ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | ename:VK_MEMORY_PROPERTY_HOST_CACHED_BIT | ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
* ename:VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | ename:VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
It is guaranteed that there is at least one memory type that has its
pname:propertyFlags with the ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT bit
set and the ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT bit set.
The memory types are sorted according to a partial order which serves to aid
in easily selecting an appropriate memory type. Given two memory types X and
Y, the partial order defines latexmath:[$X \leq Y$] if:
* the memory property bits set for X are a subset of the memory property
bits set for Y. Or,
* the memory property bits set for X are the same as the memory property
bits set for Y, and X uses a memory heap with greater or equal
performance (as determined in an implementation-specific manner).
Memory types are ordered in the list such that X is assigned a lesser
pname:memoryTypeIndex than Y if latexmath:[$X \leq Y$] according to the
partial order. Note that the list of all allowed memory property flag
combinations above satisfies this partial order, but other orders would as
well. The goal of this ordering is to enable applications to use a simple
search loop in selecting the proper memory type, along the lines of:
[source,{basebackend@docbook:c++:cpp}]
---------------------------------------------------
// Searching for the best match for "properties"
for (i = 0; i < memoryTypeCount; ++i)
if ((memoryTypes[i].propertyFlags & properties) == properties)
return i;
---------------------------------------------------
This loop will find the first entry that has all bits requested in
code:properties set. If there is no exact match, it will find a closest
match (i.e. a memory type with the fewest additional bits set), which has
some additional bits set but which are not detrimental to the behaviors
requested by code:properties. If there are multiple heaps with the same
properties, it will choose the most performant memory.
A {apiname} device operates on data in device memory via memory objects that
are represented in the API by a sname:VkDeviceMemory handle. Memory objects
are allocated by calling fname:vkAllocateMemory:
include::../protos/vkAllocateMemory.txt[]
* pname:device is the logical device that owns the memory.
* pname:pAllocateInfo is a pointer to a structure of type
slink:VkMemoryAllocateInfo, which contains parameters of the allocation.
A successful returned allocation must: use the requested parameters--no
substitution is permitted by the implementation.
* pname:pAllocator controls host memory allocation as described in
the <<memory-allocation, Memory Allocation>> chapter.
* pname:pMemory is a pointer to a sname:VkDeviceMemory structure in which
information about the allocated memory is returned.
include::../validity/protos/vkAllocateMemory.txt[]
sname:VkMemoryAllocateInfo is defined as:
include::../structs/VkMemoryAllocateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:allocationSize is the size of the allocation in bytes
* pname:memoryTypeIndex is the memory type index, which selects the
properties of the memory to be allocated, as well as the heap the memory
will come from.
include::../validity/structs/VkMemoryAllocateInfo.txt[]
Allocations returned by fname:vkAllocateMemory are guaranteed to meet any
alignment requirement by the implementation. For example, if an
implementation requires 128 byte alignment for images and 64 byte alignment
for buffers, the device memory returned through this mechanism would be
128-byte aligned. This ensures that applications can: correctly suballocate
objects of different types (with potentially different alignment
requirements) in the same memory object.
When memory is allocated, its contents are undefined.
There is an implementation-dependent maximum number of memory allocations
which can: be simultaneously created on a device. This is specified by the
<<features-limits-maxMemoryAllocationCount,pname:maxMemoryAllocationCount>>
member of the sname:VkPhysicalDeviceLimits structure. If
pname:maxMemoryAllocationCount is exceeded, fname:vkAllocateMemory will
return ename:VK_ERROR_TOO_MANY_OBJECTS.
[NOTE]
.Note
====
Some platforms may: have a limit on the maximum size of a single allocation.
For example, certain systems may: fail to create allocations with a size
greater than or equal to 4GB. Such a limit is implementation-dependent, and
if such a failure occurs then the error ename:VK_ERROR_OUT_OF_DEVICE_MEMORY
should: be returned.
====
A memory object is freed by calling:
include::../protos/vkFreeMemory.txt[]
* pname:device is the logical device that owns the memory.
* pname:memory is the sname:VkDeviceMemory object to be freed.
* pname:pAllocator controls host memory allocation as described in
the <<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkFreeMemory.txt[]
Before freeing a memory object, an application must: ensure the
memory object is no longer in use by the device--for example by command
buffers queued for execution. The memory can: remain bound to images or
buffers at the time the memory object is freed, but any further use of them
(on host or device) for anything other than destroying those objects will
result in undefined behavior. If there are still any bound images or
buffers, the memory maynot: be immediately released by the implementation,
but must: be released by the time all bound images and buffers have been
destroyed. Once memory is released, it is returned to the heap from which it
was allocated.
How memory objects are bound to Images and Buffers is described in detail in
the <<resources-association, Resource Memory Association>> section.
[[memory-device-hostaccess]]
=== Host Access to Device Memory Objects
Memory objects created with fname:vkAllocateMemory are not directly host
accessible.
Memory objects created with the memory property
ename:VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT are considered _mappable_. Memory
objects must: be mappable in order to be successfully mapped on the host. An
application retrieves a host virtual address pointer to a region of a
mappable memory object by calling:
include::../protos/vkMapMemory.txt[]
* pname:device is the logical device that owns the memory.
* pname:memory is the sname:VkDeviceMemory object to be mapped.
* pname:offset is a zero-based byte offset from the beginning of the
memory object.
* pname:size is the size of the memory range to map, or
ename:VK_WHOLE_SIZE to map from pname:offset to the end of the
allocation.
* pname:flags is reserved for future use, and must: be zero.
* pname:ppData points to a pointer in which is returned a host-accessible
pointer to the beginning of the mapped range. This pointer minus
pname:offset must: be aligned to at least
sname:VkPhysicalDeviceLimits::pname:minMemoryMapAlignment.
include::../validity/protos/vkMapMemory.txt[]
It is an application error to call fname:vkMapMemory on a memory object that
is already mapped.
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO (Tobias) - There's a circular section reference in this next section.
The information is all covered by both places, but it seems a bit weird to
have them reference each other. Not sure how to resolve it.
====
endif::editing-notes[]
[[memory-device-hostaccess-hazards]]
fname:vkMapMemory does not check whether the device memory is currently in
use before returning the host-accessible pointer. The application
must: guarantee that any previously submitted command that writes to this
sub-range has completed before the host reads from or writes to that
sub-range, and that any previously submitted command that reads from that
sub-range has completed before the host writes to that region (see
<<synchronization-fences-devicewrites, here>>
for details on fulfilling such a guarantee). If the device memory was
allocated without the ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT set,
these guarantees must: be made for an extended sub-range: the application
must: round down the start of the sub-range to the previous multiple of
sname:VkPhysicalDeviceLimits::pname:nonCoherentAtomSize, and round the end
of the range up to the nearest multiple of
sname:VkPhysicalDeviceLimits::pname:nonCoherentAtomSize.
While a range of device memory is mapped for host access, the application
is responsible for synchronizing both device and host access to that memory
range.
[NOTE]
.Note
====
It is important for the application developer to become meticulously
familiar with all of the mechanisms described in the chapter on
<<synchronization, Synchronization and Cache Control>> as they are crucial
to maintaining memory access ordering.
====
Host-visible memory types that advertise the
ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT property still require
<<synchronization-pipeline-barriers,memory barriers>> between host and
device in order to be coherent, but do not require additional cache
management operations (fname:vkFlushMappedMemoryRanges or
fname:vkInvalidateMappedMemoryRanges) to achieve coherency. For host writes
to be seen by subsequent command buffer operations, a pipeline barrier from
a source of ename:VK_ACCESS_HOST_WRITE_BIT and
ename:VK_PIPELINE_STAGE_HOST_BIT to a destination of the relevant device
pipeline stages and access types must: be performed. Note that such a
barrier is performed
<<synchronization-implicit-ordering-hostwrites,implicitly>> upon each
command buffer submission, so an explicit barrier is only rarely needed
(e.g. if a command buffer waits upon an event signaled by the host, where
the host wrote some data after submission). For device writes to be seen by
subsequent host reads, a pipeline barrier is required: to
<<synchronization-fences-devicewrites,make the writes visible>>.
In order to enable applications to work with non-coherent memory
allocations, two entry points are provided. To flush host write caches, an
application must: use fname:vkFlushMappedMemoryRanges, while
fname:vkInvalidateMappedMemoryRanges allows invalidating host input caches
so that device writes become visible to the host.
fname:vkFlushMappedMemoryRanges must: be called after the host writes to
non-coherent memory have completed and before command buffers that will read
or write any of those memory locations are submitted to a queue. Similarly,
fname:vkInvalidateMappedMemoryRanges must: be called after command buffers
that execute and flush (via memory barriers) the device writes have
completed, and before the host will read or write any of those locations.
include::../protos/vkFlushMappedMemoryRanges.txt[]
* pname:device is the logical device that owns the memory ranges.
* pname:memoryRangeCount is the length of the pname:pMemoryRanges array.
* pname:pMemoryRanges is a pointer to an array of
slink:VkMappedMemoryRange structures describing the memory ranges to
flush.
include::../validity/protos/vkFlushMappedMemoryRanges.txt[]
include::../protos/vkInvalidateMappedMemoryRanges.txt[]
* pname:device is the logical device that owns the memory ranges.
* pname:memoryRangeCount is the length of the pname:pMemoryRanges array.
* pname:pMemoryRanges is a pointer to an array of
slink:VkMappedMemoryRange structures describing the memory ranges to
invalidate.
include::../validity/protos/vkInvalidateMappedMemoryRanges.txt[]
sname:VkMappedMemoryRange is defined as:
include::../structs/VkMappedMemoryRange.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:memory is the memory object to which this range belongs.
* pname:offset is the zero-based byte offset from the beginning of the
memory object.
* pname:size is either the size of range, or ename:VK_WHOLE_SIZE to affect
the range from pname:offset to the end of the current mapping of the
allocation.
include::../validity/structs/VkMappedMemoryRange.txt[]
[NOTE]
.Note
====
If the memory object was created with the
ename:VK_MEMORY_PROPERTY_HOST_COHERENT_BIT set,
fname:vkFlushMappedMemoryRanges and fname:vkInvalidateMappedMemoryRanges are
unnecessary and may: have performance cost.
====
Once host access to a memory object is no longer needed by the application,
it can: be unmapped by calling :
include::../protos/vkUnmapMemory.txt[]
* pname:device is the logical device that owns the memory.
* pname:memory is the memory object to be unmapped.
include::../validity/protos/vkUnmapMemory.txt[]
[[memory-device-lazy_allocation]]
=== Lazily Allocated Memory
If the memory object is allocated from a heap with the
ename:VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT bit set, that object's backing
memory may: be provided by the implementation lazily. The actual committed
size of the memory may: initially be as small as zero (or as large as the
requested size), and monotonically increases as additional memory is
needed.
A memory type with this flag set is only allowed to be bound to a
sname:VkImage whose usage flags include
ename:VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT.
[NOTE]
.Note
====
Using lazily allocated memory objects for framebuffer attachments that
are not needed once a render pass instance has completed may: allow some
implementations to never allocate memory for such attachments.
====
Determining the amount of lazily-allocated memory that is currently
committed for a memory object is achieved by calling:
include::../protos/vkGetDeviceMemoryCommitment.txt[]
* pname:device is the logical device that owns the memory.
* pname:memory is the memory object being queried.
* pname:pCommittedMemoryInBytes is a pointer to a basetype:VkDeviceSize
value in which the number of bytes currently committed is returned, on
success.
include::../validity/protos/vkGetDeviceMemoryCommitment.txt[]
The implementation may: update the commitment at any time, and the
value returned by this query may: be out of date.
The implementation guarantees to allocate any committed memory from the
heapIndex indicated by the memory type that the memory object was created
with.

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@ -0,0 +1,863 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[pipelines]]
= Pipelines
The following <<pipelines-block-diagram,figure>> shows a block diagram of
the {apiname} pipelines. Some {apiname} commands specify geometric objects
to be drawn or computational work to be performed, while others specify
state controlling how objects are handled by the various pipeline stages, or
control data transfer between memory organized as images and buffers.
Commands are effectively sent through a processing pipeline, either a
_graphics pipeline_ or a _compute pipeline_.
The first stage of the <<pipelines-graphics,graphics pipeline>>
(<<drawing,Input Assembler>>) assembles vertices to form
geometric primitives such as points, lines, and triangles, based on a
requested primitive topology. In the next stage (<<shaders-vertex,Vertex
Shader>>) vertices can: be transformed, computing positions and attributes
for each vertex. If <<tessellation,tessellation>> and/or
<<geometry,geometry>> shaders are supported, they can: then generate
multiple primitives from a single input primitive, possibly changing the
primitive topology or generating additional attribute data in the process.
The final resulting primitives are <<vertexpostproc-clipping,clipped>> to a
clip volume in preparation for the next stage, <<primsrast,Rasterization>>.
The rasterizer produces a series of framebuffer addresses and values using a
two-dimensional description of a point, line segment, or triangle. Each
_fragment_ so produced is fed to the next stage (<<shaders-fragment,Fragment
Shader>>) that performs operations on individual fragments before they
finally alter the framebuffer. These operations include conditional updates
into the framebuffer based on incoming and previously stored depth values
(to effect <<fragops-depth,depth buffering>>),
<<framebuffer-blending,blending>> of incoming fragment colors with stored
colors, as well as <<framebuffer-blendoperations,masking>>,
<<fragops-stencil,stenciling>>, and other <<framebuffer-logicop,logical
operations>> on fragment values.
Framebuffer operations read and write the color and depth/stencil
attachments of the framebuffer for a given subpass of a
<<renderpass,render pass instance>>. The attachments can: be used as input
attachments in the fragment shader in a later subpass of the same render
pass.
The <<pipelines-compute,compute pipeline>> is a separate pipeline from the
graphics pipeline, which operates on one-, two-, or three-dimensional
_work groups_ which can: read from and write to buffer and image memory.
This ordering is meant only as a tool for describing {apiname}, not as a
strict rule of how {apiname} is implemented, and we present it only as a
means to organize the various operations of the pipelines.
[[pipelines-block-diagram]]
image::images/pipeline.{svgpdf}[title="Block diagram of the Vulkan pipeline",width="{svgpdf@pdf:500:800}",align="center"]
Each pipeline is controlled by a monolithic object created from a
description of all of the shader stages and any relevant fixed-function
stages. <<interfaces,Linking>> the whole pipeline together allows
the optimization of shaders based on their input/outputs and eliminates
expensive draw time state validation.
A pipeline object is bound to the device state in command buffers. Any
pipeline object state that is marked as dynamic is not applied to the device
state when the pipeline is bound. Dynamic state not set by binding the
pipeline object can: be modified at any time and persists for the lifetime
of the command buffer, or until modified by another dynamic state command or
another pipeline bind. No state, including dynamic state, is inherited from
one command buffer to another. Only dynamic state that is required: for the
operations performed in the command buffer needs to be set. For example, if
blending is disabled by the pipeline state then the dynamic color blend
constants do not need to be specified in the command buffer, even if this
state is marked as dynamic in the pipeline state object. If a new pipeline
object is bound with state not marked as dynamic after a previous pipeline
object with that same state as dynamic, the new pipeline object state will
override the dynamic state. Modifying dynamic state that is not set as
dynamic by the pipeline state object will lead to undefined results.
[[pipelines-compute]]
== Compute Pipelines
Compute pipelines consist of a single static compute shader stage and the
pipeline layout.
The compute pipeline encapsulates a compute shader and is created by calling
fname:vkCreateComputePipelines with pname:module and pname:pName selecting
an entry point from a shader module, where that entry point defines a valid
compute shader, in the sname:VkPipelineShaderStageCreateInfo structure
contained within the sname:VkComputePipelineCreateInfo structure.
Compute pipelines are created by calling:
include::../protos/vkCreateComputePipelines.txt[]
* pname:device is the logical device that creates the compute pipelines.
* pname:pipelineCache is either sname:VK_NULL_HANDLE, indicating that
pipeline caching is disabled; or the handle of a valid
<<pipelines-cache,pipeline cache>> object, in which case use of that
cache is enabled for the duration of the command.
* pname:createInfoCount is the length of the pname:pCreateInfos and
pname:Pipelines arrays.
* pname:pCreateInfos is an array of sname:VkComputePipelineCreateInfo
structures.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pPipelines is a pointer to an array in which the resulting compute
pipeline objects are returned.
+
--
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO (Jon) - Should we say something like ``the i'th element of the
pname:pPipelines array is created based on the corresponding element of the
pname:pCreateInfos array''? Also for flink:vkCreateGraphicsPipelines below.
====
endif::editing-notes[]
--
include::../validity/protos/vkCreateComputePipelines.txt[]
The definition of sname:VkComputePipelineCreateInfo is:
include::../structs/VkComputePipelineCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags provides options for pipeline creation, and is of type
elink:VkPipelineCreateFlagBits.
* pname:stage is a slink:VkPipelineShaderStageCreateInfo describing the
compute shader.
* pname:layout is the description of binding locations used by both the
pipeline and descriptor sets used with the pipeline.
* pname:basePipelineHandle is a pipeline to derive from
* pname:basePipelineIndex is an index into the pname:pCreateInfos
parameter to use as a pipeline to derive from
include::../validity/structs/VkComputePipelineCreateInfo.txt[]
The parameters pname:basePipelineHandle and pname:basePipelineIndex are
described in more detail in
<<pipelines-pipeline-derivatives,Pipeline Derivatives>>.
The parameter pname:stage member of type
sname:VkPipelineShaderStageCreateInfo is:
include::../structs/VkPipelineShaderStageCreateInfo.txt[]
The members of the sname:VkPipelineShaderStageCreateInfo structure are as
follows:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:stage is a elink:VkShaderStageFlagBits naming the pipeline stage.
* pname:module is a sname:VkShaderModule object that contains the
shader for this stage.
* pname:pName is a null-terminated UTF-8 string specifying the entry point
name of the shader for this stage.
* pname:pSpecializationInfo is a pointer to slink:VkSpecializationInfo, as
described in <<pipelines-specialization-constants,Specialization
Constants>>, and can: be `NULL`.
include::../validity/structs/VkPipelineShaderStageCreateInfo.txt[]
The elink:VkShaderStageFlagBits flags are defined as:
include::../enums/VkShaderStageFlagBits.txt[]
[[pipelines-graphics]]
== Graphics Pipelines
Graphics pipelines consist of multiple shader stages, multiple
fixed-function pipeline stages, and a pipeline layout, and are created by
calling fname:vkCreateGraphicsPipelines:
include::../protos/vkCreateGraphicsPipelines.txt[]
* pname:device is the logical device that creates the graphics pipelines.
* pname:pipelineCache is either sname:VK_NULL_HANDLE, indicating that
pipeline caching is disabled; or the handle of a valid
<<pipelines-cache,pipeline cache>> object, in which case use of that
cache is enabled for the duration of the command.
* pname:createInfoCount is the length of the pname:pCreateInfos and
pname:Pipelines arrays.
* pname:pCreateInfos is an array of sname:VkGraphicsPipelineCreateInfo
structures.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pPipelines is a pointer to an array in which the resulting
graphics pipeline objects are returned.
include::../validity/protos/vkCreateGraphicsPipelines.txt[]
The sname:VkGraphicsPipelineCreateInfo structure includes an array of shader
create info structures containing all the desired active shader stages, as
well as creation info to define all relevant fixed-function stages, and a
pipeline layout. The definition of sname:VkGraphicsPipelineCreateInfo is:
include::../structs/VkGraphicsPipelineCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is a bitfield of elink:VkPipelineCreateFlagBits controlling
how the pipeline will be generated, as described below.
* pname:stageCount is the number of entries in the pname:pStages array.
* pname:pStages is an array of size pname:stageCount structures of type
slink:VkPipelineShaderStageCreateInfo describing the set of the shader
stages to be included in the graphics pipeline.
* pname:pVertexInputState is a pointer to an instance of the
slink:VkPipelineVertexInputStateCreateInfo structure.
* pname:pInputAssemblyState is a pointer to an instance of the
slink:VkPipelineInputAssemblyStateCreateInfo structure which determines
input assembly behavior, as described in <<drawing, Drawing Commands>>.
* pname:pTessellationState is a pointer to an instance of the
slink:VkPipelineTessellationStateCreateInfo structure, or `NULL` if the
pipeline does not include a tessellation control shader stage and
tessellation evaluation shader stage.
* pname:pViewportState is a pointer to an instance of the
slink:VkPipelineViewportStateCreateInfo structure, or `NULL` if the
pipeline has rasterization disabled.
* pname:pRasterState is a pointer to an instance of the
slink:VkPipelineRasterizationStateCreateInfo structure.
* pname:pMultisampleState is a pointer to an instance of the
slink:VkPipelineMultisampleStateCreateInfo, or `NULL` if the pipeline
has rasterization disabled.
* pname:pDepthStencilState is a pointer to an instance of the
slink:VkPipelineDepthStencilStateCreateInfo structure, or `NULL` if the
pipeline has rasterization disabled or if the subpass of the render pass
the pipeline is created against does not use a depth/stencil attachment.
* pname:pColorBlendState is a pointer to an instance of the
slink:VkPipelineColorBlendStateCreateInfo structure, or `NULL` if the
pipeline has rasterization disabled or if the subpass of the render pass
the pipeline is created against does not use any color attachments.
* pname:pDynamicState is a pointer to
slink:VkPipelineDynamicStateCreateInfo and is used to indicate which
properties of the pipeline state object are dynamic and can: be changed
independently of the pipeline state. This can: be `NULL`, which means no
state in the pipeline is considered dynamic.
* pname:layout is the description of binding locations used by both the
pipeline and descriptor sets used with the pipeline.
* pname:renderPass is a handle to a render pass object describing the
environment in which the pipeline will be used; the pipeline can: be
used with an instance of any render pass compatible with the one
provided. See <<renderpass-compatibility,Render Pass Compatibility>> for
more information.
* pname:subpass is the index of the subpass in pname:renderPass where this
pipeline will be used.
* pname:basePipelineHandle is a pipeline to derive from.
* pname:basePipelineIndex is an index into the pname:pCreateInfos
parameter to use as a pipeline to derive from.
include::../validity/structs/VkGraphicsPipelineCreateInfo.txt[]
The parameters pname:basePipelineHandle and pname:basePipelineIndex are
described in more detail in
<<pipelines-pipeline-derivatives,Pipeline Derivatives>>.
pname:pStages points to an array of slink:VkPipelineShaderStageCreateInfo
structures, which were previously described in
<<pipelines-compute,Compute Pipelines>>.
Bits which can: be set in pname:flags are:
include::../enums/VkPipelineCreateFlagBits.txt[]
* ename:VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT specifies that the
created pipeline will not be optimized. Using this flag may: reduce
the time taken to create the pipeline.
* ename:VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT specifies that the
pipeline to be created is allowed to be the parent of a pipeline that
will be created in a subsequent call to flink:vkCreateGraphicsPipelines.
* ename:VK_PIPELINE_CREATE_DERIVATIVE_BIT specifies that the pipeline to
be created will be a child of a previously created parent pipeline.
It is valid to set both ename:VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT and
ename:VK_PIPELINE_CREATE_DERIVATIVE_BIT. This allows a pipeline to be both a
parent and possibly a child in a pipeline hierarchy. See
<<pipelines-pipeline-derivatives,Pipeline Derivatives>> for more
information.
The definition of the pname:pDynamicState member of type
sname:VkPipelineDynamicStateCreateInfo is:
include::../structs/VkPipelineDynamicStateCreateInfo.txt[]
The members of the sname:VkPipelineDynamicStateCreateInfo structure are as
follows:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:dynamicStateCount is the number of elements in the
pname:pDynamicStates array.
* pname:pDynamicStates is an array of elink:VkDynamicState enums which
indicate which pieces of pipeline state will use the values from dynamic
state commands rather than from the pipeline state creation info.
include::../validity/structs/VkPipelineDynamicStateCreateInfo.txt[]
The definition of the elink:VkDynamicState enumeration is as follows:
include::../enums/VkDynamicState.txt[]
* ename:VK_DYNAMIC_STATE_VIEWPORT indicates that the pname:pViewports
state in sname:VkPipelineViewportStateCreateInfo will be ignored and
must: be set dynamically with flink:vkCmdSetViewport before any draw
commands. The number of viewports used by a pipeline is still
specified by the pname:viewportCount member of
sname:VkPipelineViewportStateCreateInfo.
* ename:VK_DYNAMIC_STATE_SCISSOR indicates that the pname:pScissors
state in sname:VkPipelineViewportStateCreateInfo will be ignored and
must: be set dynamically with flink:vkCmdSetScissor before any draw
commands. The number of scissor rectangles used by a pipeline is still
specified by the pname:scissorCount member of
sname:VkPipelineViewportStateCreateInfo.
* ename:VK_DYNAMIC_STATE_LINE_WIDTH indicates that the pname:lineWidth
state in sname:VkPipelineRasterizationStateCreateInfo will be ignored
and must: be set dynamically with flink:vkCmdSetLineWidth before any
draw commands that generate line primitives for the rasterizer.
* ename:VK_DYNAMIC_STATE_DEPTH_BIAS indicates that the
pname:depthBiasConstantFactor, pname:depthBiasClamp and
pname:depthBiasSlopeFactor states in
sname:VkPipelineRasterizationStateCreateInfo will be ignored and must:
be set dynamically with flink:vkCmdSetDepthBias before any draws are
performed with pname:depthBiasEnable in
sname:VkPipelineRasterizationStateCreateInfo set to ename:VK_TRUE.
* ename:VK_DYNAMIC_STATE_BLEND_CONSTANTS indicates that the
pname:blendConstants state in
sname:VkPipelineColorBlendStateCreateInfo will be ignored and must: be
set dynamically with flink:vkCmdSetBlendConstants before any draws are
performed with a pipeline state with
sname:VkPipelineColorBlendAttachmentState member pname:blendEnable set
to ename:VK_TRUE and any of the blend functions using a constant blend
color.
* ename:VK_DYNAMIC_STATE_DEPTH_BOUNDS indicates that the
pname:minDepthBounds and pname:maxDepthBounds states of
slink:VkPipelineDepthStencilStateCreateInfo will be ignored and must:
be set dynamically with flink:vkCmdSetDepthBounds before any draws are
performed with a pipeline state with
sname:VkPipelineDepthStencilStateCreateInfo member
pname:depthBoundsTestEnable set to ename:VK_TRUE.
* ename:VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK indicates that the
pname:compareMask state in
sname:VkPipelineDepthStencilStateCreateInfo for both pname:front and
pname:back will be ignored and must: be set dynamically with
flink:vkCmdSetStencilCompareMask before any draws are performed with a
pipeline state with sname:VkPipelineDepthStencilStateCreateInfo member
pname:stencilTestEnable set to ename:VK_TRUE
* ename:VK_DYNAMIC_STATE_STENCIL_WRITE_MASK indicates that the
pname:writeMask state in sname:VkPipelineDepthStencilStateCreateInfo
for both pname:front and pname:back will be ignored and must: be set
dynamically with flink:vkCmdSetStencilWriteMask before any draws are
performed with a pipeline state with
sname:VkPipelineDepthStencilStateCreateInfo member
pname:stencilTestEnable set to ename:VK_TRUE
* ename:VK_DYNAMIC_STATE_STENCIL_REFERENCE indicates that the
pname:reference state in sname:VkPipelineDepthStencilStateCreateInfo
for both pname:front and pname:back will be ignored and must: be set
dynamically with flink:vkCmdSetStencilReference before any draws are
performed with a pipeline state with
sname:VkPipelineDepthStencilStateCreateInfo member
pname:stencilTestEnable set to ename:VK_TRUE
If tessellation shader stages are omitted, the tessellation shading and
fixed-function stages of the pipeline are skipped.
If a geometry shader is omitted, the geometry shading stage is skipped.
If a fragment shader is omitted, the results of fragment processing are
undefined. Specifically, any fragment color outputs
are considered to have undefined values, and the fragment depth is
considered to be unmodified. This can: be useful for depth-only rendering.
Presence of a shader stage in a pipeline is indicated by including a valid
sname:VkPipelineShaderStageCreateInfo with pname:module and pname:pName
selecting an entry point from a shader module, where that entry point is
valid for the stage specified by pname:stage.
Presence of some of the fixed-function stages in the pipeline is implicitly
derived from enabled shaders and provided state. For example, the
fixed-function tessellator is always present when the pipeline has valid
Tessellation Control and Tessellation Evaluation shaders.
.For example:
* Depth/stencil-only rendering in a subpass with no color attachments
** Active Pipeline Shader Stages
*** Vertex Shader
** Required: Fixed-Function Pipeline Stages
*** slink:VkPipelineVertexInputStateCreateInfo
*** slink:VkPipelineInputAssemblyStateCreateInfo
*** slink:VkPipelineViewportStateCreateInfo
*** slink:VkPipelineRasterizationStateCreateInfo
*** slink:VkPipelineMultisampleStateCreateInfo
*** slink:VkPipelineDepthStencilStateCreateInfo
* Color-only rendering in a subpass with no depth/stencil attachment
** Active Pipeline Shader Stages
*** Vertex Shader
*** Fragment Shader
** Required: Fixed-Function Pipeline Stages
*** slink:VkPipelineVertexInputStateCreateInfo
*** slink:VkPipelineInputAssemblyStateCreateInfo
*** slink:VkPipelineViewportStateCreateInfo
*** slink:VkPipelineRasterizationStateCreateInfo
*** slink:VkPipelineMultisampleStateCreateInfo
*** slink:VkPipelineColorBlendStateCreateInfo
* Rendering pipeline with tessellation and geometry shaders
** Active Pipeline Shader Stages
*** Vertex Shader
*** Tessellation Control Shader
*** Tessellation Evaluation Shader
*** Geometry Shader
*** Fragment Shader
** Required: Fixed-Function Pipeline Stages
*** slink:VkPipelineVertexInputStateCreateInfo
*** slink:VkPipelineInputAssemblyStateCreateInfo
*** slink:VkPipelineTessellationStateCreateInfo
*** slink:VkPipelineViewportStateCreateInfo
*** slink:VkPipelineRasterizationStateCreateInfo
*** slink:VkPipelineMultisampleStateCreateInfo
*** slink:VkPipelineDepthStencilStateCreateInfo
*** slink:VkPipelineColorBlendStateCreateInfo
[[pipelines-destruction]]
== Pipeline destruction
To destroy a graphics or compute pipeline, call:
include::../protos/vkDestroyPipeline.txt[]
* pname:device is the logical device that destroys the pipeline.
* pname:pipeline is the handle of the pipeline to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroyPipeline.txt[]
[[pipelines-multiple]]
== Multiple Pipeline Creation
Multiple pipelines can: be created simultaneously by passing an array of
sname:VkGraphicsPipelineCreateInfo or sname:VkComputePipelineCreateInfo
structures into the flink:vkCreateGraphicsPipelines and
flink:vkCreateComputePipelines commands, respectively. Applications can:
group together similar pipelines to be created in a single call, and
implementations are encouraged to look for reuse opportunities within a
group-create.
When an application attempts to create many pipelines in a single command,
it is possible that some subset may: fail creation. In that case, the
corresponding entries in the pname:pPipelines output array will be filled
with sname:VK_NULL_HANDLE values. If any pipeline fails creation (for
example, due to out of memory errors), the ftext:vkCreate*Pipelines commands
will return an error code. The implementation will attempt to create all
pipelines, and only return sname:VK_NULL_HANDLE values for those that
actually failed.
[[pipelines-pipeline-derivatives]]
== Pipeline Derivatives
A pipeline derivative is a child pipeline created from a parent pipeline,
where the child and parent are expected to have much commonality. The goal
of derivative pipelines is that they be cheaper to create using the
parent as a starting point, and that it be more efficient (on either host or
device) to switch/bind between children of the same parent.
A derivative pipeline is created by setting the
ename:VK_PIPELINE_CREATE_DERIVATIVE_BIT flag in the
stext:Vk*PipelineCreateInfo structure. If this is set, then exactly one of
pname:basePipelineHandle or pname:basePipelineIndex members of the structure
must: have a valid handle/index, and indicates the parent pipeline. If
pname:basePipelineHandle is used, the parent pipeline must: have already
been created. If pname:basePipelineIndex is used, then the parent is being
created in the same command. sname:VK_NULL_HANDLE acts as the invalid handle
for pname:basePipelineHandle, and -1 is the invalid index for
pname:basePipelineIndex. If pname:basePipelineIndex is used, the base
pipeline must: appear earlier in the array. The base pipeline must: have
been created with the ename:VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT flag
set.
[[pipelines-cache]]
== Pipeline Cache
Pipeline cache objects allow the result of pipeline construction to be
reused between pipelines and between runs of an application. Reuse between
pipelines is achieved by passing the same pipeline cache object when
creating multiple related pipelines. Reuse across runs of an application is
achieved by retrieving pipeline cache contents in one run of an application,
saving the contents, and using them to preinitialize a pipeline cache on a
subsequent run. The contents and size of the pipeline cache objects is
managed by the implementation. Applications can: control the amount of data
retrieved from a pipeline cache object.
Pipeline cache objects are created by calling:
include::../protos/vkCreatePipelineCache.txt[]
* pname:device is the logical device that creates the pipeline cache
object.
* pname:pCreateInfo is a pointer to a sname:VkPipelineCacheCreateInfo
structure that contains the initial parameters for the pipeline cache
object.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pPipelineCache is a pointer to a sname:VkPipelineCache handle in
which the resulting pipeline cache object is returned.
include::../validity/protos/vkCreatePipelineCache.txt[]
The definition of sname:VkPipelineCacheCreateInfo is:
include::../structs/VkPipelineCacheCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:initialDataSize is the number of bytes in pname:pInitialData. If
pname:initialDataSize is zero, the pipeline cache will initially be
empty.
* pname:pInitialData is a pointer to previously retrieved pipeline
cache data. If the pipeline cache data is incompatible (as defined
below) with the device, the pipeline cache will be initially empty. If
pname:initialDataSize is zero, pname:pInitialData is ignored.
include::../validity/structs/VkPipelineCacheCreateInfo.txt[]
Once created, a pipeline cache can: be passed to the
fname:vkCreateGraphicsPipelines and fname:vkCreateComputePipelines commands.
If the pipeline cache passed into these commands is not
sname:VK_NULL_HANDLE, the implementation will query it for possible reuse
opportunities and update it with new content. The use of the pipeline cache
object in these commands is internally synchronized, and the same pipeline
cache object can: be used in multiple threads simultaneously.
[NOTE]
.Note
====
Implementations should: make every effort to limit any critical sections
to the actual accesses to the cache, which is expected to be significantly
shorter than the duration of the fname:vkCreateGraphicsPipelines and
fname:vkCreateComputePipelines commands.
====
Pipeline cache objects can: be merged using the command:
include::../protos/vkMergePipelineCaches.txt[]
* pname:device is the logical device that owns the pipeline cache objects.
* pname:dstCache is the handle of the pipeline cache to merge results
into.
* pname:srcCacheCount is the length of the pname:pSrcCaches array.
* pname:pSrcCaches is an array of pipeline cache handles, which will be
merged into pname:dstCache. The previous contents of pname:dstCache are
included after the merge.
include::../validity/protos/vkMergePipelineCaches.txt[]
[NOTE]
.Note
====
The details of the merge operation are implementation dependent, but
implementations are recommended: to merge the contents of the specified
pipelines and prune duplicate entries.
====
Data can: be retrieved from a pipeline cache object using the command:
include::../protos/vkGetPipelineCacheData.txt[]
* pname:device is the logical device that owns the pipeline cache.
* pname:pipelineCache is the pipeline cache to retrieve data from.
* pname:pDataSize is a pointer to a value related to the amount of data in
the pipeline cache, as described below.
* pname:pData is either `NULL` or a pointer to a buffer.
If pname:pData is `NULL`, then the maximum size of the data that can be
retrieved from the pipeline cache, in bytes, is returned in pname:pDataSize.
Otherwise, pname:pDataSize must: point to a variable set by the user to the
size of the buffer, in bytes, pointed to by pname:pData, and on return the
variable is overwritten with the amount of data actually written to
pname:pData.
If the value of pname:dataSize is less than the maximum size that can: be
retrieved by the pipeline cache, at most pname:pDataSize bytes will be
written to pname:pData, and fname:vkGetPipelineCacheData will return
ename:VK_INCOMPLETE. Any data written to pname:pData is valid and can: be
provided as the pname:pInitialData member of the
sname:VkPipelineCacheCreateInfo structure passed to
fname:vkCreatePipelineCache.
include::../validity/protos/vkGetPipelineCacheData.txt[]
[[pipelines-cache-header]]
Applications can: store the data retrieved from the pipeline cache, and use
these data, possibly in a future run of the application, to populate new
pipeline cache objects. The results of pipeline compiles, however,
may: depend on the vendor ID, device ID, driver version, and other details
of the device. To enable applications to detect when previously retrieved
data is incompatible with the device, the initial bytes written to
pname:pData must: be a header consisting of the following members:
.Layout for pipeline cache header version VK_PIPELINE_CACHE_HEADER_VERSION_ONE
[width="85%",cols="8%,21%,71%",options="header"]
|=====
| Offset | Size | Meaning
| 0 | 4 | length in bytes of the entire pipeline cache header
written as a stream of bytes, with the least
significant byte first
| 4 | 4 | a elink:VkPipelineCacheHeaderVersion value
written as a stream of bytes, with the least
significant byte first
| 8 | 4 | a vendor ID equal to
sname:VkPhysicalDeviceProperties::pname:vendorID
written as a stream of bytes, with the least
significant byte first
| 12 | 4 | a device ID equal to
sname:VkPhysicalDeviceProperties::pname:deviceID
written as a stream of bytes, with the least
significant byte first
| 16 | ename:VK_UUID_SIZE | a pipeline cache ID equal to
sname:VkPhysicalDeviceProperties::pname:pipelineCacheUUID
|=====
The first four bytes encode the length of the entire pipeline header, in
bytes. This value includes all fields in the header including the pipeline
cache version field and the size of the length field.
The next four bytes encode the pipeline cache version.
This field is a elink:VkPipelineCacheHeaderVersion value.
A consumer of the pipeline cache should use this value to interpret the
remainder of the cache header.
If the value of pname:dataSize is less than what is necessary to store this
header, nothing will be written to pname:pData and zero will be written to
pname:dataSize.
To destroy a pipeline cache, call:
include::../protos/vkDestroyPipelineCache.txt[]
* pname:device is the logical device that destroys the pipeline cache
object.
* pname:pipelineCache is the handle of the pipeline cache to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroyPipelineCache.txt[]
[[pipelines-specialization-constants]]
== Specialization Constants
Specialization constants are a mechanism whereby constants in a SPIR-V
module can: have their constant value specified at the time the
sname:VkPipeline is created. This allows a SPIR-V module to have constants
that can: be modified while executing an application that uses the Vulkan
API.
[NOTE]
.Note
====
Specialization constants are useful to allow a compute shader to have
its work group size changed at runtime by the user, for example.
====
Each instance of the sname:VkPipelineShaderStageCreateInfo structure
contains a parameter pname:pSpecializationInfo, which can: be `NULL` to
indicate no specialization constants. The definition of the
sname:VkSpecializationInfo structure is:
include::../structs/VkSpecializationInfo.txt[]
The members of sname:VkSpecializationInfo are as follows:
* pname:mapEntryCount is the number of entries in the pname:pMapEntries
array.
* pname:pMapEntries is a pointer to an array of
sname:VkSpecializationMapEntry which maps constant IDs to offsets in
pname:pData.
* pname:dataSize is the byte size of the pname:pData buffer.
* pname:pData contains the actual constant values to specialize with.
include::../validity/structs/VkSpecializationInfo.txt[]
The definition of the pname:pMapEntries member of type
sname:VkSpecializationMapEntry is:
include::../structs/VkSpecializationMapEntry.txt[]
The members of sname:VkSpecializationMapEntry are as follows:
* pname:constantID ID of the specialization constant in SPIR-V.
* pname:offset byte offset of the specialization constant value within the
supplied data buffer.
* pname:size byte size of the specialization constant value within the
supplied data buffer.
include::../validity/structs/VkSpecializationMapEntry.txt[]
If a pname:constantID value is not a specialization constant ID used in the
shader, that map entry does not affect the behavior of the pipeline.
In human readable SPIR-V:
[source,glsl]
---------------------------------------------------
OpDecorate %x SpecId 13 ; decorate .x component of WorkgroupSize with ID 13
OpDecorate %y SpecId 42 ; decorate .y component of WorkgroupSize with ID 42
OpDecorate %z SpecId 3 ; decorate .z component of WorkgroupSize with ID 3
OpDecorate %wgsize BuiltIn WorkgroupSize ; decorate WorkgroupSize onto constant
%i32 = OpTypeInt 32 0 ; declare an unsigned 32-bit type
%uvec3 = OpTypeVector %i32 3 ; declare a 3 element vector type of unsigned 32-bit
%x = OpSpecConstant %i32 1 ; declare the .x component of WorkgroupSize
%y = OpSpecConstant %i32 1 ; declare the .y component of WorkgroupSize
%z = OpSpecConstant %i32 1 ; declare the .z component of WorkgroupSize
%wgsize = OpSpecConstantComposite %uvec3 %x %y %z ; declare WorkgroupSize
---------------------------------------------------
From the above we have three specialization constants, one for each of the
x, y & z elements of the WorkgroupSize vector.
Now to specialize the above via the specialization constants mechanism:
[source,{basebackend@docbook:c++:cpp}]
---------------------------------------------------
const VkSpecializationMapEntry entries[] =
{
{
13, // constantID
0 * sizeof(uint32_t), // offset
sizeof(uint32_t) // size
},
{
42, // constantID
1 * sizeof(uint32_t), // offset
sizeof(uint32_t) // size
},
{
3, // constantID
2 * sizeof(uint32_t), // offset
sizeof(uint32_t) // size
}
};
const uint32_t data[] = { 16, 8, 4 }; // our workgroup size is 16x8x4
const VkSpecializationInfo info =
{
3, // mapEntryCount
entries, // pMapEntries
3 * sizeof(uint32_t), // dataSize
data, // pData
};
---------------------------------------------------
Then when calling fname:vkCreateComputePipelines, and passing the
sname:VkSpecializationInfo we defined as the pname:pSpecializationInfo
parameter of sname:VkPipelineShaderStageCreateInfo, we will create a compute
pipeline with the runtime specified work group size.
Another example would be that an application has a SPIR-V module that has
some platform-dependent constants they wish to use.
In human readable SPIR-V:
// [source,{basebackend@docbook:c:glsl}]
[source,glsl]
---------------------------------------------------
OpDecorate %1 SpecId 0 ; decorate our signed 32-bit integer constant
OpDecorate %2 SpecId 12 ; decorate our 32-bit floating-point constant
%i32 = OpTypeInt 32 1 ; declare a signed 32-bit type
%float = OpTypeFloat 32 ; declare a 32-bit floating-point type
%1 = OpSpecConstant %i32 -1 ; some signed 32-bit integer constant
%2 = OpSpecConstant %float 0.5 ; some 32-bit floating-point constant
---------------------------------------------------
From the above we have two specialization constants, one is a signed 32-bit
integer and the second is a 32-bit floating-point.
Now to specialize the above via the specialization constants mechanism:
[source,{basebackend@docbook:c++:cpp}]
---------------------------------------------------
VkSpecializationMapEntry entries[2];
const VkSpecializationMapEntry entries[] =
{
{
0, // constantID
0 * sizeof(int32_t), // offset
sizeof(int32_t) // size
},
{
12, // constantID
1 * sizeof(int32_t), // offset
sizeof(float) // size
}
};
int32_t data[2];
data[0] = -42; // set the data for the 32-bit integer
((float*)data)[1] = 42.0f; // set the data for the 32-bit floating-point
const VkSpecializationInfo info =
{
2, // mapEntryCount
entries, // pMapEntries
2 * sizeof(int32_t), // dataSize
data, // pData
};
---------------------------------------------------
It is legal for a SPIR-V module with specializations to be compiled into a
pipeline where no specialization info was provided. SPIR-V specialization
constants contain default values such that if a specialization is not
provided, the default value will be used. In the examples above, it would be
valid for an application to only specialize some of the specialization
constants within the SPIR-V module, and let the other constants use their
default values encoded within the OpSpecConstant declarations.
[[pipelines-binding]]
== Pipeline Binding
Once a pipeline has been created, it can: be bound to the command buffer
using the command:
include::../protos/vkCmdBindPipeline.txt[]
* pname:commandBuffer is the command buffer that the pipeline will be
bound to.
* pname:pipelineBindPoint specifies the bind point, and must: have one of
the values
+
--
include::../enums/VkPipelineBindPoint.txt[]
specifying whether pname:pipeline will be bound as a compute
(ename:VK_PIPELINE_BIND_POINT_COMPUTE) or graphics
(ename:VK_PIPELINE_BIND_POINT_GRAPHICS) pipeline. There are separate bind
points for each of graphics and compute, so binding one does not disturb the
other.
--
* pname:pipeline is the pipeline to be bound.
include::../validity/protos/vkCmdBindPipeline.txt[]
Once bound, a pipeline binding affects subsequent graphics or compute
commands in the command buffer until a different pipeline is bound to the
bind point. The pipeline bound to ename:VK_PIPELINE_BIND_POINT_COMPUTE
controls the behavior of flink:vkCmdDispatch and
flink:vkCmdDispatchIndirect. The pipeline bound to
ename:VK_PIPELINE_BIND_POINT_GRAPHICS controls the behavior of
flink:vkCmdDraw, flink:vkCmdDrawIndexed, flink:vkCmdDrawIndirect, and
flink:vkCmdDrawIndexedIndirect. No other commands are affected by the
pipeline state.

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@ -0,0 +1,755 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[primsrast]]
= Rasterization
Rasterization is the process by which a primitive is converted to a
two-dimensional image. Each point of this image contains associated data
such as depth, color, or other attributes.
Rasterizing a primitive begins by determining which squares of an integer
grid in framebuffer coordinates are occupied by the primitive, and assigning
one or more depth values to each such square. This process is described
below for points, lines, and polygons.
A grid square, including its latexmath:[$(x,y)$] framebuffer coordinates,
latexmath:[$z$] (depth), and associated data added by fragment
shaders, is called a fragment. A fragment is located by its upper left
corner, which lies on integer grid coordinates.
Rasterization operations also refer to a fragment's sample locations, which
are offset by subpixel fractional values from its upper left corner. The
rasterization rules for points, lines, and triangles involve testing whether
each sample location is inside the primitive. Fragments need not actually be
square, and rasterization rules are not affected by the aspect ratio of
fragments. Display of non-square grids, however, will cause rasterized
points and line segments to appear fatter in one direction than the other.
We assume that fragments are square, since it simplifies antialiasing and
texturing. After rasterization, fragments are processed by the
<<fragops-early,early per-fragment tests>>, if enabled.
Several factors affect rasterization, including the members of
sname:VkPipelineRasterizationStateCreateInfo and
sname:VkPipelineMultisampleStateCreateInfo.
The sname:VkPipelineRasterizationStateCreateInfo structure is defined as:
include::../structs/VkPipelineRasterizationStateCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:depthClampEnable controls whether to clamp the fragment's depth
values instead of clipping primitives to the z planes of the frustum, as
described in <<vertexpostproc-clipping,Primitive Clipping>>.
* pname:rasterizerDiscardEnable controls whether primitives are discarded
immediately before the rasterization stage.
* pname:polygonMode is the triangle rendering mode. See
elink:VkPolygonMode.
* pname:cullMode is the triangle facing direction used for primitive
culling. See elink:VkCullModeFlagBits.
* pname:frontFace is the front-facing triangle orientation to be used for
culling. See elink:VkFrontFace.
* pname:depthBiasEnable controls whether to bias fragment depth values.
* pname:depthBiasConstantFactor is a scalar factor controlling the
constant depth value added to each fragment.
* pname:depthBiasClamp is the maximum (or minimum) depth bias of a
fragment.
* pname:depthBiasSlopeFactor is a scalar factor applied to a fragment's
slope in depth bias calculations.
* pname:lineWidth is the width of rasterized line segments.
include::../validity/structs/VkPipelineRasterizationStateCreateInfo.txt[]
The sname:VkPipelineMultisampleStateCreateInfo structure is defined as:
include::../structs/VkPipelineMultisampleStateCreateInfo.txt[]
The members of the sname:VkPipelineMultisampleStateCreateInfo structure are
as follows:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:rasterizationSamples is an elink:VkSampleCountFlagBits specifying
the number of samples per pixel used in rasterization.
* pname:sampleShadingEnable specifies that fragment shading executes
per-sample if ename:VK_TRUE, or per-fragment if ename:VK_FALSE, as
described in <<primsrast-sampleshading,Sample Shading>>.
* pname:minSampleShading is the minimum number of unique samples to shade
for each fragment.
* pname:pSampleMask is a bitmask of static coverage information that is
ANDed with the coverage information generated during rasterization, as
described in <<fragops-samplemask,Sample Mask>>.
* pname:alphaToCoverageEnable controls whether a temporary coverage value
is generated based on the value of the alpha component of the fragment's
first color output as specified in the <<fragops-covg,Multisample
Coverage>> section.
* pname:alphaToOne controls whether the value of the alpha component of
the fragment's first color output is replaced with one as described in
<<fragops-covg,Multisample Coverage>>.
include::../validity/structs/VkPipelineMultisampleStateCreateInfo.txt[]
Rasterization only produces fragments corresponding to pixels in the
framebuffer. Fragments which would be produced by application of any of the
primitive rasterization rules described below but which lie outside the
framebuffer are not produced, nor are they processed by any later stage of
the pipeline, including any of the early per-fragment tests described in
<<fragops-early,Early Per-Fragment Tests>>.
Surviving fragments are processed by fragment shaders. Fragment shaders
determine associated data for fragments, and can: also modify or replace
their assigned depth values.
If the subpass for which this pipeline is being created uses
color and/or depth/stencil attachments, then the value of
pname:rasterizationSamples must: be the same as the sample count for
those subpass attachments. Otherwise, the value of
pname:rasterizationSamples must: follow the rules for a
<<renderpass-noattachments, zero-attachment subpass>>.
[[primsrast-discard]]
== Discarding Primitives Before Rasterization
Primitives are discarded before rasterization if the
pname:rasterizerDiscardEnable member of
slink:VkPipelineRasterizationStateCreateInfo is enabled. When enabled,
primitives are discarded after they are processed by the last active shader
stage in the pipeline before rasterization.
[[primsrast-multisampling]]
== Multisampling
Multisampling is a mechanism to antialias all {apiname} primitives: points,
lines, and polygons. The technique is to sample all primitives multiple
times at each pixel. Each sample in each framebuffer attachment has storage
for a color, depth, and/or stencil value, such that per-fragment operations
apply to each sample independently. The color sample values can: be later
_resolved_ to a single color (see <<copies-resolve,Resolving Multisample
Images>> and the <<renderpass,Render Pass>> chapter for more details on how
to resolve multisample images to non-multisample images).
{apiname} defines rasterization rules for single-sample modes in a way that
is equivalent to a multisample mode with a single sample in the center of
each pixel.
Each fragment includes a coverage value with pname:rasterizationSamples bits
(see <<fragops-samplemask,Sample Mask>>). Each fragment includes
pname:rasterizationSamples depth values and sets of associated data. An
implementation may: choose to assign the same associated data to more than
one sample. The location for evaluating such associated data may: be
anywhere within the pixel including the pixel center or any of the sample
locations. When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT,
the pixel center must: be used. The different associated data values need
not all be evaluated at the same location. Each pixel fragment thus consists
of integer x and y grid coordinates, pname:rasterizationSamples depth values
and sets of associated data, and a coverage value with
pname:rasterizationSamples bits.
It is understood that each pixel has pname:rasterizationSamples locations
associated with it. These locations are exact positions, rather than regions
or areas, and each is referred to as a sample point. The sample points
associated with a pixel must: be located inside or on the boundary of the
unit square that is considered to bound the pixel. Furthermore, the relative
locations of sample points may: be identical for each pixel in the
framebuffer, or they may: differ. If the current pipeline includes a
fragment shader with one or more variables in its interface decorated with
code:Sample and code:Input, the data associated with those variables will be
assigned independently for each sample. The values for each sample must: be
evaluated at the location of the sample. The data associated with any other
variables not decorated with code:Sample and code:Input need not be
evaluated independently for each sample.
If the pname:standardSampleLocations member of
slink:VkPhysicalDeviceFeatures is ename:VK_TRUE, then the sample counts
ename:VK_SAMPLE_COUNT_1_BIT, ename:VK_SAMPLE_COUNT_2_BIT,
ename:VK_SAMPLE_COUNT_4_BIT, ename:VK_SAMPLE_COUNT_8_BIT, and
ename:VK_SAMPLE_COUNT_16_BIT have sample locations as listed in the
following table, with the latexmath:[$i$]th entry in the table corresponding
to bit latexmath:[$i$] in the sample masks. ename:VK_SAMPLE_COUNT_32_BIT and
ename:VK_SAMPLE_COUNT_64_BIT do not have standard sample locations.
Locations are defined relative to an origin in the upper left corner of the
pixel.
<<<
.Standard sample locations
[align="center"]
|========================================
|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
|
latexmath:[$(0.5,0.5)$]
|
latexmath:[$(0.25,0.25)$] +
latexmath:[$(0.75,0.75)$]
|
latexmath:[$( 0.375, 0.125)$] +
latexmath:[$( 0.875, 0.375)$] +
latexmath:[$( 0.125, 0.625)$] +
latexmath:[$( 0.625, 0.875)$]
|
latexmath:[$( 0.5625, 0.3125)$] +
latexmath:[$( 0.4375, 0.6875)$] +
latexmath:[$( 0.8125, 0.5625)$] +
latexmath:[$( 0.3125, 0.1875)$] +
latexmath:[$( 0.1875, 0.8125)$] +
latexmath:[$( 0.0625, 0.4375)$] +
latexmath:[$( 0.6875, 0.9375)$] +
latexmath:[$( 0.9375, 0.0625)$]
|
latexmath:[$( 0.5625, 0.5625)$] +
latexmath:[$( 0.4375, 0.3125)$] +
latexmath:[$( 0.3125, 0.625)$] +
latexmath:[$( 0.75, 0.4375)$] +
latexmath:[$( 0.1875, 0.375)$] +
latexmath:[$( 0.625, 0.8125)$] +
latexmath:[$( 0.8125, 0.6875)$] +
latexmath:[$( 0.6875, 0.1875)$] +
latexmath:[$( 0.375, 0.875)$] +
latexmath:[$( 0.5, 0.0625)$] +
latexmath:[$( 0.25, 0.125)$] +
latexmath:[$( 0.125, 0.75)$] +
latexmath:[$( 0.0, 0.5)$] +
latexmath:[$( 0.9375, 0.25)$] +
latexmath:[$( 0.875, 0.9375)$] +
latexmath:[$( 0.0625, 0.0)$]
|========================================
[[primsrast-sampleshading]]
== Sample Shading
Sample shading can: be used to specify a minimum number of unique samples to
process for each fragment. Sample shading is controlled by the
pname:sampleShadingEnable member of
slink:VkPipelineMultisampleStateCreateInfo. If pname:sampleShadingEnable is
ename:VK_FALSE, sample shading is considered disabled and has no effect.
Otherwise, an implementation must: provide a minimum of
latexmath:[$\max(\lceil{minSampleShading \times rasterizationSamples}\rceil,
1)$] unique associated data for each fragment, where pname:minSampleShading
is the minimum fraction of sample shading and pname:rasterizationSamples is
the number of samples requested in
slink:VkPipelineMultisampleStateCreateInfo. These are associated with the
samples in an implementation-dependent manner. pname:minSampleShading must:
be in the range latexmath:[$[0,1\]$]. When the sample shading fraction is
1.0, a separate set of associated data are evaluated for each sample, and
each set of values is evaluated at the sample location.
[[primsrast-points]]
== Points
A point is drawn by generating a set of fragments in the shape of a square
centered around the vertex of the point. Each vertex has an associated point
size that controls the width/height of that square. The point size is taken
from the (potentially clipped) shader built-in code:PointSize written by:
* the geometry shader, if active;
* the tessellation evaluation shader, if active and no geometry shader is
active;
* the tessellation control shader, if active and no geometry or
tessellation evaluation shader is active; or
* the vertex shader, otherwise
and clamped to the implementation-dependent point size range
latexmath:[$[pointSizeRange[0\],pointSizeRange[1\]\]$]. If the value written
to code:PointSize is less than or equal to zero, or if no value was written
to code:PointSize, results are undefined.
Not all point sizes need be supported, but the size 1.0 must: be supported.
The range of supported sizes and the size of evenly-spaced gradations within
that range are implementation-dependent. The range and gradations are
obtained from the pname:pointSizeRange and pname:pointSizeGranularity
members of slink:VkPhysicalDeviceLimits. If, for instance, the size range is
from 0.1 to 2.0 and the gradation size is 0.1, then the size 0.1, 0.2, ...,
1.9, 2.0 are supported. Additional point sizes may: also be supported. There
is no requirement that these sizes be equally spaced. If an unsupported
size is requested, the nearest supported size is used instead.
[[primsrast-points-basic]]
=== Basic Point Rasterization
Point rasterization produces a fragment for each framebuffer pixel with one
or more sample points that intersect a region centered at the point's
latexmath:[$(x_f,y_f)$]. This region is a square with side equal to the
current point size. Coverage bits that correspond to sample points that
intersect the region are 1, other coverage bits are 0.
All fragments produced in rasterizing a point are assigned the same
associated data, which are those of the vertex corresponding to the point.
However, the fragment shader built-in code:PointCoord contains point sprite
texture coordinates. The latexmath:[$s$] and latexmath:[$t$] point sprite
texture coordinates vary from zero to one across the point horizontally
left-to-right and top-to-bottom, respectively. The following formulas are
used to evaluate latexmath:[$s$] and latexmath:[$t$]:
[latexmath]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
\[
s = {1 \over 2} + { \left( x_p - x_f \right) \over size }
\]
\[
t = {1 \over 2} + { \left( y_p - y_f \right) \over size }.
\]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
where size is the point's size, latexmath:[$(x_p,y_p)$] is the location at
which the point sprite coordinates are evaluated - this may: be the
framebuffer coordinates of the pixel center (i.e. at the half-integer) or
the location of a sample, and latexmath:[$(x_f,y_f)$] is the exact,
unrounded framebuffer coordinate of the vertex for the point. When
pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the pixel center
must: be used.
[[primsrast-lines]]
== Line Segments
A line is drawn by generating a set of fragments overlapping a rectangle
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,
polygon rasterization is controled by several variables in the
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:
include::../enums/VkPolygonMode.txt[]
The pname:polygonMode selects which method of rasterization is used for
polygons. If pname:polygonMode is ename:VK_POLYGON_MODE_POINT, then the
vertices of polygons are treated, for rasterization purposes, as if they had
been drawn as points. ename:VK_POLYGON_MODE_LINE causes polygon edges to be
drawn as line segments. ename:VK_POLYGON_MODE_FILL causes polygons to render
using the polygon rasterization rules in this section.
Note that these modes affect only the final rasterization of polygons: in
particular, a polygon's vertices are shaded and the polygon is clipped and
possibly culled before these modes are applied.
[[primsrast-depthbias]]
=== Depth Bias
The depth values of all fragments generated by the rasterization of a
polygon can: be offset by a single value that is computed for that polygon.
This behavior is controlled by the pname:depthBiasEnable,
pname:depthBiasConstantFactor, pname:depthBiasClamp, and
pname:depthBiasSlopeFactor members of
slink:VkPipelineRasterizationStateCreateInfo, or by the corresponding
parameters to the fname:vkCmdSetDepthBias command if depth bias state is
dynamic.
include::../protos/vkCmdSetDepthBias.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:depthBiasConstantFactor is a scalar factor controlling the
constant depth value added to each fragment.
* pname:depthBiasClamp is the maximum (or minimum) depth bias of a
fragment.
* pname:depthBiasSlopeFactor is a scalar factor applied to a fragment's
slope in depth bias calculations.
include::../validity/protos/vkCmdSetDepthBias.txt[]
If pname:depthBiasEnable is ename:VK_FALSE, no depth bias is applied and the
fragment's depth values are unchanged.
pname:depthBiasSlopeFactor scales the maximum depth slope of the polygon,
and pname:depthBiasConstantFactor scales an implementation-dependent
constant that relates to the usable resolution of the depth buffer. The
resulting values are summed to produce the depth bias value which is then
clamped to a minimum or maximum value specified by pname:depthBiasClamp.
pname:depthBiasSlopeFactor, pname:depthBiasConstantFactor, and
pname:depthBiasClamp can: each be positive, negative, or zero.
The maximum depth slope latexmath:[$m$] of a triangle is
[latexmath]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
\begin{equation}
m = \sqrt{ \left({\partial z_f \over \partial x_f}\right)^2
+ \left({\partial z_f \over \partial y_f}\right)^2}
\end{equation}
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
where latexmath:[$(x_f, y_f, z_f)$] is a point on the triangle.
latexmath:[$m$] may: be approximated as
[latexmath]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
\begin{equation}
m = \max \left \{ \left |{\partial z_f \over \partial x_f} \right |,
\left |{\partial z_f \over \partial y_f} \right | \right \}.
\end{equation}
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The minimum resolvable difference latexmath:[$r$] is an
implementation-dependent parameter that depends on the depth buffer
representation. It is the smallest difference in framebuffer coordinate
latexmath:[$z$] values that is guaranteed to remain distinct throughout
polygon rasterization and in the depth buffer. All pairs of fragments
generated by the rasterization of two polygons with otherwise identical
vertices, but latexmath:[$z_f$] values that differ by $r$, will have
distinct depth values.
For fixed-point depth buffer representations, latexmath:[$r$] is constant
throughout the range of the entire depth buffer. For floating-point depth
buffers, there is no single minimum resolvable difference. In this case, the
minimum resolvable difference for a given polygon is dependent on the
maximum exponent, latexmath:[$e$], in the range of latexmath:[$z$] values
spanned by the primitive. If latexmath:[$n$] is the number of bits in the
floating-point mantissa, the minimum resolvable difference, latexmath:[$r$],
for the given primitive is defined as
[latexmath]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
\begin{equation}
r = 2^{e - n}
\end{equation}
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
If no depth buffer is present, latexmath:[$r$] is undefined.
The bias value latexmath:[$o$] for a polygon is
[latexmath]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
\begin{equation}
o =
\begin{cases}
m \times depthBiasSlopeFactor +
r \times depthBiasConstantFactor & depthBiasClamp = 0\ or\ NaN \\
\min(m \times depthBiasSlopeFactor +
r \times depthBiasConstantFactor,
depthBiasClamp) & depthBiasClamp > 0 \\
\max(m \times depthBiasSlopeFactor +
r \times depthBiasConstantFactor,
depthBiasClamp) & depthBiasClamp < 0 \\
\end{cases}
\end{equation}
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
latexmath:[$m$] is computed as described above. If the depth buffer uses a
fixed-point representation, latexmath:[$m$] is a function of depth values in
the range latexmath:[$[0,1\]$], and latexmath:[$o$] is applied to depth
values in the same range.
For fixed-point depth buffers, fragment depth values are always limited to
the range latexmath:[$[0,1\]$] by clamping after depth bias addition is
performed. Fragment depth values are clamped even when the depth buffer uses
a floating-point representation.

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@ -0,0 +1,648 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[queries]]
= Queries
_Queries_ provide a mechanism to return information about the processing of
a sequence of {apiname} commands. Query operations are asynchronous, and as
such, their results are not returned immediately. Instead, their results,
and their availability status, are stored in a <<queries-pools, Query
Pool>>. The state of these queries can: be read back on the host, or copied
to a buffer object on the device.
The supported query types are <<queries-occlusion,Occlusion Queries>>,
<<queries-pipestats,Pipeline Statistics Queries>>, and
<<queries-timestamps, Timestamp Queries>>.
[[queries-pools]]
== Query Pools
Queries are managed using _query pool_ objects. Each query pool is a
collection of a specific number of queries of a particular type.
To create a query pool, call:
include::../protos/vkCreateQueryPool.txt[]
* pname:device is the logical device that creates the query pool.
* pname:pCreateInfo is a pointer to an instance of the
sname:VkQueryPoolCreateInfo structure containing the number and type of
queries to be managed by the pool.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pQueryPool is a pointer to a sname:VkQueryPool handle in which the
resulting query pool object is returned.
include::../validity/protos/vkCreateQueryPool.txt[]
The definition of sname:VkQueryPoolCreateInfo is:
include::../structs/VkQueryPoolCreateInfo.txt[]
The members of sname:VkQueryPoolCreateInfo have the following meanings:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:queryType is the type of queries managed by the pool,
and must: be one of the values
+
include::../enums/VkQueryType.txt[]
* pname:queryCount is the number of queries managed by the pool.
* pname:pipelineStatistics is a bitmask indicating which counters will
be returned in queries on the new pool, as described below in
<<queries-pipestats>>. pname:pipelineStatistics is ignored if
pname:queryType is not ename:VK_QUERY_TYPE_PIPELINE_STATISTICS.
include::../validity/structs/VkQueryPoolCreateInfo.txt[]
To destroy a query pool, call:
include::../protos/vkDestroyQueryPool.txt[]
* pname:device is the logical device that destroys the query pool.
* pname:queryPool is the query pool to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroyQueryPool.txt[]
[[queries-operation]]
== Query Operation
The operation of queries is controlled by the commands
flink:vkCmdBeginQuery, flink:vkCmdEndQuery, flink:vkCmdResetQueryPool,
flink:vkCmdCopyQueryPoolResults, and flink:vkCmdWriteTimestamp.
In order for a sname:VkCommandBuffer to record query management commands,
the queue family for which its sname:VkCommandPool was created must:
support the appropriate type of operations (graphics, compute) suitable
for the query type of a given query pool.
Each query in a query pool has a status that is either _unavailable_ or
_available_, and also has state to store the numerical results of a query
operation of the type requested when the query pool was created. Resetting a
query via flink:vkCmdResetQueryPool sets the status to unavailable and
makes the numerical results undefined. Performing a query operation with
flink:vkCmdBeginQuery and flink:vkCmdEndQuery changes the status to
available when the query <<queries-operation-finished,finishes>>,
and updates the numerical results.
Both the availability status and numerical results are retrieved by calling
either flink:vkGetQueryPoolResults or flink:vkCmdCopyQueryPoolResults.
All query commands execute in order and are guaranteed to see the effects of
each other's memory accesses, with one significant exception:
fname:vkCmdCopyQueryPoolResults may: execute before the results of
fname:vkCmdEndQuery are available. However, if
ename:VK_QUERY_RESULT_WAIT_BIT is used, then fname:vkCmdCopyQueryPoolResults
must: reflect the result of any previously executed queries. Other sequences
of commands, such as fname:vkCmdResetQueryPool followed by
fname:vkCmdBeginQuery, must: make the effects of the first command visible
to the second command.
After query pool creation, each query is in an undefined state and must: be
reset prior to use. Queries must: also be reset between uses. Using a
query that has not been reset will result in undefined behavior.
To reset a range of queries in a query pool, call:
include::../protos/vkCmdResetQueryPool.txt[]
* pname:commandBuffer is the command buffer into which this command will
be recorded.
* pname:queryPool is the handle of the query pool managing the queries
being reset.
* pname:firstQuery is the initial query index to reset.
* pname:queryCount is the number of queries to reset.
When executed on a queue, this command sets the status of query indices
latexmath:[$firstQuery,firstQuery+queryCount-1$] to unavailable.
include::../validity/protos/vkCmdResetQueryPool.txt[]
Once queries are reset and ready for use, query commands can: be
issued to a command buffer. Occlusion queries and pipeline statistics
queries count events - drawn samples and pipeline stage invocations,
respectively - resulting from commands that are recorded between a
flink:vkCmdBeginQuery command and a flink:vkCmdEndQuery command within
a specified command buffer, effectively scoping a set of drawing and/or
compute commands. Timestamp queries write timestamps to a query pool.
A query must: begin and end in the same command buffer, although if it is a
primary command buffer, and the
<<features-features-inherited-queries,inherited queries>> feature is
enabled, it can: execute secondary command buffers during the query
operation. For a secondary command buffer to be executed while a query is
active, it must: set the pname:occlusionQueryEnable, pname:queryFlags,
and/or pname:pipelineStatistics members of slink:VkCommandBufferBeginInfo to
conservative values, as described in the <<commandbuffers-recording, Command
Buffer Recording>> section. A query must: either begin and end inside the
same subpass of a render pass instance, or must: both begin and end outside
of a render pass instance (i.e. contain entire render pass instances).
Begin a query by calling:
include::../protos/vkCmdBeginQuery.txt[]
* pname:commandBuffer is the command buffer into which this command will
be recorded.
* pname:queryPool is the query pool that will manage the results of the
query.
* pname:query is the query index within the query pool that will contain
the results.
* pname:flags is a bitmask indicating constraints on the types of queries
that can: be performed. Valid bits in pname:flags include:
+
include::../enums/VkQueryControlFlagBits.txt[]
If the pname:queryType of the pool is ename:VK_QUERY_TYPE_OCCLUSION and
pname:flags contains ename:VK_QUERY_CONTROL_PRECISE_BIT, an implementation
must: return a result that matches the actual number of samples passed. This
is described in more detail in <<queries-occlusion,Occlusion Queries>>.
include::../validity/protos/vkCmdBeginQuery.txt[]
[[queries-operation-active]]
After beginning a query, that query is considered active within the command
buffer it was called in until that same query is ended. Queries active in a
primary command buffer when secondary command buffers are executed are
considered active for those secondary command buffers.
After the set of desired draw or dispatch commands, end a query by calling:
include::../protos/vkCmdEndQuery.txt[]
* pname:commandBuffer is the command buffer into which this command will
be recorded.
* pname:queryPool is the query pool that is managing the results of the
query.
* pname:query is the query index within the query pool where the result is
stored.
include::../validity/protos/vkCmdEndQuery.txt[]
[[queries-operation-finished]]
As queries operate asynchronously, ending a query does not immediately set
the query's status to available. A query is considered _finished_
when the final results of the query are ready to be retrieved by
flink:vkGetQueryPoolResults and flink:vkCmdCopyQueryPoolResults, and this
is when the query's status is set to available.
Once a query is ended the query must: finish in finite time, unless the
state of the query is changed using other commands, e.g. by issuing a reset
of the query.
[[queries-operation-memorylayout]]
An application can: retrieve results either by requesting they be written
into application-provided memory, or by requesting they be copied into a
sname:VkBuffer. In either case, the layout in memory is defined as follows:
* The first query's result is written starting at the first byte requested
by the command, and each subsequent query's result begins pname:stride
bytes later.
* Each query's result is a tightly packed array of unsigned integers,
either 32- or 64-bits as requested by the command, storing the numerical
results and, if requested, the availability status.
* If ename:VK_QUERY_RESULT_WITH_AVAILABILITY_BIT is used, the final
element of each query's result is an integer indicating whether the
query's result is available, with any non-zero value indicating that
it is available.
* Occlusion queries write one integer value - the number of samples
passed. Pipeline statistics queries write one integer value for each bit
that is enabled in the pname:pipelineStatistics when the pool is
created, and the statistics values are written in bit order starting
from the least significant bit. Timestamps write one integer value.
* If more than one query is retrieved and pname:stride is not at least as
large as the size of the array of integers corresponding to a single
query, the values written to memory are undefined.
To retrieve status and results for a set of queries, call:
include::../protos/vkGetQueryPoolResults.txt[]
* pname:device is the logical device that owns the query pool.
* pname:queryPool is the query pool managing the queries containing the
desired results.
* pname:firstQuery is the initial query index.
* pname:queryCount is the number of queries. pname:firstQuery and
pname:queryCount together define a range of queries.
* pname:dataSize is the size in bytes of the buffer pointed to by
pname:pData.
* pname:pData is a pointer to a user-allocated buffer
where the results will be written
* pname:stride is the stride in bytes between results for individual
queries within pname:pData.
* pname:flags is a bitmask of elink:VkQueryResultFlagBits specifying how
and when results are returned.
Valid bits in pname:flags include:
include::../enums/VkQueryResultFlagBits.txt[]
These bits have the following meanings:
* ename:VK_QUERY_RESULT_64_BIT indicates the results will be written as an
array of 64-bit unsigned integer values. If this bit is not set, the
results will be written as an array of 32-bit unsigned integer values.
* ename:VK_QUERY_RESULT_WAIT_BIT indicates that {apiname} will wait for
each query's status to become available before retrieving its results.
* ename:VK_QUERY_RESULT_WITH_AVAILABILITY_BIT indicates that the
availability status accompanies the results.
* ename:VK_QUERY_RESULT_PARTIAL_BIT indicates that returning partial
results is acceptable.
If no bits are set in pname:flags, and all requested queries are
in the available state, results are written as an array of
32-bit unsigned integer values. The behavior when not all queries
are available, is described <<queries-wait-bit-not-set, below>>.
If ename:VK_QUERY_RESULT_64_BIT is not set and the result overflows a
32-bit value, the value may: either wrap or saturate. Similarly, if
ename:VK_QUERY_RESULT_64_BIT is set and the result overflows a 64-bit
value, the value may: either wrap or saturate.
If ename:VK_QUERY_RESULT_WAIT_BIT is set, {apiname} will wait for each
query to be in the available state before retrieving the numerical
results for that query. In this case, fname:vkGetQueryPoolResults is
guaranteed to succeed and return ename:VK_SUCCESS if the queries
become available in a finite time (i.e. if they have been issued and not
reset). If queries will never finish (e.g. due to being reset but not
issued), then fname:vkGetQueryPoolResults maynot: return in finite time.
[[queries-wait-bit-not-set]]
If ename:VK_QUERY_RESULT_WAIT_BIT and ename:VK_QUERY_RESULT_PARTIAL_BIT
are both not set then no result values are written to pname:pData for
queries that are in the unavailable state at the time of the call,
and fname:vkGetQueryPoolResults returns ename:VK_NOT_READY.
However, availability state is still written to pname:pData for those
queries if ename:VK_QUERY_RESULT_WITH_AVAILABILITY_BIT is set.
[NOTE]
.Note
====
Applications must: take care to ensure that use of the
ename:VK_QUERY_RESULT_WAIT_BIT bit has the desired effect.
For example, if a query has been used previously and a command buffer
records the commands fname:vkCmdResetQueryPool, fname:vkCmdBeginQuery, and
fname:vkCmdEndQuery for that query, then the query will remain
in the available state until the fname:vkCmdResetQueryPool command
executes on a queue. Applications can: use fences or events to ensure that
an query has already been reset before checking for its results or
availability status. Otherwise, a stale value could be returned from a
previous use of the query.
The above also applies when ename:VK_QUERY_RESULT_WAIT_BIT is used in
combination with ename:VK_QUERY_RESULT_WITH_AVAILABILITY_BIT. In this
case, the returned availability status may: reflect the result of a
previous use of the query unless the fname:vkCmdResetQueryPool command
has been executed since the last use of the query.
====
[NOTE]
.Note
====
Applications can: double-buffer query pool usage, with a pool per
frame, and reset queries at the end of the frame in which they
are read.
====
If ename:VK_QUERY_RESULT_PARTIAL_BIT is set, ename:VK_QUERY_RESULT_WAIT_BIT
is not set, and the query's status is unavailable, an intermediate
result value between zero and the final result value is written to
pname:pData for that query.
ename:VK_QUERY_RESULT_PARTIAL_BIT mustnot: be used if the pool's
pname:queryType is ename:VK_QUERY_TYPE_TIMESTAMP.
If ename:VK_QUERY_RESULT_WITH_AVAILABILITY_BIT is set, the final integer
value written for each query is non-zero if the query's status was
available or zero if the status was unavailable. When
ename:VK_QUERY_RESULT_WITH_AVAILABILITY_BIT is used, implementations must:
guarantee that if they return a non-zero availability value then the
numerical results must: be valid, assuming the results are not reset by a
subsequent command.
[NOTE]
.Note
====
Satisfying this guarantee may: require careful ordering by the application,
e.g. to read the availability status before reading the results.
====
include::../validity/protos/vkGetQueryPoolResults.txt[]
To copy query statuses and numerical results directly to buffer memory,
call:
include::../protos/vkCmdCopyQueryPoolResults.txt[]
* pname:commandBuffer is the command buffer into which this command will
be recorded.
* pname:queryPool is the query pool managing the queries containing the
desired results.
* pname:firstQuery is the initial query index.
* pname:queryCount is the number of queries. pname:firstQuery and
pname:queryCount together define a range of queries.
* pname:dstBuffer is a sname:VkBuffer object that will receive the results
of the copy command.
* pname:dstOffset is an offset into pname:dstBuffer.
* pname:stride is the stride in bytes between results for individual
queries within pname:dstBuffer. The required size of the backing memory
for pname:dstBuffer is determined as described above for
flink:vkGetQueryPoolResults.
* pname:flags is a bitmask of elink:VkQueryResultFlagBits specifying how
and when results are returned.
fname:vkCmdCopyQueryPoolResults is guaranteed to see the effect of previous
uses of fname:vkCmdResetQueryPool in the same queue, without any additional
synchronization. Thus, the results will always reflect the most
recent use of the query.
pname:flags has the same possible values described above for the param:flags
parameter of flink:vkGetQueryPoolResults, but the different style of
execution causes some subtle behavioral differences. Because
fname:vkCmdCopyQueryPoolResults executes in order with respect to other
query commands, there is less ambiguity about which use of a query is being
requested.
If no bits are set in pname:flags, results for all requested queries in the
available state are written as 32-bit unsigned integer values, and nothing
is written for queries in the unavailable state.
If ename:VK_QUERY_RESULT_64_BIT is set, the results are written as an array
of 64-bit unsigned integer values as described for
flink:vkGetQueryPoolResults.
If ename:VK_QUERY_RESULT_WAIT_BIT is set, the implementation will wait for
each query's status to be in the available state before retrieving the
numerical results for that query. This is guaranteed to reflect the most
recent use of the query on the same queue, assuming that the query is
not being simultaneously used by other queues. If the query does not become
available in a finite amount of time (e.g. due to not issuing a query
since the last reset), a ename:VK_ERROR_DEVICE_LOST error may: occur.
Similarly, if ename:VK_QUERY_RESULT_WITH_AVAILABILITY_BIT is set and
ename:VK_QUERY_RESULT_WAIT_BIT is not set, the availability is guaranteed to
reflect the most recent use of the query on the same queue, assuming
that the query is not being simultaneously used by other queues. As with
fname:vkGetQueryPoolResults, implementations must: guarantee that if they
return a non-zero availability value, then the numerical results are valid.
If ename:VK_QUERY_RESULT_PARTIAL_BIT is set, ename:VK_QUERY_RESULT_WAIT_BIT
is not set, and the query's status is unavailable, an intermediate
result value between zero and the final result value is written for that
query.
ename:VK_QUERY_RESULT_PARTIAL_BIT mustnot: be used if the pool's
pname:queryType is ename:VK_QUERY_TYPE_TIMESTAMP.
fname:vkCmdCopyQueryPoolResults is considered to be a transfer operation,
and its writes to buffer memory must: be synchronized using
ename:VK_PIPELINE_STAGE_TRANSFER_BIT and
ename:VK_ACCESS_TRANSFER_WRITE_BIT before using the results.
include::../validity/protos/vkCmdCopyQueryPoolResults.txt[]
[[queries-operation-undefined]]
Rendering operations such as clears, MSAA resolves, attachment load/store
operations, and blits may: or maynot: count towards the results of queries.
This behavior is implementation-dependent and may: vary depending on the
path used within an implementation. For example, some implementations have
several types of clears, some of which may: include vertices and some not.
[[queries-occlusion]]
== Occlusion Queries
Occlusion queries track the number of samples that pass the per-fragment
tests for a set of drawing commands. As such, occlusion queries are only
available on queue families supporting graphics operations. The application
can: then use these results to inform future rendering decisions. An
occlusion query is begun and ended by calling fname:vkCmdBeginQuery and
fname:vkCmdEndQuery, respectively. When an occlusion query begins, the count
of passing samples always starts at zero. For each drawing command, the
count is incremented as described in <<fragops-samplecount,Sample
Counting>>. If pname:flags does not contain
ename:VK_QUERY_CONTROL_PRECISE_BIT an implementation may: generate any
non-zero result value for the query if the count of passing samples is
non-zero.
[NOTE]
.Note
====
Not setting ename:VK_QUERY_CONTROL_PRECISE_BIT mode may: be more efficient
on some implementations, and should: be used where it is sufficient to know
a boolean result on whether any samples passed the per-fragment tests. In
this case, some implementations may: only return zero or one, indifferent of
the actual number of samples passing the per-fragment tests.
====
When an occlusion query finishes, the result for that query is marked
as available. The application can: then either copy the result to a buffer
(via fname:vkCmdCopyQueryPoolResults) or request it be put into host memory
(via fname:vkGetQueryPoolResults).
[NOTE]
.Note
====
If occluding geometry is not drawn first, samples can: pass the depth test,
but still not be visible in a final image.
====
[[queries-pipestats]]
== Pipeline Statistics Queries
Pipeline statistics queries allow the application to sample a specified set
of sname:VkPipeline counters. These counters are accumulated by {apiname}
for a set of either draw or dispatch commands while a pipeline statistics
query is active. As such, pipeline statistics queries are available on
queue families supporting either graphics or compute operations. Further,
the availability of pipeline statistics queries is indicated by the
pname:pipelineStatisticsQuery member of the sname:VkPhysicalDeviceFeatures
object (see fname:vkGetPhysicalDeviceFeatures and fname:vkCreateDevice for
detecting and requesting this query type on a sname:VkDevice).
A pipeline statistics query is begun and ended by calling
fname:vkCmdBeginQuery and fname:vkCmdEndQuery, respectively. When a pipeline
statistics query begins, all statistics counters are set to zero. While the
query is active, the pipeline type determines which set of statistics are
available, but these must: be configured on the query pool when it is
created. If a statistic counter is issued on a command buffer that does
not support the corresponding operation, the value of that counter is
undefined after the query has finished. At least one statistic counter
relevant to the operations supported on the recording command buffer
must: be enabled.
pname:pipelineStatisticsQuery is a bitmask indicating different
possible pipeline statistics.
Valid bits in pname:flags include:
include::../enums/VkQueryPipelineStatisticFlagBits.txt[]
These bits have the following meanings:
* If ename:VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT is set,
queries managed by the pool will count the number of vertices processed
by the <<drawing,input assembly>> stage. Vertices
corresponding to incomplete primitives may: or maynot: contribute to the
count.
* If ename:VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT is
set, queries managed by the pool will count the number of primitives
processed by the <<drawing,input assembly>> stage. If
primitive restart is enabled, restarting the primitive topology has no
effect on the count. Incomplete primitives may: or maynot: be counted.
* If ename:VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT is
set, queries managed by the pool will count the number of vertex shader
invocations. This counter's value is incremented each time a vertex
shader is <<shaders-vertex-execution,invoked>>.
* If ename:VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_INVOCATIONS_BIT is
set, queries managed by the pool will count the number of geometry
shader invocations. This counter's value is incremented each time a
geometry shader is <<shaders-geometry-execution,invoked>>. In case of
of <<geometry-invocations,instanced geometry shaders>>, the geometry
shader invocations count is incremented for each separate instanced
invocation.
* If ename:VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT is
set, queries managed by the pool will count the number of primitives
generated by geometry shader invocations. The counter's value is
incremented each time the geometry shader emits a primitive. Restarting
primitive topology using the SPIR-V instructions code:OpEndPrimitive or
code:OpEndStreamPrimitive has no effect on the geometry shader output
primitives count.
* If ename:VK_QUERY_PIPELINE_STATISTIC_CLIPPING_INVOCATIONS_BIT is set,
queries managed by the pool will count the number of primitives
processed by the <<vertexpostproc-clipping,Primitive Clipping>> stage of
the pipeline. The counter's value is incremented each time a primitive
reaches the primitive clipping stage.
* If ename:VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT is set,
queries managed by the pool will count the number of primitives output
by the <<vertexpostproc-clipping,Primitive Clipping>> stage of the
pipeline. The counter's value is incremented each time a primitive
passes the primitive clipping stage. The actual number of primitives
output by the primitive clipping stage for a particular input primitive
is implementation-dependent but must: satisfy the following conditions:
** If at least one vertex of the input primitive lies inside the clipping
volume, the counter is incremented by one or more.
** Otherwise, the counter is incremented by zero or more.
* If ename:VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT is
set, queries managed by the pool will count the number of fragment
shader invocations. The counter's value is incremented each time the
fragment shader is <<shaders-fragment-execution,invoked>>.
* If
ename:VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_CONTROL_SHADER_PATCHES_BIT
is set, queries managed by the pool will count the number of patches
processed by the tessellation control shader. The counter's value is
incremented once for each patch for which a tessellation control shader
is <<shaders-tessellation-control-execution,invoked>>.
* If
ename:VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT
is set, queries managed by the pool will count the number of invocations
of the tessellation evaluation shader. The counter's value is
incremented each time the tessellation evaluation shader is
<<shaders-tessellation-evaluation-execution,invoked>>.
* If ename:VK_QUERY_PIPELINE_STATISTIC_COMPUTE_SHADER_INVOCATIONS_BIT is
set, queries managed by the pool will count the number of compute shader
invocations. The counter's value is incremented every time the compute
shader is invoked. Implementations may: skip the execution of certain
compute shader invocations or execute additional compute shader
invocations for implementation-dependent reasons as long as the results
of rendering otherwise remain unchanged.
These values are intended to measure relative statistics on one
implementation. Various device architectures will count these values
differently. Any or all counters may: be affected by the issues described in
<<queries-operation-undefined,Query Operation>>.
[NOTE]
.Note
====
For example, tile-based rendering devices may: need to replay the scene
multiple times, affecting some of the counts.
====
If a pipeline has pname:rasterizerDiscardEnable enabled, implementations
may: discard primitives after the final vertex processing stage. As a
result, if pname:rasterizerDiscardEnable is enabled, the clipping input and
output primitives counters maynot: be incremented.
When a pipeline statistics query finishes, the result for that query is
marked as available. The application can: copy the result to a
buffer (via fname:vkCmdCopyQueryPoolResults), or request it be put into host
memory (via fname:vkGetQueryPoolResults).
[[queries-timestamps]]
== Timestamp Queries
_Timestamps_ provide applications with a mechanism for timing the execution
of commands. A timestamp is an integer value generated by the
sname:VkPhysicalDevice. Unlike other queries, timestamps do not operate over
a range, and so do not use flink:vkCmdBeginQuery or flink:vkCmdEndQuery. The
mechanism is built around a set of commands that allow the application to
tell the sname:VkPhysicalDevice to write timestamp values to a
<<queries-pools,query pool>> and then either read timestamp values on the
host (using flink:vkGetQueryPoolResults) or copy timestamp values to a
sname:VkBuffer (using flink:vkCmdCopyQueryPoolResults). The application can:
then compute differences between timestamps to determine execution time.
The number of valid bits in a timestamp value is determined by the
sname:VkQueueFamilyProperties::pname:timestampValidBits property of the
queue on which the timestamp is written. Timestamps are supported on any
queue which reports a non-zero value for pname:timestampValidBits via
flink:vkGetPhysicalDeviceQueueFamilyProperties.
If the <<features-limits-timestampComputeAndGraphics,
pname:timestampComputeAndGraphics>> limit is ename:VK_TRUE, timestamps
are supported by every queue family that supports either
graphics or compute operations (see slink:VkQueueFamilyProperties).
The number of nanoseconds it takes for a timestamp value to be
incremented by 1 can: be obtained from
sname:VkPhysicalDeviceLimits::pname:timestampPeriod after a call to
fname:vkGetPhysicalDeviceProperties.
A timestamp is requested by calling:
include::../protos/vkCmdWriteTimestamp.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:pipelineStage is one of the elink:VkPipelineStageFlagBits,
specifying a stage of the pipeline.
* pname:queryPool is the query pool that will manage the timestamp.
* pname:query is the query within the query pool that will contain the
timestamp.
fname:vkCmdWriteTimestamp latches the value of the timer when all previous
commands have completed executing as far as the specified pipeline stage,
and writes the timestamp value to memory. When the timestamp value is
written, the availability status of the query is set to available.
[NOTE]
.Note
====
If an implementation is unable to detect completion and latch the timer at
any specific stage of the pipeline, it may: instead do so at any logically
later stage.
====
flink:vkCmdCopyQueryPoolResults can: then be called to copy the timestamp
value from the query pool into buffer memory, with ordering and
synchronization behavior equivalent to how other queries operate. Timestamp
values can: also be retrieved from the query pool using
flink:vkGetQueryPoolResults. As with other queries, the query must: be reset
using flink:vkCmdResetQueryPool before requesting the timestamp value be
written to it.
While fname:vkCmdWriteTimestamp can: be called inside or outside of a render
pass instance, flink:vkCmdCopyQueryPoolResults must: only be called outside
of a render pass instance.
include::../validity/protos/vkCmdWriteTimestamp.txt[]

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@ -0,0 +1,856 @@
// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[renderpass]]
= Render Pass
A _render pass_ represents a collection of attachments, subpasses, and
dependencies between the subpasses, and describes how the attachments
are used over the course of the subpasses. The use of a render pass
in a command buffer is a _render pass instance_.
An _attachment description_ describes the properties of an attachment
including its format, sample count, and how its contents are
treated at the beginning and end of each render pass instance.
A _subpass_ represents a phase of rendering that reads and writes a
subset of the attachments in a render pass. Rendering commands are
recorded into a particular subpass of a render pass instance.
A _subpass description_ describes the subset of attachments that is involved
in the execution of a subpass. Each subpass can: read from some attachments
as _input attachments_, write to some as _color attachments_ or
_depth/stencil attachments_, and do resolve operations to others as _resolve
attachments_. A subpass description can: also include a set of _preserve
attachments_, which are attachments that are not read or written by the
subpass but whose contents must: be preserved throughout the subpass.
A subpass _uses_ an attachment if the attachment is a color, depth/stencil,
resolve, or input attachment for that subpass. A subpass does not use an
attachment if that attachment is preserved by the subpass. The first use of
an attachment is in the lowest numbered subpass that uses that attachment.
Similarly, the last use of an attachment is in the highest numbered subpass
that uses that attachment.
The subpasses in a render pass all render to the same dimensions, and
fragments for pixel (x,y,layer) in one subpass can: only read attachment
contents written by previous subpasses at that same (x,y,layer) location.
[NOTE]
.Note
====
By describing a complete set of subpasses a priori, render passes provide
the implementation an opportunity to optimize the storage and transfer of
attachment data between subpasses.
In practice, this means that subpasses with a simple framebuffer-space
dependency may: be merged into a single tiled rendering pass, keeping the
attachment data on-chip for the duration of a render pass instance. However,
it is also quite common for a render pass to only contain a single subpass.
====
_Subpass dependencies_ describe ordering restrictions between pairs of
subpasses. If no dependencies are specified, implementations may: reorder or
overlap portions (e.g., certain shader stages) of the execution of
subpasses. Dependencies limit the extent of overlap or reordering, and are
defined using masks of pipeline stages and memory access types. Each
dependency acts as an
<<synchronization-execution-and-memory-dependencies,execution and memory
dependency>>, similarly to how <<synchronization-pipeline-barriers,pipeline
barriers>> are defined. Dependencies are needed if two subpasses operate on
attachments with overlapping ranges of the same sname:VkDeviceMemory object
and at least one subpass writes to that range.
A _subpass dependency chain_ is a sequence of subpass dependencies in a
render pass, where the source subpass of each subpass dependency (after the
first) equals the destination subpass of the previous dependency.
A render pass describes the structure of subpasses and attachments
independent of any specific image views for the attachments.
The specific image views that will be used for the attachments, and their
dimensions, are specified in sname:VkFramebuffer objects. Framebuffers
are created with respect to a specific render pass that the framebuffer
is compatible with (see <<renderpass-compatibility,Render Pass
Compatibility>>). Collectively, a render pass and a framebuffer define the
complete render target state for one or more subpasses as well as the
algorithmic dependencies between the subpasses.
The various pipeline stages of the drawing commands for a given subpass may:
execute concurrently and/or out of order, both within and across drawing
commands. However for a given (x,y,layer,sample) sample location, certain
per-sample operations are performed in
<<fundamentals-queueoperation-apiorder,API order>>.
[[renderpass-creation]]
== Render Pass Creation
A render pass is created by calling:
include::../protos/vkCreateRenderPass.txt[]
* pname:device is the logical device that creates the render pass.
* pname:pCreateInfo is a pointer to an instance of the
sname:VkRenderPassCreateInfo structure that describes the parameters of
the render pass.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pRenderPass points to a sname:VkRenderPass handle in which the
resulting render pass object is returned.
include::../validity/protos/vkCreateRenderPass.txt[]
The sname:VkRenderPassCreateInfo structure is defined as:
include::../structs/VkRenderPassCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:attachmentCount is the number of attachments used by this
render pass, or zero indicating no attachments. Attachments are referred
to by zero-based indices in the range [0,pname:attachmentCount).
* pname:pAttachments points to an array of pname:attachmentCount number of
slink:VkAttachmentDescription structures describing properties of the
attachments, or `NULL` if pname:attachmentCount is zero.
* pname:subpassCount is the number of subpasses to create for this render
pass. Subpasses are referred to by zero-based indices in the range
[0,pname:subpassCount). A render pass must: have at least one subpass.
* pname:pSubpasses points to an array of pname:subpassCount number of
slink:VkSubpassDescription structures describing properties of the
subpasses.
* pname:dependencyCount is the number of dependencies between pairs of
subpasses, or zero indicating no dependencies.
* pname:pDependencies points to an array of pname:dependencyCount number
of slink:VkSubpassDependency structures describing dependencies
between pairs of subpasses, or `NULL` if pname:dependencyCount is zero.
include::../validity/structs/VkRenderPassCreateInfo.txt[]
sname:VkAttachmentDescription is defined as:
include::../structs/VkAttachmentDescription.txt[]
* pname:format is a elink:VkFormat value specifying the format of the
image that will be used for the attachment.
* pname:samples is the number of samples of the image as defined
in elink:VkSampleCountFlagBits.
* pname:loadOp specifies how the contents of color and depth components of
the attachment are treated at the beginning of the subpass where it is
first used:
+
--
include::../enums/VkAttachmentLoadOp.txt[]
** ename:VK_ATTACHMENT_LOAD_OP_LOAD means the contents within the render
area will be preserved.
** ename:VK_ATTACHMENT_LOAD_OP_CLEAR means the contents within the render
area will be cleared to a uniform value, which is specified when a render
pass instance is begun.
** ename:VK_ATTACHMENT_LOAD_OP_DONT_CARE means the contents within the area
need not be preserved; the contents of the attachment will be undefined
inside the render area.
--
* pname:storeOp specifies how the contents of color and depth components
of the attachment are treated at the end of the subpass where it is last
used:
+
--
include::../enums/VkAttachmentStoreOp.txt[]
** ename:VK_ATTACHMENT_STORE_OP_STORE means the contents within the render
area are written to memory and will be available for reading after the
render pass instance completes once the writes have been synchronized
with ename:VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT (for color attachments)
or ename:VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT (for depth/stencil
attachments).
** ename:VK_ATTACHMENT_STORE_OP_DONT_CARE means the contents within the
render area are not needed after rendering, and may: be discarded; the
contents of the attachment will be undefined inside the render area.
--
* pname:stencilLoadOp specifies how the contents of stencil components of
the attachment are treated at the beginning of the subpass where it
is first used, and must: be one of the same values allowed for
pname:loadOp above.
* pname:stencilStoreOp specifies how the contents of stencil components of
the attachment are treated at the end of the last subpass where it
is used, and must: be one of the same values allowed for pname:storeOp
above.
* pname:initialLayout is the layout the attachment image subresource will
be in when a render pass instance begins.
* pname:finalLayout is the layout the attachment image subresource will be
transitioned to when a render pass instance ends. During a render pass
instance, an attachment can: use a different layout in each subpass, if
desired.
* pname:flags is a bitfield of elink:VkAttachmentDescriptionFlagBits
describing additional properties of the attachment:
include::../enums/VkAttachmentDescriptionFlagBits.txt[]
include::../validity/structs/VkAttachmentDescription.txt[]
If the attachment uses a color format, then pname:loadOp and pname:storeOp
are used, and pname:stencilLoadOp and pname:stencilStoreOp are ignored. If
the format has depth and/or stencil components, pname:loadOp and
pname:storeOp apply only to the depth data, while pname:stencilLoadOp and
pname:stencilStoreOp define how the stencil data is handled.
[[renderpass-precision]]
During a renderpass instance, input/color attachments with color formats
that have a component size of 8, 16, or 32 bits must: be represented in the
attachment's format throughout the instance. Attachments with other
floating- or fixed-point color formats, or with depth components may: be
represented in a format with a precision higher than the attachment format,
but must: be represented with the same range. When such a component is
loaded via the pname:loadOp, it will be converted into an
implementation-dependent format used by the render pass. Such components
must: be converted from the render pass format, to the format of the
attachment, before they are stored or resolved at the end of a render pass
instance via pname:storeOp. Conversions occur as described in
<<fundamentals-numerics,Numeric Representation and Computation>> and
<<fundamentals-fixedconv, Fixed-Point Data Conversions>>.
[[renderpass-aliasing]]
If pname:flags includes ename:VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT, then
the attachment is treated as if it shares physical memory with another
attachment in the same render pass. This information limits the ability of
the implementation to reorder certain operations (like layout transitions
and the pname:loadOp) such that it is not improperly reordered against
other uses of the same physical memory via a different attachment. This is
described in more detail below.
If a render pass uses multiple attachments that alias the same device
memory, those attachments must: each include the
ename:VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT bit in their attachment
description flags. Attachments aliasing the same memory occurs in
multiple ways:
* Multiple attachments being assigned the same image view as part of
framebuffer creation.
* Attachments using distinct image views that correspond to the same
subresource of an image.
* Attachments using views of distinct image subresources which are bound
to overlapping memory.
Render passes must: include subpass dependencies (either directly or via
a subpass dependency chain) between any two subpasses that operate on the
same attachment or aliasing attachments and those subpass dependencies must:
include execution and memory dependencies separating uses of the aliases, if
at least one of those subpasses writes to one of the aliases. Those
dependencies mustnot: include the ename:VK_DEPENDENCY_BY_REGION_BIT if the
aliases are views of distinct image subresources which overlap in memory.
Multiple attachments that alias the same memory mustnot: be used in a single
subpass. A given attachment index mustnot: be used multiple times in a
single subpass, with one exception: two subpass attachments can: use the
same attachment index if at least one use is as an input attachment and
neither use is as a resolve or preserve attachment. In other words, the same
view can: be used simultaneously as an input and color or depth/stencil
attachment, but mustnot: be used as multiple color or depth/stencil
attachments nor as resolve or preserve attachments. This valid scenario is
described in more detail <<renderpass-feedbackloop, below>>.
If a set of attachments alias each other, then all except the first to be
used in the render pass must: use an pname:initialLayout of
ename:VK_IMAGE_LAYOUT_UNDEFINED, since the earlier uses of the other aliases
make their contents undefined. Once an alias has been used and a different
alias has been used after it, the first alias mustnot: be used in any later
subpasses. However, an application can: assign the same image view to
multiple aliasing attachment indices, which allows that image view to be
used multiple times even if other aliases are used in between. Once an
attachment needs the ename:VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT bit,
there should: be no additional cost of introducing additional aliases, and
using these additional aliases may: allow more efficient clearing of the
attachments on multiple uses via ename:VK_ATTACHMENT_LOAD_OP_CLEAR.
[NOTE]
.Note
====
The exact set of attachment indices that alias with each other is not known
until a framebuffer is created using the render pass, so the above
conditions cannot: be validated at render pass creation time.
====
sname:VkSubpassDescription is defined as:
include::../structs/VkSubpassDescription.txt[]
* pname:flags is reserved for future use.
* pname:pipelineBindPoint is a elink:VkPipelineBindPoint value specifying
whether this is a compute or graphics subpass. Currently, only graphics
subpasses are supported.
* pname:inputAttachmentCount is the number of input attachments.
* pname:pInputAttachments is an array of slink:VkAttachmentReference
structures (defined below) that lists which of the render pass's
attachments can: be read in the shader during the subpass, and what
layout the attachment images will be in during the subpass. Each element
of the array corresponds to an input attachment unit number in the
shader, i.e. if the shader declares an input variable
`layout(input_attachment_index=X, set=Y, binding=Z)` then it uses the
attachment provided in pname:pInputAttachments[X]. Input attachments
must: also be bound to the pipeline with a descriptor set, with the
input attachment descriptor written in the location (set=Y, binding=Z).
* pname:colorAttachmentCount is the number of color attachments.
* pname:pColorAttachments is an array of pname:colorAttachmentCount
slink:VkAttachmentReference structures that lists which of the render
pass's attachments will be used as color attachments in the subpass, and
what layout the attachment images will be in during the subpass. Each
element of the array correponds to a fragment shader output location,
i.e. if the shader declared an output variable `layout(location=X)` then
it uses the attachment provided in pname:pColorAttachments[X].
* pname:pResolveAttachments is `NULL` or a pointer to an array of
sname:VkAttachmentReference structures. If pname:pResolveAttachments is
not `NULL`, each of its elements corresponds to a color attachment (the
element in pname:pColorAttachments at the same index). At the end of
each subpass, the subpass's color attachments are resolved to
corresponding resolve attachments, unless the resolve attachment index
is ename:VK_ATTACHMENT_UNUSED or pname:pResolveAttachments is `NULL`. If
the first use of an attachment in a render pass is as a resolve
attachment, then the pname:loadOp is effectively ignored as the resolve
is guaranteed to overwrite all pixels in the render area.
* pname:pDepthStencilAttachment is a pointer to a
slink:VkAttachmentReference specifying which attachment will be used for
depth/stencil data and the layout it will be in during the subpass.
Setting the attachment index to ename:VK_ATTACHMENT_UNUSED or leaving
this pointer as `NULL` indicates that no depth/stencil attachment will
be used in the subpass.
* pname:preserveAttachmentCount is the number of preserved attachments.
* pname:pPreserveAttachments is an array of pname:preserveAttachmentCount
render pass attachment indices describing the attachments that
are not used by a subpass, but whose contents must: be preserved
throughout the subpass.
The contents of an attachment within the render area become undefined at
the start of a subpass S if all of the following conditions are true:
* The attachment is used as a color, depth/stencil, or resolve attachment
in any subpass in the render pass.
* There is a subpass S1 that uses or preserves the attachment, and a
subpass dependency from S1 to S.
* The attachment is not used or preserved in subpass S.
Once the contents of an attachment become undefined in subpass S, they
remain undefined for subpasses in subpass dependency chains starting with
subpass S until they are written again. However, they remain valid for
subpasses in other subpass dependency chains starting with subpass S1 if
those subpasses use or preserve the attachment.
include::../validity/structs/VkSubpassDescription.txt[]
The sname:VkAttachmentReference structure is defined as:
include::../structs/VkAttachmentReference.txt[]
* pname:attachment is the index of the attachment of the render pass, and
corresponds to the index of the corresponding element in the
pname:pAttachments array of the sname:VkRenderPassCreateInfo structure.
If any color or depth/stencil attachments are
ename:VK_ATTACHMENT_UNUSED, then no writes occur for those attachments.
* pname:layout is a elink:VkImageLayout value specifying the layout the
attachment uses during the subpass. The implementation will
automatically perform layout transitions as needed between subpasses to
make each subpass use the requested layouts.
include::../validity/structs/VkAttachmentReference.txt[]
The sname:VkSubpassDependency structure is defined as:
include::../structs/VkSubpassDependency.txt[]
* pname:srcSubpass and pname:dstSubpass are the subpass indexes of the
producer and consumer subpasses, respectively. pname:srcSubpass and
pname:dstSubpass can: also have the special value
ename:VK_SUBPASS_EXTERNAL. The source subpass must: always be a lower
numbered subpass than the destination subpass (excluding external
subpasses and
<<synchronization-pipeline-barriers-subpass-self-dependencies,
self-dependencies>>), so that the order of subpass descriptions is a
valid execution ordering, avoiding cycles in the dependency graph.
* pname:srcStageMask, pname:dstStageMask, pname:srcAccessMask,
pname:dstAccessMask, and pname:dependencyFlags describe an
<<synchronization-execution-and-memory-dependencies,execution and memory
dependency>> between subpasses. The bits that can: be included in
pname:dependencyFlags are:
+
include::../enums/VkDependencyFlagBits.txt[]
** If pname:dependencyFlags contains ename:VK_DEPENDENCY_BY_REGION_BIT,
then the dependency is by-region as defined in
<<synchronization-execution-and-memory-dependencies,Execution And Memory
Dependencies>>.
Each subpass dependency defines an execution and memory dependency
between two sets of commands, with the second set depending on the first
set. When pname:srcSubpass does not equal pname:dstSubpass then the first
set of commands is:
* All commands in the subpass indicated by pname:srcSubpass, if
pname:srcSubpass is not ename:VK_SUBPASS_EXTERNAL.
* All commands before the render pass instance, if pname:srcSubpass is
ename:VK_SUBPASS_EXTERNAL.
While the corresponding second set of commands is:
* All commands in the subpass indicated by pname:dstSubpass, if
pname:dstSubpass is not ename:VK_SUBPASS_EXTERNAL.
* All commands after the render pass instance, if pname:dstSubpass is
ename:VK_SUBPASS_EXTERNAL.
When pname:srcSubpass equals pname:dstSubpass then the first set consists of
commands in the subpass before a call to flink:vkCmdPipelineBarrier and the
second set consists of commands in the subpass following that same call as
described in the
<<synchronization-pipeline-barriers-subpass-self-dependencies, Subpass
Self-dependency>> section.
The pname:srcStageMask, pname:dstStageMask, pname:srcAccessMask,
pname:dstAccessMask, and pname:dependencyFlags parameters of the dependency
are interpreted the same way as for other dependencies, as described in
<<synchronization, Synchronization and Cache Control>>.
include::../validity/structs/VkSubpassDependency.txt[]
Automatic image layout transitions between subpasses also interact with the
subpass dependencies. If two subpasses are connected by a dependency and
those two subpasses use the same attachment in a different layout, then the
layout transition will occur after the memory accesses via
pname:srcAccessMask have completed in all pipeline stages included in
pname:srcStageMask in the source subpass, and before any memory accesses
via pname:dstAccessMask occur in any pipeline stages included in
pname:dstStageMask in the destination subpass.
The automatic image layout transitions from pname:initialLayout to the first
used layout (if it is different) are performed according to the following
rules:
* If the attachment does not include the
ename:VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT bit and there is no
subpass dependency from ename:VK_SUBPASS_EXTERNAL to the first subpass
that uses the attachment, then it is as if there were such a dependency
with pname:srcStageMask = pname:srcAccessMask = 0 and pname:dstStageMask
and pname:dstAccessMask including all relevant bits (all graphics
pipeline stages and all access types that use image resources), with the
transition executing as part of that dependency. In other words, it may:
overlap work before the render pass instance and is complete before the
subpass begins.
* If the attachment does not include the
ename:VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT bit and there is a subpass
dependency from ename:VK_SUBPASS_EXTERNAL to the first subpass that uses
the attachment, then the transition executes as part of that dependency
and according to its stage and access masks. It mustnot: overlap work
that came before the render pass instance that is included in the source
masks, but it may: overlap work in previous subpasses.
* If the attachment includes the
ename:VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT bit, then the transition
executes according to all the subpass dependencies with pname:dstSubpass
equal to the first subpass index that the attachment is used in. That
is, it occurs after all memory accesses in the source stages and masks
from all the source subpasses have completed and are available, and
before the union of all the destination stages begin, and the new layout
is visible to the union of all the destination access types. If there
are no incoming subpass dependencies, then this case follows the first
rule.
Similar rules apply for the transition to the pname:finalLayout, using
dependencies with pname:dstSubpass equal to ename:VK_SUBPASS_EXTERNAL
If an attachment specifies the ename:VK_ATTACHMENT_LOAD_OP_CLEAR load
operation, then it will logically be cleared at the start of the first
subpass where it is used.
[NOTE]
.Note
====
Implementations may: move clears earlier as long as it does not affect the
operation of a render pass instance. For example, an implementation may:
choose to clear all attachments at the start of the render pass instance. If
an attachment has the ename:VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT flag
set, then the clear must: occur at the start of subpass where the attachment
is first used, in order to preserve the operation of the render pass
instance.
====
The first use of an attachment mustnot: specify a layout equal to
ename:VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL or
ename:VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL if the attachment specifies
that the pname:loadOp is ename:VK_ATTACHMENT_LOAD_OP_CLEAR. If a subpass
uses the same attachment as both an input attachment and either a color
attachment or a depth/stencil attachment, then both uses must: observe the
result of the clear.
Similarly, if an attachment specifies that the pname:storeOp is
ename:VK_ATTACHMENT_STORE_OP_STORE, then it will logically be stored at the
end of the last subpass where it is used.
[NOTE]
.Note
====
Implementations may: move stores
later as long as it does not affect the operation of a render pass instance.
If an attachment has the ename:VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT flag
set, then the store must: occur at the end of the highest numbered subpass
that uses the attachment.
====
If an attachment is not used by any subpass, then the pname:loadOp and the
pname:storeOp are ignored and the attachment's memory contents will not be
modified by execution of a render pass instance.
It will be common for a render pass to consist of a simple linear graph of
dependencies, where subpass N depends on subpass N-1 for all N, and the
operation of the memory barriers and layout transitions is fairly
straightforward to reason about for those simple cases. But for more complex
graphs, there are some rules that govern when there must be dependencies
between subpasses.
As stated earlier, render passes must: include subpass dependencies which
(either directly or via a subpass dependency chain) separate any two
subpasses that operate on the same attachment or aliasing attachments, if at
least one of those subpasses writes to the attachment. If an image layout
changes between those two subpasses, the implementation uses the stageMasks
and accessMasks indicated by the subpass dependency as the masks that
control when the layout transition must: occur. If there is not a layout
change on the attachment, or if an implementation treats the two layouts
identically, then it may: treat the dependency as a simple execution/memory
barrier.
If two subpasses use the same attachment in different layouts but both uses
are read-only (i.e. input attachment, or read-only depth/stencil
attachment), the application does not need to express a dependency between
the two subpasses. Implementations that treat the two layouts differently
may: deduce and insert a dependency between the subpasses, with the
implementation choosing the appropriate stage masks and access masks based
on whether the attachment is used as an input or depth/stencil attachment,
and may: insert the appropriate layout transition along with the
execution/memory barrier. Implementations that treat the two layouts
identically need not insert a barrier, and the two subpasses may: execute
simultaneously. The stage masks and access masks are chosen as follows:
- for input attachments, stage mask =
ename:VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, access mask =
ename:VK_ACCESS_INPUT_ATTACHMENT_READ_BIT.
- for depth/stencil attachments, stage mask =
ename:VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
ename:VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, access mask =
ename:VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
where pname:srcStageMask and pname:srcAccessMask are taken based on usage in
the source subpass and pname:dstStageMask and pname:dstAccessMask are taken
based on usage in the destination subpass.
[[renderpass-feedbackloop]]
If a subpass uses the same attachment as both an input attachment and either
a color attachment or a depth/stencil attachment, reads from the input
attachment are not automatically coherent with writes through the color or
depth/stencil attachment. In order to achieve well-defined results, one of
two criteria must: be satisfied. First, if the color components or
depth/stencil components read by the input attachment are mutually exclusive
with the components written by the color or depth/stencil
attachment then there is no _feedback loop_ and the reads and writes both
function normally, with the reads observing values from the previous
subpass(es) or from memory. This option requires the graphics pipelines
used by the subpass to disable writes to color components that are read as
inputs via the pname:colorWriteMask, and to disable writes to depth/stencil
components that are read as inputs via pname:depthWriteEnable or
pname:stencilTestEnable.
Second, if the input attachment reads components that are written by the
color or depth/stencil attachment, then there is a feedback loop and a
pipeline barrier must: be used between when the attachment is written and
when it is subsequently read by later fragments. This pipeline barrier must:
follow the rules of a self-dependency as described in
<<synchronization-pipeline-barriers-subpass-self-dependencies,Subpass
Self-dependency>>, where the barrier's flags include:
* pname:dstStageMask = ename:VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
* pname:dstAccessMask = ename:VK_ACCESS_INPUT_ATTACHMENT_READ_BIT, and
* pname:srcAccessMask = ename:VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT (for
color attachments) or pname:srcAccessMask =
ename:VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT (for depth/stencil
attachments).
* pname:srcStageMask = ename:VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
(for color attachments) or pname:srcStageMask =
ename:VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT |
ename:VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT (for depth/stencil
attachments).
* pname:dependencyFlags = ename:VK_DEPENDENCY_BY_REGION_BIT.
A pipeline barrier is needed each time a fragment will read a particular
(x,y,layer,sample) location if that location has been written since the most
recent pipeline barrier, or since the start of the subpass if there have
been no pipeline barriers since the start of the subpass.
An attachment used as both an input attachment and color attachment must: be
in the ename:VK_IMAGE_LAYOUT_GENERAL layout. An attachment used as both an
input attachment and depth/stencil attachment must: be in either the
ename:VK_IMAGE_LAYOUT_GENERAL or
ename:VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL layout. Since an
attachment in the ename:VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
layout is read-only, this situation is not a feedback loop.
To destroy a render pass, call:
include::../protos/vkDestroyRenderPass.txt[]
* pname:device is the logical device that destroys the render pass.
* pname:renderPass is the handle of the render pass to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroyRenderPass.txt[]
[[renderpass-compatibility]]
== Render Pass Compatibility
Framebuffers and graphics pipelines are created based on a specific
render pass object. They must: only be used with that render pass object, or
one compatible with it.
Two attachment references are compatible if they have matching format and
sample count, or are both ename:VK_ATTACHMENT_UNUSED or the pointer that
would contain the reference is `NULL`.
Two arrays of attachment references are compatible if all corresponding
pairs of attachments are compatible. If the arrays are of different lengths,
attachment references not present in the smaller array are treated as
ename:VK_ATTACHMENT_UNUSED.
Two render passes that contain only a single subpass are compatible if
their corresponding color, input, resolve, and depth/stencil attachment
references are compatible.
If two render passes contain more than one subpass, they are compatible if
they are identical except for:
* Initial and final image layout in attachment descriptions
* Load and store operations in attachment descriptions
* Image layout in attachment references
A framebuffer is compatible with a render pass if it was created using the
same render pass or a compatible render pass.
== Framebuffers
Render passes operate in conjunction with framebuffers, which represent a
collection of specific memory attachments that a render pass instance uses.
An application creates a framebuffer by calling:
include::../protos/vkCreateFramebuffer.txt[]
* pname:device is the logical device that creates the framebuffer.
* pname:pCreateInfo points to a sname:VkFramebufferCreateInfo structure
which describes additional information about framebuffer creation.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pFramebuffer points to a sname:VkFramebuffer handle in which the
resulting framebuffer object is returned.
include::../validity/protos/vkCreateFramebuffer.txt[]
The sname:VkFramebufferCreateInfo structure is defined as:
include::../structs/VkFramebufferCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:renderPass is a render pass that defines what render passes the
framebuffer will be compatible with. See
<<renderpass-compatibility,Render Pass Compatibility>> for details.
* pname:attachmentCount is the number of attachments.
* pname:pAttachments is an array of sname:VkImageView handles, each of
which will be used as the corresponding attachment in a render pass
instance.
* pname:width, pname:height and pname:layers define the dimensions of the
framebuffer.
include::../validity/structs/VkFramebufferCreateInfo.txt[]
Image subresources used as attachments mustnot: be used via any
non-attachment usage for the duration of a render pass instance.
[NOTE]
.Note
====
This restriction means that the render pass has full knowledge of all uses
of all of the attachments, so that the implementation is able to make
correct decisions about when and how to perform layout transitions, when to
overlap execution of subpasses, etc.
====
[[renderpass-noattachments]]
It is legal for a subpass to use no color or depth/stencil attachments, and
rather use shader side effects such as image stores and atomics to produce
an output. In this case, the subpass continues to use the pname:width,
pname:height, and pname:layers of the framebuffer to define the dimensions
of the rendering area, and the pname:rasterizationSamples from each
pipeline's sname:VkPipelineMultisampleStateCreateInfo to define the number
of samples used in rasterization; however, if
sname:VkPhysicalDeviceFeatures::pname:variableMultisampleRate is
code:VK_FALSE, then all pipelines to be bound with a given zero-attachment
subpass must: have the same value for
sname:VkPipelineMultisampleStateCreateInfo::pname:rasterizationSamples.
To destroy a framebuffer, call:
include::../protos/vkDestroyFramebuffer.txt[]
* pname:device is the logical device that destroys the framebuffer.
* pname:framebuffer is the handle of the framebuffer to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroyFramebuffer.txt[]
[[renderpass-commands]]
== Render Pass Commands
An application records the commands for a render pass instance one subpass
at a time, by beginning a render pass instance, iterating over the subpasses
to record commands for that subpass, and then ending the render pass
instance.
To begin a render pass instance, call:
include::../protos/vkCmdBeginRenderPass.txt[]
* pname:commandBuffer is the command buffer in which to record the
command.
* pname:pRenderPassBegin is a pointer to a sname:VkRenderPassBeginInfo
structure (defined below) which indicates the render pass to begin an
instance of, and the framebuffer the instance uses.
* pname:contents specifies how the commands in the first subpass will be
provided, and is one of the values:
+
--
include::../enums/VkSubpassContents.txt[]
If pname:contents is ename:VK_SUBPASS_CONTENTS_INLINE, the contents of the
subpass will be recorded inline in the primary command buffer, and secondary
command buffers mustnot: be executed within the subpass. If pname:contents
is ename:VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, the contents are
recorded in secondary command buffers that will be called from the primary
command buffer, and fname:vkCmdExecuteCommands is the only valid command on
the command buffer until fname:vkCmdNextSubpass or fname:vkCmdEndRenderPass.
--
include::../validity/protos/vkCmdBeginRenderPass.txt[]
After beginning a render pass instance, the command buffer is ready to
record the commands for the first subpass of that render pass.
[[renderpass-VkRenderPassBeginInfo]]
The sname:VkRenderPassBeginInfo structure is defined as:
include::../structs/VkRenderPassBeginInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:renderPass is the render pass to begin an instance of.
* pname:framebuffer is the framebuffer containing the attachments that are
used with the render pass.
* pname:renderArea is the render area that is affected by the render pass
instance, and is described in more detail below.
* pname:clearValueCount is the number of elements in pname:pClearValues.
* pname:pClearValues is an array of sname:VkClearValue structures that
contains clear values for each attachment, if the attachment uses a
pname:loadOp value of ename:VK_ATTACHMENT_LOAD_OP_CLEAR. The array is
indexed by attachment number, with elements corresponding to uncleared
attachments being unused.
include::../validity/structs/VkRenderPassBeginInfo.txt[]
pname:renderArea is the render area that is affected by the render pass
instance. The effects of attachment load, store and resolve operations are
restricted to the pixels whose x and y coordinates fall within the render
area on all attachments. The render area extends to all layers of
pname:framebuffer. The application must: ensure (using scissor if necessary)
that all rendering is contained within the render area, otherwise the pixels
outside of the render area become undefined and shader side effects may: or
maynot: occur for fragments outside the render area. The render area must:
be contained within the framebuffer dimensions.
[NOTE]
.Note
====
There may: be a performance cost for using a render area smaller than the
framebuffer, unless it matches the render area granularity for the render
pass.
====
The render area granularity is queried by calling:
include::../protos/vkGetRenderAreaGranularity.txt[]
* pname:device is the logical device that owns the render pass.
* pname:renderPass is a handle to a render pass.
* pname:pGranularity points to a sname:VkExtent2D structure in which the
granularity is returned.
include::../validity/protos/vkGetRenderAreaGranularity.txt[]
The conditions leading to an optimal pname:renderArea are:
* the pname:offset.x member in pname:renderArea is a multiple of the
pname:width member of the returned sname:VkExtent2D (the horizontal
granularity).
* the pname:offset.y member in pname:renderArea is a multiple of the
pname:height of the returned sname:VkExtent2D (the vertical
granularity).
* either the pname:offset.width member in pname:renderArea is a multiple
of the horizontal granularity or pname:offset.x+pname:offset.width is
equal to the pname:width of the pname:framebuffer in the
sname:VkRenderPassBeginInfo.
* either the pname:offset.height member in pname:renderArea is a multiple
of the vertical granularity or pname:offset.y+pname:offset.height is
equal to the pname:height of the pname:framebuffer in the
sname:VkRenderPassBeginInfo.
After recording the commands for a subpass, an application transitions to
the next subpass in the render pass instance by calling:
include::../protos/vkCmdNextSubpass.txt[]
* pname:commandBuffer is the command buffer in which to record the
command.
* pname:contents specifies how the commands in the first subpass will be
provided, in the same fashion as the corresponding parameter of
flink:vkCmdBeginRenderPass.
include::../validity/protos/vkCmdNextSubpass.txt[]
The subpasses indices for a render pass begin at zero when
fname:vkCmdBeginRenderPass is recorded, and increments each time
fname:vkCmdNextSubpass is recorded.
Moving to the next subpass automatically performs any multisample resolve
operations in the subpass being ended. End-of-subpass multisample resolves
are treated as color attachment writes for the purposes of synchronization.
That is, they are considered to execute in the
ename:VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT pipeline stage and their
writes are synchronized with ename:VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT.
Synchronization between rendering within a subpass and any resolve
operations at the end of the subpass occurs automatically, without need for
explicit dependencies or pipeline barriers. However, if the resolve
attachment is also used in a different subpass, an explicit dependency is
needed.
After transitioning to the next subpass, the application can: record the
commands for that subpass.
After recording the commands for the last subpass, an application records a
command to end a render pass instance by calling:
include::../protos/vkCmdEndRenderPass.txt[]
* pname:commandBuffer is the command buffer in which to end the current
render pass instance.
include::../validity/protos/vkCmdEndRenderPass.txt[]
Ending a render pass instance performs any multisample resolve operations on
the final subpass.

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[samplers]]
= Samplers
sname:VkSampler objects encapsulate the state of an image sampler which is
used by the implementation to read image data and apply filtering and other
transformations for the shader.
To create a sampler object, call:
include::../protos/vkCreateSampler.txt[]
* pname:device is the logical device that creates the sampler.
* pname:pCreateInfo is a pointer to an instance of the
slink:VkSamplerCreateInfo structure specifying the state of the sampler
object.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pSampler points to a sname:VkSampler handle in which the resulting
sampler object is returned.
include::../validity/protos/vkCreateSampler.txt[]
The sname:VkSamplerCreateInfo structure is defined as follows:
include::../structs/VkSamplerCreateInfo.txt[]
The members of sname:VkSamplerCreateInfo are described as follows:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:magFilter is the magnification filter to apply to lookups, and
is of type:
+
--
include::../enums/VkFilter.txt[]
--
+
* pname:minFilter is the minification filter to apply to lookups, and is
of type elink:VkFilter.
* pname:mipmapMode is the mipmap filter to apply to lookups as described
in the <<texture-texel-filtering, Texel Filtering>> section, and is of
type:
+
--
include::../enums/VkSamplerMipmapMode.txt[]
--
+
* pname:addressModeU is the addressing mode for outside [0..1] range for U
coordinate. See elink:VkSamplerAddressMode.
* pname:addressModeV is the addressing mode for outside [0..1] range for V
coordinate. See elink:VkSamplerAddressMode.
* pname:addressModeW is the addressing mode for outside [0..1] range for W
coordinate. See elink:VkSamplerAddressMode.
* [[samplers-mipLodBias]] pname:mipLodBias is the bias to be added to
mipmap LOD calculation and bias provided by image sampling functions in
SPIR-V, as described in the <<textures-level-of-detail-operation,
Level-of-Detail Operation>> section.
* [[samplers-maxAnisotropy]] pname:anisotropyEnable is ename:VK_TRUE to
enable anisotropic filtering, as described in the
<<texture-anisotropic-texel-selection, Anisotropic Texel Selection>>
section, or ename:VK_FALSE otherwise.
* pname:maxAnisotropy is the anisotropy value clamp.
* pname:compareEnable is ename:VK_TRUE to enable comparison against a
reference value during lookups, or ename:VK_FALSE otherwise.
** Note: Some implementations will default to shader state if this member
does not match.
* pname:compareOp is the comparison function to apply to fetched data
before filtering as described in the <<texture-depth-compare-operation,
Depth Compare Operation>> section. See elink:VkCompareOp.
* pname:minLod and pname:maxLod are the values used to clamp the computed
level-of-detail value, as described in the
<<textures-level-of-detail-operation, Level-of-Detail Operation>>
section. pname:maxLod must: be greater than or equal to pname:minLod.
* pname:borderColor is the predefined border color to use, as described
in the <<texture-texel-replacement, Texel Replacement>>
section, and is of type:
+
--
include::../enums/VkBorderColor.txt[]
--
+
* [[samplers-unnormalizedCoordinates]] pname:unnormalizedCoordinates
controls whether to use unnormalized or normalized texel coordinates to
address texels of the image. When set to ename:VK_TRUE, the range of the
image coordinates used to lookup the texel is in the range of zero to
the image dimensions for x, y and z. When set to ename:VK_FALSE the
range of image coordinates is zero to one. When
pname:unnormalizedCoordinates is ename:VK_TRUE, samplers have the
following requirements:
** pname:minFilter and pname:magFilter must: be equal.
** pname:mipmapMode must: be ename:VK_SAMPLER_MIPMAP_MODE_NEAREST.
** pname:minLod and pname:maxLod must: be zero.
** pname:addressModeU and pname:addressModeV must: each
be either ename:VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE or
ename:VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER.
** pname:anisotropyEnable must: be ename:VK_FALSE.
** pname:compareEnable must: be ename:VK_FALSE.
* When pname:unnormalizedCoordinates is ename:VK_TRUE, images the sampler
is used with in the shader have the following requirements:
** The pname:viewType must: be either ename:VK_IMAGE_VIEW_TYPE_1D or
ename:VK_IMAGE_VIEW_TYPE_2D.
** The image view must: have a single layer and a single mip level.
* When pname:unnormalizedCoordinates is ename:VK_TRUE, image built-in
functions in the shader that use the sampler have the following
requirements:
** The functions mustnot: use projection.
** The functions mustnot: use offsets.
[NOTE]
.Mapping of OpenGL to {apiname} filter modes
==================
pname:magFilter values of ename:VK_FILTER_NEAREST and ename:VK_FILTER_LINEAR
directly correspond to code:GL_NEAREST and code:GL_LINEAR magnification
filters. pname:minFilter and pname:mipmapMode combine to correspond to the
similarly named OpenGL minification filter of
code:GL_minFilter_MIPMAP_mipmapMode (e.g. pname:minFilter of
ename:VK_FILTER_LINEAR and pname:mipmapMode of
ename:VK_SAMPLER_MIPMAP_MODE_NEAREST correspond to
code:GL_LINEAR_MIPMAP_NEAREST).
There are no {apiname} filter modes that directly correspond to OpenGL
minification filters of code:GL_LINEAR or code:GL_NEAREST, but they can be
emulated using ename:VK_SAMPLER_MIPMAP_MODE_NEAREST, pname:minLod = 0, and
pname:maxLod = 0.25, and using pname:minFilter = ename:VK_FILTER_LINEAR or
pname:minFilter = ename:VK_FILTER_NEAREST, respectively.
Note that using a pname:maxLod of zero would cause
<<textures-texel-filtering,magnification>> to always be performed, and the
pname:magFilter to always be used. This is valid, just not an exact match
for OpenGL behavior. Clamping the maximum lod to 0.25 allows the
latexmath:[$\lambda$] value to be non-zero and minification to be performed,
while still always rounding down to the base level. If the pname:minFilter
and pname:magFilter are equal, then using a pname:maxLod of zero also works.
==================
include::../validity/structs/VkSamplerCreateInfo.txt[]
pname:addressModeU, pname:addressModeV, and pname:addressModeW must: each
have one of the following values:
include::../enums/VkSamplerAddressMode.txt[]
These values control the behavior of sampling with coordinates outside the
range [0,1] for the respective u, v, or w coordinate as defined in the
<<texture-wrapping-operation, Wrapping Operation>> section.
* ename:VK_SAMPLER_ADDRESS_MODE_REPEAT indicates that the repeat wrap mode
will be used.
* ename:VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT indicates that the
mirrored repeat wrap mode will be used.
* ename:VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE indicates that the clamp to
edge wrap mode will be used.
* ename:VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER indicates that the clamp
to border wrap mode will be used.
* ename:VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE indicates that the
mirror clamp to edge wrap mode will be used.
The maximum number of sampler objects which can: be simultaneously created
on a device is implementation-dependent and specified by the
<<features-limits-maxSamplerAllocationCount,pname:maxSamplerAllocationCount>>
member of the sname:VkPhysicalDeviceLimits structure. If
pname:maxSamplerAllocationCount is exceeded, fname:vkCreateSampler will
return ename:VK_ERROR_TOO_MANY_OBJECTS.
Since sname:VkSampler is a non-dispatchable handle type, implementations
may: return the same handle for sampler state vectors that are identical. In
such cases, all such objects would only count once against the
pname:maxSamplerAllocationCount limit.
To destroy a sampler, call:
include::../protos/vkDestroySampler.txt[]
* pname:device is the logical device that destroys the sampler.
* pname:sampler is the sampler to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
include::../validity/protos/vkDestroySampler.txt[]

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[shaders]]
= Shaders
A shader specifies programmable operations that execute for each vertex,
control point, tessellated vertex, primitive, fragment, or workgroup in
the corresponding stage(s) of the graphics and compute pipelines.
Graphics pipelines include vertex shader execution as a result of
<<drawing,primitive assembly>>, followed, if enabled, by tessellation
control and evaluation shaders operating on
<<drawing-primitive-topologies-patches,patches>>, geometry shaders, if
enabled, operating on primitives, and fragment shaders, if present,
operating on fragments generated by <<primsrast,Rasterization>>. In this
specification, vertex, tessellation control, tessellation evaluation and
geometry shaders are collectively referred to as vertex processing stages
and occur in the logical pipeline before rasterization. The fragment shader
occurs logically after rasterization.
Only the compute shader stage is included in a compute pipeline. Compute
shaders operate on compute invocations in a workgroup.
Shaders can: read from input variables, and read from and write to
output variables. Input and output variables can: be used to transfer data
between shader stages, or to allow the shader to interact with values that
exist in the execution environment. Similarly, the execution environment
provides constants that describe capabilities.
Shader variables are associated with execution environment-provided inputs
and outputs using _built-in_ decorations in the shader. The available
decorations for each stage are documented in the following subsections.
[[shader-modules]]
== Shader Modules
_Shader modules_ contain _shader code_ and one or more entry points. Shaders
are selected from a shader module by specifying an entry point as part of
<<pipelines,pipeline>> creation. The stages of a pipeline can: use shaders
that come from different modules. The shader code defining a shader module
must: be in the SPIR-V format, as described by the <<spirvenv,{apiname}
Environment for SPIR-V>> appendix.
A shader module is created by calling:
include::../protos/vkCreateShaderModule.txt[]
* pname:device is the logical device that creates the shader module.
* pname:pCreateInfo parameter is a pointer to an instance of the
sname:VkShaderModuleCreateInfo structure.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
* pname:pShaderModule points to a sname:VkShaderModule handle in which the
resulting render pass object is returned.
include::../validity/protos/vkCreateShaderModule.txt[]
The sname:VkShaderModuleCreateInfo structure is defined as:
include::../structs/VkShaderModuleCreateInfo.txt[]
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:codeSize is the size, in bytes, of the code pointed to by
pname:pCode.
* pname:pCode points to code that is used to create the shader
module. The type and format of the code is determined from the content
of the memory addressed by pname:pCode.
include::../validity/structs/VkShaderModuleCreateInfo.txt[]
Once a shader module has been created, any entry points it contains can: be
used in pipeline shader stages as described in <<pipelines-compute,Compute
Pipelines>> and <<pipelines-graphics,Graphics Pipelines>>.
To destroy a shader module, call:
include::../protos/vkDestroyShaderModule.txt[]
* pname:device is the logical device that destroys the shader module.
* pname:shaderModule is the handle of the shader module to destroy.
* pname:pAllocator controls host memory allocation as described in the
<<memory-allocation, Memory Allocation>> chapter.
A shader module can: be destroyed while pipelines created using its
shaders are still in use.
include::../validity/protos/vkDestroyShaderModule.txt[]
[[shaders-execution]]
== Shader Execution
At each stage of the pipeline, multiple invocations of a shader may: execute
simultaneously. Further, invocations of a single shader produced as the
result of different commands may: execute simultaneously. The relative
execution order of invocations of the same shader type is undefined. Shader
invocations may: complete in a different order than that in which the
primitives they originated from were drawn or dispatched by the application.
However, fragment shader outputs are written to attachments in
<<fundamentals-queueoperation-apiorder,API order>>.
The relative order of invocations of different shader types is largely
undefined. However, when invoking a shader whose inputs are generated from a
previous pipeline stage, the shader invocations from the previous stage are
guaranteed to have executed far enough to generate input values for all
required inputs.
[[shaders-execution-memory-ordering]]
== Shader Memory Access Ordering
The order in which image or buffer memory is read or written by shaders is
largely undefined. For some shader types (vertex, tessellation evaluation,
and in some cases, fragment), even the number of shader invocations that
may: perform loads and stores is undefined.
In particular, the following rules apply:
* <<shaders-vertex-execution,Vertex>> and
<<shaders-tessellation-evaluation-execution,tessellation evaluation>>
shaders will be invoked at least once for each unique vertex, as defined
in those sections.
* <<shaders-fragment-execution,Fragment>> shaders will be invoked zero or
more times, as defined in that section.
* The relative order of invocations of the same shader type are undefined.
A store issued by a shader when working on primitive B might complete
prior to a store for primitive A, even if primitive A is specified prior
to primitive B. This applies even to fragment shaders; while fragment
shader outputs are always written to the framebuffer
<<fundamentals-queueoperation-apiorder,in primitive order>>, stores
executed by fragment shader invocations are not.
* The relative order of invocations of different shader types is largely
undefined.
[NOTE]
.Note
====
The above limitations on shader invocation order make some forms of
synchronization between shader invocations within a single set of primitives
unimplementable. For example, having one invocation poll memory written by
another invocation assumes that the other invocation has been launched and
will complete its writes in finite time.
====
Stores issued to different memory locations within a single shader
invocation maynot: be visible to other invocations in the order they were
performed. The OpMemoryBarrier instruction can: be used to provide stronger
ordering of reads and writes performed by a single invocation.
OpMemoryBarrier guarantees that any memory transactions issued by the shader
invocation prior to the instruction complete prior to the memory
transactions issued after the instruction. Memory barriers are needed for
algorithms that require multiple invocations to access the same memory and
require the operations to be performed in a partially-defined relative
order. For example, if one shader invocation does a series of writes,
followed by an OpMemoryBarrier instruction, followed by another write, then
another invocation that sees the results of the final write will also see
the previous writes. Without the memory barrier, the final write may: be
visible before the previous writes.
The built-in atomic memory transaction instructions can: be used to read and
write a given memory address atomically. While built-in atomic functions
issued by multiple shader invocations are executed in undefined order
relative to each other, these functions perform both a read and a write of a
memory address and guarantee that no other memory transaction will write to
the underlying memory between the read and write.
[NOTE]
.Note
====
Atomics allow shaders to use shared global addresses for mutual exclusion or
as counters, among other uses.
====
[[shaders-inputs]]
== Shader Inputs and Outputs
Data is passed into and out of shaders using variables with input or output
storage class, respectively. User-defined inputs and outputs are connected
between stages by matching their code:Location decorations. Additionally,
data can: be provided by or communicated to special functions provided by
the execution environment using code:BuiltIn decorations.
In many cases, the same code:BuiltIn decoration can: be used in multiple
shader stages with similar meaning. The specific behavior of variables
decorated as code:BuiltIn is documented in the following sections.
[[shaders-vertex]]
== Vertex Shaders
Each vertex shader invocation operates on one vertex and its associated
<<fxvertex-attrib,vertex attribute>> data, and outputs one vertex and
associated data. Graphics pipelines must: include a vertex shader, and
the vertex shader stage is always the first shader stage in the graphics
pipeline.
[[shaders-vertex-execution]]
=== Vertex Shader Execution
A vertex shader must: be executed at least once for each vertex specified by
a draw command. During execution, the shader is presented with the index of
the vertex and instance for which it has been invoked. Input variables
declared in the vertex shader are filled by the implementation with the
values of vertex attributes associated with the invocation being executed.
If a vertex is a part of more than one input primitive, for example
by including the same index value multiple times in an index buffer, the
vertex shader may: be invoked only once and the results shared amongst the
resulting primitives. This is known as _vertex reuse_.
ifdef::implementation-guide[]
.Implementor's Note
****
If a vertex is repeated in a draw command (i.e. the same index is repeated
in an indexed draw), the shader may: be executed anywhere from one to the
number of repetitions times for that vertex, depending on the
implementation's ability to reuse shader results.
****
endif::implementation-guide[]
[[shaders-tessellation-control]]
== Tessellation Control Shaders
The tessellation control shader is used to read an input patch provided by
the application and to produce an output patch. Each tessellation control
shader invocation operates on an input patch (after all control points in
the patch are processed by a vertex shader) and its associated data, and
outputs a single control point of the output patch and its associated data,
and can: also output additional per-patch data. The input patch is sized
according to the pname:patchControlPoints member of
slink:VkPipelineTessellationStateCreateInfo, as part of input assembly. The
size of the output patch is controlled by the code:OpExecutionMode
code:OutputVertices specified in the tessellation control or tessellation
evaluation shaders, which must: be specified in at least one of the shaders.
The size of the input and output patches must: each be greater than zero and
less than or equal to
sname:VkPhysicalDeviceLimits::pname:maxTessellationPatchSize.
[[shaders-tessellation-control-execution]]
=== Tessellation Control Shader Execution
A tessellation control shader is invoked at least once for each _output_
vertex in a patch.
Inputs to the tessellation control shader are generated by the vertex
shader. Each invocation of the tessellation control shader can: read the
attributes of any incoming vertices and their associated data. The
invocations corresponding to a given patch execute logically in parallel,
with undefined relative execution order. However, the code:OpControlBarrier
instruction can: be used to provide limited control of the execution order
by synchronizing invocations within a patch, effectively dividing
tessellation control shader execution into a set of phases. Tessellation
control shaders will read undefined values if one invocation reads a
per-vertex or per-patch attribute written by another invocation at any point
during the same phase, or if two invocations attempt to write different
values to the same per-patch output in a single phase.
[[shaders-tessellation-evaluation]]
== Tessellation Evaluation Shaders
The Tessellation Evaluation Shader operates on an input patch of control
points and their associated data, and a single input barycentric coordinate
indicating the invocation's relative position within the subdivided patch,
and outputs a single vertex and its associated data.
[[shaders-tessellation-evaluation-execution]]
=== Tessellation Evaluation Shader Execution
A tessellation evaluation shader is invoked at least once for each
unique vertex generated by the tessellator.
[[shaders-geometry]]
== Geometry Shaders
The geometry shader operates on a group of vertices and their associated
data assembled from a single input primitive, and emits zero or more
output primitives and the group of vertices and their associated data
required for each output primitive.
[[shaders-geometry-execution]]
=== Geometry Shader Execution
A geometry shader is invoked at least once for each primitive produced by
the tessellation stages, or at least once for each primitive generated by
<<drawing,primitive assembly>> when tessellation is not in use. The number
of geometry shader invocations per input primitive is determined from the
invocation count of the geometry shader specified by the
code:OpExecutionMode code:Invocations in the geometry shader. If the
invocation count is not specified, then a default of one invocation is
executed.
[[shaders-fragment]]
== Fragment Shaders
Fragment shaders are invoked as the result of rasterization in a graphics
pipeline. Each fragment shader invocation operates on a single fragment and
its associated data. With few exceptions, fragment shaders do not have
access to any data associated with other fragments and is considered to
execute in isolation of fragment shader invocations associated with other
fragments.
[[shaders-fragment-execution]]
=== Fragment Shader Execution
For each fragment generated by rasterization, a fragment shader may: or
maynot: be invoked. A fragment shader mustnot: be invoked if the
<<fragops-early,Early Per-Fragment Tests>> cause it to have no coverage.
Furthermore, if it is determined that a fragment generated as the result of
rasterizing a first primitive will have its outputs entirely overwritten by
a fragment generated as the result of rasterizing a second primitive in the
same subpass, and the fragment shader used for the fragment has no other
side effects, then the fragment shader maynot: be executed for the fragment
from the first primitive.
Relative ordering of execution of different fragment shader invocations is
not defined.
The number of fragment shader invocations produced per-pixel is determined
as follows:
- If per-sample shading is enabled, the fragment shader is invoked once
per covered sample.
- Otherwise, the fragment shader is invoked at least once per fragment but
no more than once per covered sample.
In addition to the conditions outlined above for the invocation of a
fragment shader, a fragment shader invocation may: be produced as a _helper
invocation_. A helper invocation is a fragment shader invocation that is
created solely for the purposes of evaluating derivatives for use in
non-helper fragment shader invocations. Stores and atomics performed by
helper invocations mustnot: have any effect on memory, and values returned
by atomic instructions in helper invocations are undefined.
[[shaders-fragment-earlytest]]
=== Early Fragment Tests
An explicit control is provided to allow fragment shaders to enable early
fragment tests. If the fragment shader specifies the
code:EarlyFragmentTests code:OpExecutionMode, the per-fragment tests
described in <<fragops-early-mode,Early Fragment Test Mode>> are
performed prior to fragment shader execution. Otherwise, they are performed
after fragment shader execution.
[[shaders-compute]]
== Compute Shaders
Compute shaders are invoked via flink:vkCmdDispatch and
flink:vkCmdDispatchIndirect commands. In general, they have access to
similar resources as shader stages executing as part of a graphics pipeline.
Compute workloads are formed from groups of work items called _workgroups_
and processed by the compute shader in the current compute pipeline. A
workgroup is a collection of shader invocations that execute the same
shader, potentially in parallel. Compute shaders execute in global
workgroups which are divided into a number of _local workgroups_ with a size
that can: be set by assigning a value to the code:LocalSize execution mode
either in the shader code or via
<<pipelines-specialization-constants,Specialization Constants>>. An
invocation within a local workgroup can: share data with other members of
the local workgroup through shared variables and issue memory and control
flow barriers to synchronize with other members of the local workgroup.
[[shaders-interpolation-decorations]]
== Interpolation Decorations
Interpolation decorations control the behavior of attribute interpolation in
the fragment shader stage. Interpolation decorations can: be applied to
code:Input storage class variables in the fragment shader stage's interface,
and control the interpolation behavior of those variables.
Inputs that could be interpolated can: be decorated by at most one
of the following decorations:
* code:Flat: no interpolation
* code:NoPerspective: linear interpolation (for
<<line_noperspective_interpolation,lines>> and
<<triangle_noperspective_interpolation,polygons>>).
Fragment input variables decorated with neither code:Flat nor
code:NoPerspective use perspective-correct interpolation (for
<<line_perspective_interpolation,lines>> and
<<triangle_perspective_interpolation,polygons>>).
The presence of and type of interpolation is controlled by the above
interpolation decorations as well as the auxiliary decorations code:Centroid
and code:Sample.
A variable decorated with code:Flat will not be interpolated. Instead, it
will have the same value for every fragment within a triangle. This value
will come from a single <<vertexpostproc-flatshading,provoking vertex>>. A
variable decorated with code:Flat can: also be decorated with code:Centroid
or code:Sample, which will mean the same thing as decorating it only as
code:Flat.
For fragment shader input variables decorated with neither code:Centroid nor
code:Sample, the value of the assigned variable may: be interpolated
anywhere within the pixel and a single value may: be assigned to each sample
within the pixel.
code:Centroid and code:Sample can: be used to control the location and
frequency of the sampling of the decorated fragment shader input. If a
fragment shader input is decorated with code:Centroid, a single value may:
be assigned to that variable for all samples in the pixel, but that value
must: be interpolated to a location that lies in both the pixel and in the
primitive being rendered, including any of the pixel's samples covered by
the primitive. Because the location at which the variable is interpolated
may be different in neighboring pixels, and derivatives may be computed by
computing differences between neighboring pixels, derivatives of
centroid-sampled inputs may: be less accurate than those for non-centroid
interpolated variables. If a fragment shader input is decorated with
code:Sample, a separate value must: be assigned to that variable for each
covered sample in the pixel, and that value must: be sampled at the location
of the individual sample. When pname:rasterizationSamples is
ename:VK_SAMPLE_COUNT_1_BIT, the pixel center must: be used for
code:Centroid, code:Sample, and undecorated attribute interpolation.
Fragment shader inputs that are signed or unsigned integers, integer
vectors, or any double-precision floating-point type must: be decorated with
code:Flat.
[[shaders-staticuse]]
== Static Use
A SPIR-V module declares a global object in memory using the code:OpVariable
instruction, which results in a pointer code:x to that object. A specific
entry point in a SPIR-V module is said to _statically use_ that object if
that entry-point's call tree contains a function that contains a memory
instruction or image instruction with code:x as an code:id operand. See the
``Memory Instructions'' and ``Image Instructions'' subsections of section 3
``Binary Form'' of the SPIR-V specification for the complete list of SPIR-V
memory instructions.
Static use is not used to control the behavior of variables with code:Input
and code:Output storage. The effects of those variables are applied based
only on whether they are present in a shader entry point's interface.

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[tessellation]]
= Tessellation
Tessellation involves three pipeline stages. First, a
<<shaders-tessellation-control,tessellation control shader>> transforms
control points of a patch and can: produce per-patch data. Second, a
fixed-function tessellator generates multiple primitives corresponding to a
tessellation of the patch in (u,v) or (u,v,w) parameter space. Third, a
<<shaders-tessellation-evaluation,tessellation evaluation shader>>
transforms the vertices of the tessellated patch, for example to compute
their positions and attributes as part of the tessellated surface. The
tessellator is enabled when the pipeline contains both a tessellation
control shader and a tessellation evaluation shader.
== Tessellator
If a pipeline includes both tessellation shaders (control and evaluation),
the tessellator consumes each input patch (after vertex shading) and
produces a new set of independent primitives (points, lines, or triangles).
These primitives are logically produced by subdividing a geometric primitive
(rectangle or triangle) according to the per-patch tessellation levels
written by the tessellation control shader. This subdivision is performed in
an implementation-dependent manner. If no tessellation shaders are present
in the pipeline, the tessellator is disabled and incoming primitives are
passed through without modification.
The type of subdivision performed by the tessellator is
specified by an code:OpExecutionMode instruction in the tessellation
evaluation or tessellation control shader using one of execution modes
code:Triangles, code:Quads, and code:IsoLines. Other
tessellation-related execution modes can: also be specified in either the
tessellation control or tessellation evaluation shaders, and if they are
specified in both then the modes must: be the same.
Tessellation execution modes include:
* code:Triangles, code:Quads, and code:IsoLines. These control the type of
subdivision and topology of the output primitives. One mode must: be set
in at least one of the tessellation shader stages.
* code:VertexOrderCw and code:VertexOrderCcw. These control the
orientation of triangles generated by the tessellator. One mode must: be
set in at least one of the tessellation shader stages.
* code:PointMode. Controls generation of points rather than triangles or
lines. This functionality defaults to disabled, and is enabled if either
shader stage includes the execution mode.
* code:SpacingEqual, code:SpacingFractionalEven, and
code:SpacingFractionalOdd. Controls the spacing of segments on the edges
of tessellated primitives. One mode must: be set in at least one of the
tessellation shader stages.
* code:OutputVertices. Controls the size of the output patch of the
tessellation control shader. One value must: be set in at least one of
the tessellation shader stages.
For triangles, the tessellator subdivides a triangle primitive into
smaller triangles. For quads, the tessellator subdivides a rectangle
primitive into smaller triangles. For isolines, the tessellator
subdivides a rectangle primitive into a collection of line segments arranged
in strips stretching across the rectangle in the latexmath:[$u$] dimension
(i.e. the coordinates in code:TessCoord are of the form (0,x) through (1,x)
for all tessellation evaluation shader invocations that share a line).
Each vertex produced by the tessellator has an associated (u,v,w) or (u,v)
position in a normalized parameter space, with parameter values in the
latexmath:[$[0,1\]$], as illustrated in figure
<<img-tessellation-topology>>.
[[img-tessellation-topology,Domain parameterization for tessellation primitive modes]]
.Domain parameterization for tessellation primitive modes
image:images/tessparam.{svgpdf}["Domain parameterization for tessellation primitive modes",{fullimagewidth}]
For triangles, the vertex's position is a barycentric coordinate (u,v,w),
where u + v + w = 1.0, and indicates the relative influence of the three
vertices of the triangle on the position of the vertex. For quads and
isolines, the position is a (u,v) coordinate indicating the relative
horizontal and vertical position of the vertex relative to the subdivided
rectangle. The subdivision process is explained in more detail in subsequent
sections.
== Tessellator Patch Discard
A patch is discarded by the tessellator if any
relevant outer tessellation level is less than or equal to zero.
Patches will also be discarded if any relevant outer tessellation level
corresponds to a floating-point NaN (not a number) in implementations
supporting NaN.
No new primitives are generated and the tessellation evaluation shader is
not executed for patches that are discarded. For code:Quads, all four outer
levels are relevant. For code:Triangles and code:IsoLines, only the first
three or two outer levels, respectively, are relevant. Negative inner levels
will not cause a patch to be discarded; they will be clamped as described
below.
[[tessellation-tessellator-spacing]]
== Tessellator Spacing
Each of the tessellation levels is used to determine the number and
spacing of segments used to subdivide a corresponding edge. The method
used to derive the number and spacing of segments is specified by an
code:OpExecutionMode in the tessellation control or tessellation evaluation
shader using one of the identifiers code:SpacingEqual,
code:SpacingFractionalEven, or code:SpacingFractionalOdd.
If code:SpacingEqual is used, the floating-point tessellation level is first
clamped to latexmath:[$[1,\mathit{maxLevel}\]$], where
latexmath:[$\mathit{maxLevel}$] is the implementation-dependent maximum
tessellation level
(sname:VkPhysicalDeviceLimits::pname:maxTessellationGenerationLevel). The
result is rounded up to the nearest integer latexmath:[$n$], and the
corresponding edge is divided into latexmath:[$n$] segments of equal length
in (u,v) space.
If code:SpacingFractionalEven is used, the tessellation level is first
clamped to latexmath:[$[2,\mathit{maxLevel}\]$] and then rounded up to the
nearest even integer latexmath:[$n$]. If code:SpacingFractionalOdd is used,
the tessellation level is clamped to latexmath:[$[1,\mathit{maxLevel}-1\]$]
and then rounded up to the nearest odd integer latexmath:[$n$]. If
latexmath:[$n$] is one, the edge will not be subdivided. Otherwise, the
corresponding edge will be divided into latexmath:[$n-2$] segments of equal
length, and two additional segments of equal length that are typically
shorter than the other segments. The length of the two additional segments
relative to the others will decrease monotonically with the value of
latexmath:[$n-f$], where latexmath:[$f$] is the clamped floating-point
tessellation level. When latexmath:[$n-f$] is zero, the additional segments
will have equal length to the other segments. As latexmath:[$n-f$]
approaches 2.0, the relative length of the additional segments approaches
zero. The two additional segments should: be placed symmetrically on
opposite sides of the subdivided edge. The relative location of these two
segments is implementation-dependent, but must: be identical for any pair of
subdivided edges with identical values of <f>.
When the tessellator produces triangles (in the code:Triangles or
code:Quads modes), the orientation of all triangles is specified with
an code:OpExecutionMode of code:VertexOrderCw or code:VertexOrderCcw in the
tessellation control or tessellation evaluation shaders. If the order is
code:VertexOrderCw, the vertices of all generated triangles will have a
clockwise ordering in (u,v) or (u,v,w) space. If the order is
code:VertexOrderCcw, the vertices will be generated with counter-clockwise
order.
The vertices of a triangle are defined to be in counter-clockwise ordering
of the value
[latexmath]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
\[
a = u_0 v_1 - u_1 v_0 + u_1 v_2 - u_2 v_1 + u_2 v_0 - u_0 v_2
\]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
is positive, where latexmath:[$u_i$] and latexmath:[$v_i$] are the
latexmath:[$u$] and latexmath:[$v$] coordinates in normalized parameter
space of the latexmath:[$i$]th vertex of the triangle. If the value
latexmath:[$a$] is negative, the vertices of the triangle are defined to be
in clockwise ordering.
[NOTE]
.Note
====
The value latexmath:[$a$] is proportional (with a positive factor) to the
signed area of the triangle.
In code:Triangles mode, even though the vertex coordinates have a
latexmath:[$w$] value, it does not participate directly in the computation
of latexmath:[$a$], being an affine combination of latexmath:[$u$] and
latexmath:[$v$].
====
For all primitive modes, the tessellator is capable of generating points
instead of lines or triangles. If the tessellation control or tessellation
evaluation shader specifies the code:OpExecutionMode code:PointMode, the
primitive generator will generate one point for each distinct vertex
produced by tessellation. Otherwise, the tessellator will produce a
collection of line segments or triangles according to the primitive mode.
When tessellating triangles or quads in point mode with fractional odd
spacing, the tessellator may: produce _interior vertices_ that are
positioned on the edge of the patch if an inner tessellation level is less
than or equal to one. Such vertices are considered distinct from vertices
produced by subdividing the outer edge of the patch, even if there are pairs
of vertices with identical coordinates.
The points, lines, or triangles produced by the tessellator
are passed to subsequent pipeline stages in an
implementation-dependent order.
[[tessellation-triangle-tessellation]]
== Triangle Tessellation
If the tessellation primitive mode is code:Triangles, an equilateral
triangle is subdivided into a collection of triangles covering the area of
the original triangle. First, the original triangle is subdivided into a
collection of concentric equilateral triangles. The edges of each of these
triangles are subdivided, and the area between each triangle pair is filled
by triangles produced by joining the vertices on the subdivided edges. The
number of concentric triangles and the number of subdivisions along each
triangle except the outermost is derived from the first inner tessellation
level. The edges of the outermost triangle are subdivided independently,
using the first, second, and third outer tessellation levels to control the
number of subdivisions of the latexmath:[$u=0$] (left), latexmath:[$v=0$]
(bottom), and latexmath:[$w=0$] (right) edges, respectively. The second
inner tessellation level and the fourth outer tessellation level have no
effect in this mode.
If the first inner tessellation level and all three outer tessellation
levels are exactly one after clamping and rounding, only a single triangle
with (u,v,w) coordinates of (0,0,1), (1,0,0), and (0,1,0) is generated.
If the inner tessellation level is one and any of the outer tessellation
levels is greater than one, the inner tessellation level is treated as
though it were originally specified as latexmath:[$1+\epsilon$] and will
result in a two- or three-segment subdivision depending on the tessellation
spacing. When used with fractional odd spacing, the three-segment
subdivision may: produce _inner vertices_ positioned on the edge of the
triangle.
If any tessellation level is greater than one, tessellation begins by
producing a set of concentric inner triangles and subdividing their edges.
First, the three outer edges are temporarily subdivided using the clamped
and rounded first inner tessellation level and the specified tessellation
spacing, generating latexmath:[$n$] segments. For the outermost inner
triangle, the inner triangle is degenerate -- a single point at the center
of the triangle -- if latexmath:[$n$] is two. Otherwise, for each corner of
the outer triangle, an inner triangle corner is produced at the intersection
of two lines extended perpendicular to the corner's two adjacent edges
running through the vertex of the subdivided outer edge nearest that corner.
If latexmath:[$n$] is three, the edges of the inner triangle are not
subdivided and is the final triangle in the set of concentric triangles.
Otherwise, each edge of the inner triangle is divided into latexmath:[$n-2$]
segments, with the latexmath:[$n-1$] vertices of this subdivision produced
by intersecting the inner edge with lines perpendicular to the edge running
through the latexmath:[$n-1$] innermost vertices of the subdivision of the
outer edge. Once the outermost inner triangle is subdivided, the previous
subdivision process repeats itself, using the generated triangle as an outer
triangle. This subdivision process is illustrated in <<img-innertri,Inner
Triangle Tessellation>>.
[[img-innertri,Inner Triangle Tessellation]]
.Inner Triangle Tessellation
image:images/innertri.{svgpdf}["Inner Triangle Tessellation",{fullimagewidth}]
// TODO: Add caption:
// Inner triangle tessellation with inner tessellation
// levels of (a) five and (b) four, respectively (not to scale). Solid
// black circles depict vertices along the edges of the concentric
// triangles. The edges of inner triangles are subdivided by intersecting
// the edge with segments perpendicular to the edge passing through each
// inner vertex of the subdivided outer edge. Dotted lines depict edges
// connecting corresponding vertices on the inner and outer triangle
// edges.
Once all the concentric triangles are produced and their edges are
subdivided, the area between each pair of adjacent inner triangles is
filled completely with a set of non-overlapping triangles. In this
subdivision, two of the three vertices of each triangle are taken from
adjacent vertices on a subdivided edge of one triangle; the third is one
of the vertices on the corresponding edge of the other triangle. If the
innermost triangle is degenerate (i.e., a point), the triangle containing
it is subdivided into six triangles by connecting each of the six vertices
on that triangle with the center point. If the innermost triangle is not
degenerate, that triangle is added to the set of generated triangles
as-is.
After the area corresponding to any inner triangles is filled, the
tessellator generates triangles to cover the area between the outermost
triangle and the outermost inner triangle. To do this, the temporary
subdivision of the outer triangle edge above is discarded. Instead, the
latexmath:[$u=0$], latexmath:[$v=0$], and latexmath:[$w=0$] edges are
subdivided according to the first, second, and third outer tessellation
levels, respectively, and the tessellation spacing. The original subdivision
of the first inner triangle is retained. The area between the outer and
first inner triangles is completely filled by non-overlapping triangles as
described above. If the first (and only) inner triangle is degenerate, a set
of triangles is produced by connecting each vertex on the outer triangle
edges with the center point.
After all triangles are generated, each vertex in the subdivided triangle
is assigned a barycentric (u,v,w) coordinate based on its location
relative to the three vertices of the outer triangle.
The algorithm used to subdivide the triangular domain in (u,v,w) space into
individual triangles is implementation-dependent. However, the set of
triangles produced will completely cover the domain, and no portion of the
domain will be covered by multiple triangles. The order in which the
generated triangles passed to subsequent pipeline stages and the order of
the vertices in those triangles are both implementation-dependent. However,
when depicted in a manner similar to <<img-innertri,Inner Triangle
Tessellation>>, the order of the vertices in the generated triangles will be
either all clockwise or all counter-clockwise, according to the vertex order
layout declaration.
[[tessellation-quad-tessellation]]
== Quad Tessellation
If the tessellation primitive mode is code:Quads, a rectangle is subdivided
into a collection of triangles covering the area of the original rectangle.
First, the original rectangle is subdivided into a regular mesh of
rectangles, where the number of rectangles along the latexmath:[$u=0$] and
latexmath:[$u=1$] (vertical) and latexmath:[$v=0$] and latexmath:[$v=1$]
(horizontal) edges are derived from the first and second inner tessellation
levels, respectively. All rectangles, except those adjacent to one of the
outer rectangle edges, are decomposed into triangle pairs. The outermost
rectangle edges are subdivided independently, using the first, second,
third, and fourth outer tessellation levels to control the number of
subdivisions of the latexmath:[$u=0$] (left), latexmath:[$v=0$] (bottom),
latexmath:[$u=1$] (right), and latexmath:[$v=1$] (top) edges, respectively.
The area between the inner rectangles of the mesh and the outer rectangle
edges are filled by triangles produced by joining the vertices on the
subdivided outer edges to the vertices on the edge of the inner rectangle
mesh.
If both clamped inner tessellation levels and all four clamped outer
tessellation levels are exactly one, only a single triangle pair covering
the outer rectangle is generated. Otherwise, if either clamped inner
tessellation level is one, that tessellation level is treated as though it
were originally specified as latexmath:[$1+\epsilon$] and will result in a
two- or three-segment subdivision depending on the tessellation spacing.
When used with fractional odd spacing, the three-segment subdivision may:
produce _inner vertices_ positioned on the edge of the rectangle.
If any tessellation level is greater than one, tessellation begins by
subdividing the latexmath:[$u=0$] and latexmath:[$u=1$] edges of the outer
rectangle into latexmath:[$m$] segments using the clamped and rounded first
inner tessellation level and the tessellation spacing. The latexmath:[$v=0$]
and latexmath:[$v=1$] edges are subdivided into latexmath:[$n$] segments
using the second inner tessellation level. Each vertex on the
latexmath:[$u=0$] and latexmath:[$v=0$] edges are joined with the
corresponding vertex on the latexmath:[$u=1$] and latexmath:[$v=1$] edges to
produce a set of vertical and horizontal lines that divide the rectangle
into a grid of smaller rectangles. The primitive generator emits a pair of
non-overlapping triangles covering each such rectangle not adjacent to an
edge of the outer rectangle. The boundary of the region covered by these
triangles forms an inner rectangle, the edges of which are subdivided by the
grid vertices that lie on the edge. If either latexmath:[$m$] or
latexmath:[$n$] is two, the inner rectangle is degenerate, and one or both
of the rectangle's _edges_ consist of a single point. This subdivision is
illustrated in Figure <<img-innerquad,Inner Quad Tessellation>>.
[[img-innerquad,Inner Quad Tessellation]]
.Inner Quad Tessellation
image:images/innerquad.{svgpdf}["Inner Quad Tessellation",{fullimagewidth}]
// TODO: Add caption:
// Inner quad tessellation with inner tessellation
// levels of
// (a) $(4,2)$ and (b) $(7,4)$, respectively. Gray regions on the
// bottom figure
// depict the 10 inner rectangles, each of which will be subdivided
// into two triangles.
// Solid black circles depict vertices on the boundary of the outer and
// inner rectangles,
// where the inner rectangle on the top figure
// is degenerate (a single line segment). Dotted lines depict the
// horizontal and vertical edges connecting corresponding
// vertices on the inner and outer rectangle edges.
After the area corresponding to the inner rectangle is filled, the
tessellator must: produce triangles to cover the area between the inner and
outer rectangles. To do this, the subdivision of the outer rectangle edge
above is discarded. Instead, the latexmath:[$u=0$], latexmath:[$v=0$],
latexmath:[$u=1$], and latexmath:[$v=1$] edges are subdivided according to
the first, second, third, and fourth outer tessellation levels,
respectively, and the tessellation spacing. The original subdivision of the
inner rectangle is retained. The area between the outer and inner rectangles
is completely filled by non-overlapping triangles. Two of the three vertices
of each triangle are adjacent vertices on a subdivided edge of one
rectangle; the third is one of the vertices on the corresponding edge of the
other triangle. If either edge of the innermost rectangle is degenerate, the
area near the corresponding outer edges is filled by connecting each vertex
on the outer edge with the single vertex making up the _inner edge_.
The algorithm used to subdivide the rectangular domain in (u,v) space into
individual triangles is implementation-dependent. However, the set of
triangles produced will completely cover the domain, and no portion of the
domain will be covered by multiple triangles. The order in which the
generated triangles passed to subsequent pipeline stages and the order of
the vertices in those triangles are both implementation-dependent.
However, when depicted in a manner similar to <<img-innerquad,Inner Quad
Tessellation>>, the order of the vertices in the generated triangles will be
either all clockwise or all counter-clockwise, according to the vertex order
layout declaration.
[[tessellation-isoline-tessellation]]
== Isoline Tessellation
If the tessellation primitive mode is code:IsoLines, a set of independent
horizontal line segments is drawn. The segments are arranged into
connected strips called _isolines_, where the vertices of each isoline
have a constant v coordinate and u coordinates covering the full range
[0,1]. The number of isolines generated is derived from the first outer
tessellation level; the number of segments in each isoline is derived from
the second outer tessellation level. Both inner tessellation levels and
the third and fourth outer tessellation levels have no effect in this
mode.
As with quad tessellation above, isoline tessellation begins with a
rectangle. The latexmath:[$u=0$] and latexmath:[$u=1$] edges of the
rectangle are subdivided according to the first outer tessellation level.
For the purposes of this subdivision, the tessellation spacing mode is
ignored and treated as equal_spacing. An isoline is drawn connecting each
vertex on the latexmath:[$u=0$] rectangle edge to the corresponding vertex
on the latexmath:[$u=1$] rectangle edge, except that no line is drawn
between (0,1) and (1,1). If the number of isolines on the subdivided
latexmath:[$u=0$] and latexmath:[$u=1$] edges is latexmath:[$n$], this
process will result in latexmath:[$n$] equally spaced lines with constant v
coordinates of 0, latexmath:[$\frac{1}{n}, \frac{2}{n}, \ldots,
\frac{n-1}{n}$].
Each of the latexmath:[$n$] isolines is then subdivided according to the
second outer tessellation level and the tessellation spacing, resulting in
latexmath:[$m$] line segments. Each segment of each line is emitted by the
tessellator.
The order in which the generated line segments are passed to subsequent
pipeline stages and the order of the vertices in each generated line
segment are both implementation-dependent.
== Tessellation Pipeline State
The pname:pTessellationState member of slink:VkGraphicsPipelineCreateInfo is
of type sname:VkPipelineTessellationStateCreateInfo:
include::../structs/VkPipelineTessellationStateCreateInfo.txt[]
The members of the sname:VkPipelineTessellationStateCreateInfo structure are
as follows:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:patchControlPoints number of control points per patch.
include::../validity/structs/VkPipelineTessellationStateCreateInfo.txt[]

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[vertexpostproc]]
= Fixed-Function Vertex Post-Processing
After programmable vertex processing, the following fixed-function
operations are applied to vertices of the resulting primitives:
* Flatshading (see <<vertexpostproc-flatshading,Flatshading>>).
* Primitive clipping, including client-defined half-spaces (see
<<vertexpostproc-clipping,Primitive Clipping>>).
* Shader output attribute clipping (see
<<vertexpostproc-clipping-shader-outputs,Clipping Shader Outputs>>).
* Perspective division on clip coordinates (see
<<vertexpostproc-coord-transform,Coordinate Transformations>>).
* Viewport mapping, including depth range scaling (see
<<vertexpostproc-viewport,Controlling the Viewport>>).
* Front face determination for polygon primitives (see
<<primsrast-triangles-basic,Basic Triangle Rasterization>>).
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO:Odd that this one link to a different chapter is in this list.
====
endif::editing-notes[]
Next, rasterization is performed on primitives as described in chapter
<<primsrast,Rasterization>>.
[[vertexpostproc-flatshading]]
== Flatshading
_Flatshading_ a vertex output attribute means to assign all vertices of the
primitive the same value for that output.
The output values assigned are those of the _provoking vertex_ of the
primitive. The provoking vertex depends on the primitive topology, and is
generally the ``first'' vertex of the primitive. For primitives not
processed by tessellation or geometry shaders, the provoking vertex is
selected from the input vertices according to the following table.
<<<
.Provoking vertex selection
[align="center",cols="75%,25%"]
|========================================
|Primitive type of primitive latexmath:[$i$] | Provoking vertex number
|ename:VK_PRIMITIVE_TOPOLOGY_POINT_LIST | latexmath:[$i$]
|ename:VK_PRIMITIVE_TOPOLOGY_LINE_LIST | latexmath:[$2 i$]
|ename:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP | latexmath:[$i$]
|ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST | latexmath:[$3 i$]
|ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP | latexmath:[$i$]
|ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN | latexmath:[$i + 1$]
|ename:VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY | latexmath:[$4 i + 1$]
|ename:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY | latexmath:[$i + 1$]
|ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY | latexmath:[$6 i$]
|ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY | latexmath:[$2 i$]
|========================================
ifdef::editing-notes[]
[NOTE]
.editing-note
====
TODO: Add full caption:
Provoking vertex selection. The output values used for flatshading the i^th^
primitive generated by drawing commands with the indicated primitive type
are derived from the corresponding values of the vertex whose index is shown
in the table. Primitives and vertices are numbered starting from zero.
====
endif::editing-notes[]
Flatshading is applied to those vertex attributes that
<<interfaces-iointerfaces-matching,match>> fragment input attributes
which are decorated as code:Flat.
If a geometry shader is active, the output primitive topology is either
points, line strips, or triangle strips, and the selection of the provoking
vertex behaves according to the corresponding row of the table. If a
tessellation evaluation shader is active and a geometry shader is not
active, the provoking vertex is undefined but must: be one of the vertices
of the primitive.
[[vertexpostproc-clipping]]
== Primitive Clipping
Primitives are culled against the _cull volume_ and then clipped to the
_clip volume_. In clip coordinates, the _view volume_ is defined by:
latexmath:[$
\begin{array}{c}
-w_c \leq x_c \leq w_c \\
-w_c \leq y_c \leq w_c \\
0 \leq z_c \leq w_c \\
\end{array}
$]
This view volume can: be further restricted by as many as
sname:VkPhysicalDeviceLimits::pname:maxClipDistances client-defined
half-spaces.
The cull volume is the intersection of up to
sname:VkPhysicalDeviceLimits::pname:maxCullDistances client-defined
half-spaces (if no client-defined cull half-spaces are enabled, culling
against the cull volume is skipped).
A shader must: write a single cull distance for each enabled cull half-space
to elements of the code:CullDistance array. If the cull distance for any
enabled cull half-space is negative for all of the vertices of the primitive
under consideration, the primitive is discarded. Otherwise the primitive is
clipped against the clip volume as defined below.
The clip volume is the intersection of up to the value of
sname:VkPhysicalDeviceLimits::pname:maxClipDistances client-defined
half-spaces with the view volume (if no client-defined clip half-spaces are
enabled, the clip volume is the view volume).
A shader must: write a single clip distance for each enabled clip
half-space to elements of the code:ClipDistance array. Clip half-space
latexmath:[$i$] is then given by the set of points satisfying the inequality
latexmath:[$c_i(P) \geq 0$]
where latexmath:[$c_i(P)$] is the value of clip distance latexmath:[$i$] at
point latexmath:[$P$]. For point primitives, latexmath:[$c_i(P)$] is simply
the clip distance for the vertex in question. For line and triangle
primitives, per-vertex clip distances are interpolated using a weighted
mean, with weights derived according to the algorithms described in sections
<<primsrast-lines-basic,Basic Line Segment Rasterization>> and
<<primsrast-polygons-basic,Basic Polygon Rasterization>>, using the
perspective interpolation equations.
The number of client-defined clip and cull half-spaces that are enabled is
determined by the explicit size of the built-in arrays code:ClipDistance and
code:CullDistance, respectively, declared as an output in the interface of
the entry point of the final shader stage before clipping.
Depth clamping is enabled or disabled via the pname:depthClampEnable enable
of the sname:VkPipelineRasterizationStateCreateInfo structure. If depth
clamping is enabled, the plane equation
latexmath:[$0 \leq z_c \leq w_c$]
(see the clip volume definition above) is ignored by view
volume clipping (effectively, there is no near or far plane clipping).
If the primitive under consideration is a point, then clipping passes it
unchanged if it lies within the clip volume; otherwise, it is discarded.
If the primitive is a line segment, then clipping does nothing to it if it
lies entirely within the clip volume, and discards it if it lies entirely
outside the volume.
If part of the line segment lies in the volume and part lies outside, then
the line segment is clipped and new vertex coordinates are computed for one
or both vertices. A clipped line segment endpoint lies on both the original
line segment and the boundary of the clip volume.
This clipping produces a value, latexmath:[$0 \leq t \leq 1$], for each
clipped vertex. If the coordinates of a clipped vertex are
latexmath:[${\textbf P}$] and the original vertices' coordinates are
latexmath:[${\textbf P}_1$] and latexmath:[${\textbf P}_2$], then
latexmath:[$t$] is given by
latexmath:[${\textbf P} = t{\textbf P}_1 + (1-t){\textbf P}_2.$]
The value of latexmath:[$t$] is used to clip vertex output attributes as
described in <<vertexpostproc-clipping-shader-outputs,Clipping Shader
Outputs>>.
If the primitive is a polygon, it passes unchanged if every one of its edges
lie entirely inside the clip volume, and it is discarded if every one of its
edges lie entirely outside the clip volume. If the edges of the polygon
intersect the boundary of the clip volume, the intersecting edges are
reconnected by new edges that lie along the boundary of the clip volume -
in some cases requiring the introduction of new vertices into a polygon.
If a polygon intersects an edge of the clip volume's boundary, the clipped
polygon must: include a point on this boundary edge.
Primitives rendered with user-defined half-spaces must: satisfy a
complementarity criterion. Suppose a series of primitives is drawn where
each vertex latexmath:[$i$] has a single specified clip distance
latexmath:[$d_i$] (or a number of similarly specified clip distances, if
multiple half-spaces are enabled). Next, suppose that the same series of
primitives are drawn again with each such clip distance replaced by
latexmath:[$-d_i$] (and the graphics pipeline is otherwise the same). In
this case, primitives mustnot: be missing any pixels, and pixels mustnot: be
drawn twice in regions where those primitives are cut by the clip planes.
[[vertexpostproc-clipping-shader-outputs]]
== Clipping Shader Outputs
Next, vertex output attributes are clipped. The output values associated
with a vertex that lies within the clip volume are unaffected by clipping.
If a primitive is clipped, however, the output values assigned to vertices
produced by clipping are clipped.
Let the output values assigned to the two vertices latexmath:[${\textbf
P}_1$] and latexmath:[${\textbf P}_2$] of an unclipped edge be
latexmath:[${\textbf c}_1$] and latexmath:[${\textbf c}_2$]. The value of
latexmath:[$t$] (see <<vertexpostproc-clipping,Primitive Clipping>>) for a
clipped point latexmath:[${\textbf P}$] is used to obtain the output value
associated with latexmath:[${\textbf P}$] as
latexmath:[${\textbf c} = t {\textbf c}_1 + (1-t){\textbf c}_2. $]
(Multiplying an output value by a scalar means multiplying each of _x_, _y_,
_z_, and _w_ by the scalar.)
Since this computation is performed in clip space before division by
latexmath:[$w_c$], clipped output values are perspective-correct.
Polygon clipping creates a clipped vertex along an edge of the clip
volume's boundary. This situation is handled by noting that polygon clipping
proceeds by clipping against one half-space at a time. Output value clipping
is done in the same way, so that clipped points always occur at the
intersection of polygon edges (possibly already clipped) with the clip
volume's boundary.
For vertex output attributes whose matching fragment input attributes are
decorated with code:NoPerspective, the value
of latexmath:[$t$] used to obtain the output value associated with
latexmath:[${\textbf P}$] will be adjusted to produce results that vary
linearly in framebuffer space.
Output attributes of integer or unsigned integer type must: always be
flatshaded. Flatshaded attributes are constant over the primitive being
rasterized (see <<primsrast-lines-basic,Basic Line Segment Rasterization>>
and <<primsrast-polygons-basic,Basic Polygon Rasterization>>), and no
interpolation is performed. The output value latexmath:[${\textbf c}$] is
taken from either latexmath:[${\textbf c}_1$] or latexmath:[${\textbf
c}_2$], since flatshading has already occured and the two values are
identical.
[[vertexpostproc-coord-transform]]
== Coordinate Transformations
_Clip coordinates_ for a vertex result from shader execution, which yields a
vertex coordinate code:Position.
Perspective division on clip coordinates yields _normalized device
coordinates_, followed by a _viewport_ transformation (see
<<vertexpostproc-viewport,Controlling the Viewport>>) to convert these
coordinates into _framebuffer coordinates_.
If a vertex in clip coordinates has a position given by
latexmath:[$\left(\begin{array}{c} x_c \\ y_c \\ z_c \\ w_c \end{array}\right)$]
then the vertex's normalized device coordinates are
latexmath:[$
\left(\begin{array}{c} x_d \\ y_d \\ z_d \end{array}\right) =
\left(\begin{array}{c} \frac{x_c}{w_c} \\ \frac{y_c}{w_c} \\ \frac{z_c}{w_c} \end{array}\right)
$]
[[vertexpostproc-viewport]]
== Controlling the Viewport
The viewport transformation is determined by the selected viewport's width
and height in pixels, latexmath:[$p_x$] and latexmath:[$p_y$], respectively,
and its center latexmath:[$(o_x, o_y)$] (also in pixels), as well as its
depth range min and max determining a depth range scale value
latexmath:[$p_z$] and a depth range bias value latexmath:[$o_z$] (defined
below). The vertex's framebuffer coordinates,
latexmath:[$\left(\begin{array}{c} x_f \\ y_f \\ z_f \end{array}\right),$]
are given by
latexmath:[$
\left(\begin{array}{c} x_f \\ y_f \\ z_f \end{array}\right) =
\left(\begin{array}{c}
\frac{ p_x }{ 2 } x_d + o_x \\
\frac{ p_y }{ 2 } y_d + o_y \\
p_z \times z_d + o_z
\end{array}\right).
$]
Multiple viewports are available and are numbered zero up to the value of
sname:VkPhysicalDeviceLimits::pname:maxViewports. The number of viewports
used by a pipeline is controlled by the pname:viewportCount member of the
sname:VkPipelineViewportStateCreateInfo structure used in pipeline creation:
include::../structs/VkPipelineViewportStateCreateInfo.txt[]
The members of the sname:VkPipelineViewportStateCreateInfo structure are as
follows:
* pname:sType is the type of this structure.
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
* pname:flags is reserved for future use.
* pname:viewportCount is the number of viewports used by the pipeline.
* pname:pViewports is a pointer to an array of slink:VkViewport structs,
defining the viewport transforms. If the viewport state is dynamic, this
member is ignored.
* pname:scissorCount is the number of <<fragops-scissor,scissors>> and
must: match the number of viewports.
* pname:pScissors is a pointer to an array of sname:VkRect2D structs which
define the rectangular bounds of the scissor for the corresponding
viewport. If the scissor state is dynamic, this member is ignored.
include::../validity/structs/VkPipelineViewportStateCreateInfo.txt[]
If a geometry shader is active and has an output variable decorated with
code:ViewportIndex, the viewport transformation uses the viewport
corresponding to the value assigned to code:ViewportIndex taken from an
implementation-dependent vertex of each primitive. If the value of
code:ViewportIndex is outside the range zero to the value of
pname:viewportCount minus one for a primitive, or if the geometry shader did
not assign a value to code:ViewportIndex for all vertices of a primitive due
to flow control, the results of the viewport transformation of the vertices
of such primitives are undefined. If no geometry shader is active, or if the
geometry shader does not have an output decorated with code:ViewportIndex,
the viewport numbered zero is used by the viewport transformation.
A single vertex can: be used in more than one individual primitive, in
primitives such as ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP. In this case,
the viewport transformation is applied separately for each primitive.
If the bound pipeline state object was not created with the
ename:VK_DYNAMIC_STATE_VIEWPORT dynamic state enabled, viewport
transformation parameters are specified using the pname:pViewports
member of sname:VkPipelineViewportStateCreateInfo in the pipeline state
object. If the pipeline state object was created with the
ename:VK_DYNAMIC_STATE_VIEWPORT dynamic state enabled, the viewport
transformation parameters are dynamically set and changed with the command:
include::../protos/vkCmdSetViewport.txt[]
* pname:commandBuffer is the command buffer into which the command will be
recorded.
* pname:firstViewport is the index of the first viewport whose parameters
are updated by the command.
* pname:viewportCount is the number of viewports whose parameters are
updated by the command.
* pname:pViewports is a pointer to an array of slink:VkViewport structures
specifying viewport parameters.
The viewport parameters taken from element latexmath:[$i$] of
pname:pViewports replace the current state for the viewport index
latexmath:[$\mathit{firstViewport}+i$], for latexmath:[$i$] in
latexmath:[$[0, viewportCount)$].
include::../validity/protos/vkCmdSetViewport.txt[]
Either of these methods of setting the viewport transformation parameters
use the sname:VkViewport struct:
include::../structs/VkViewport.txt[]
* pname:x and pname:y are the viewport's upper left corner
latexmath:[$(x,y)$].
* pname:width and pname:height are the viewport's width and height,
respectively.
* pname:minDepth and pname:maxDepth are the depth range for the viewport.
It is valid for pname:minDepth to be greater than or equal to
pname:maxDepth.
include::../validity/structs/VkViewport.txt[]
The framebuffer depth coordinate latexmath:[$z_f$] may: be represented using
either a fixed-point or floating-point representation. However, a
floating-point representation must: be used if the depth/stencil attachment
has a floating-point depth component. If an latexmath:[$m$]-bit fixed-point
representation is used, we assume that it represents each value
latexmath:[$\frac{k}{2^m - 1}$], where latexmath:[$k \in \{ 0,1, \ldots,
2^m-1 \}$], as latexmath:[$k$] (e.g. 1.0 is represented in binary as a
string of all ones).
The viewport parameters shown in the above equations are found from these
values as
[latexmath]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
\begin{align*}
o_x & = x + \frac{width}{2} \\
o_y & = y + \frac{height}{2} \\
o_z & = minDepth \\
p_x & = width \\
p_y & = height \\
p_z & = maxDepth - minDepth.
\end{align*}
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The width and height of the <<features-limits-maxViewportDimensions,
implementation-dependent maximum viewport dimensions>> must: be greater
than or equal to the width and height of the largest image which can: be
created and attached to a framebuffer.
The floating-point viewport bounds are represented with an
<<features-limits-viewportSubPixelBits,implementation-dependent precision>>.

312
doc/specs/vulkan/checkLinks.py Executable file
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@ -0,0 +1,312 @@
#!/usr/bin/python3
#
# Copyright (c) 2015-2016 The Khronos Group Inc.
#
# Permission is hereby granted, free of charge, to any person obtaining a
# copy of this software and/or associated documentation files (the
# "Materials"), to deal in the Materials without restriction, including
# without limitation the rights to use, copy, modify, merge, publish,
# distribute, sublicense, and/or sell copies of the Materials, and to
# permit persons to whom the Materials are furnished to do so, subject to
# the following conditions:
#
# The above copyright notice and this permission notice shall be included
# in all copies or substantial portions of the Materials.
#
# THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
# IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
# CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
# MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
# checkLinks.py - validate link/reference API constructs in files
#
# Usage: checkLinks.py files > logfile
#
# Uses vkapi.py, which is a Python representation of relevant parts
# of the Vulkan API.
import copy, os, pdb, re, string, sys
from vkapi import *
global curFile, curLine, sectionDepth
global errCount, warnCount, emittedPrefix, printInfo
curFile = '???'
curLine = -1
sectionDepth = 0
errCount = 0
warnCount = 0
emittedPrefix = {}
printInfo = False
# Called before printing a warning or error. Only prints once prior
# to output for a given file.
def emitPrefix():
global curFile, curLine, emittedPrefix
if (curFile not in emittedPrefix.keys()):
emittedPrefix[curFile] = None
print('Checking file:', curFile)
print('-------------------------------')
def info(*args, **kwargs):
global curFile, curLine, printInfo
if (printInfo):
emitPrefix()
print('INFO: %s line %d:' % (curFile, curLine),
' '.join([str(arg) for arg in args]))
# Print a validation warning found in a file
def warning(*args, **kwargs):
global curFile, curLine, warnCount
warnCount = warnCount + 1
emitPrefix()
print('WARNING: %s line %d:' % (curFile, curLine),
' '.join([str(arg) for arg in args]))
# Print a validation error found in a file
def error(*args, **kwargs):
global curFile, curLine, errCount
errCount = errCount + 1
emitPrefix()
print('ERROR: %s line %d:' % (curFile, curLine),
' '.join([str(arg) for arg in args]))
# See if a tag value exists in the specified dictionary and
# suggest it as an alternative if so.
def checkTag(tag, value, dict, dictName, tagName):
if (value in dict.keys()):
warning(value, 'exists in the API but not as a',
tag + ': .', 'Try using the', tagName + ': tag.')
# Report an error due to an asciidoc tag which doesn't match
# a corresponding API entity.
def foundError(errType, tag, value):
global curFile, curLine
error('no such', errType, tag + ':' + value)
# Try some heuristics to detect likely problems such as missing vk
# prefixes or the wrong tag.
# Look in all the dictionaries in vkapi.py to see if the tag
# is just wrong but the API entity actually exists.
checkTag(tag, value, flags, 'flags', 'elink')
checkTag(tag, value, enums, 'enums', 'elink')
checkTag(tag, value, structs, 'structs', 'slink/sname')
checkTag(tag, value, consts, 'consts', 'ename')
checkTag(tag, value, protos, 'protos', 'flink/fname')
checkTag(tag, value, funcpointers, 'funcpointers', 'tlink/tname')
# Look for missing vk prefixes (quirky since it's case-dependent)
# NOT DONE YET
# Look for param in the list of all parameters of the specified functions
# Returns True if found, False otherwise
def findParam(param, funclist):
for f in funclist:
if (param in protos[f]):
info('parameter:', param, 'found in function:', f)
return True
return False
# Initialize tracking state for checking links/includes
def initChecks():
global curFile, curLine, curFuncs, curStruct, accumFunc, sectionDepth
global errCount, warnCount
global incPat, linkPat, pathPat, sectionPat
# Matches asciidoc single-line section tags
sectionPat = re.compile('^(=+) ')
# Matches any asciidoc include:: directive
pathPat = re.compile('^include::([\w./_]+)\[\]')
# Matches asciidoc include:: directives used in spec/ref pages (and also
# others such as validity)
incPat = re.compile('^\.\./(\w+)/(\w+)\.txt')
# Lists of current /protos/ (functions) and /structs/ includes. There
# can be several protos contiguously for different forms of a command
curFuncs = []
curStruct = None
# Tag if we should accumulate funcs or start a new list. Any intervening
# pname: tags or struct includes will restart the list.
accumFunc = False
# Matches all link names in the current spec/man pages. Assumes these
# macro names are not trailing subsets of other macros. Used to
# precede the regexp with [^A-Za-z], but this didn't catch macros
# at start of line.
linkPat = re.compile('([efpst](name|link)):(\w*)')
# Total error/warning counters
errCount = 0
warnCount = 0
# Validate asciidoc internal links in specified file.
# infile - filename to validate
# follow - if True, recursively follow include:: directives
# included - if True, function was called recursively
# Links checked are:
# fname:vkBlah - Vulkan command name (generates internal link)
# flink:vkBlah - Vulkan command name
# sname:VkBlah - Vulkan struct name (generates internal link)
# slink:VkBlah - Vulkan struct name
# elink:VkEnumName - Vulkan enumeration ('enum') type name
# ename:VK_BLAH - Vulkan enumerant token name
# pname:name - parameter name to a command or a struct member
# tlink:name - Other Vulkan type name (generates internal link)
# tname:name - Other Vulkan type name
def checkLinks(infile, follow = False, included = False):
global curFile, curLine, curFuncs, curStruct, accumFunc, sectionDepth
global errCount, warnCount
global incPat, linkPat, pathPat, sectionPat
# Global state which gets saved and restored by this function
oldCurFile = curFile
oldCurLine = curLine
curFile = infile
curLine = 0
# N.b. dirname() returns an empty string for a path with no directories,
# unlike the shell dirname(1).
if (not os.path.exists(curFile)):
error('No such file', curFile, '- skipping check')
# Restore global state before exiting the function
curFile = oldCurFile
curLine = oldCurLine
return
inPath = os.path.dirname(curFile)
fp = open(curFile, 'r')
for line in fp:
curLine = curLine + 1
# Track changes up and down section headers, and forget
# the current functions/structure when popping up a level
match = sectionPat.search(line)
if (match):
depth = len(match.group(1))
if (depth < sectionDepth):
info('Resetting current function/structure for section:', line)
curFuncs = []
curStruct = None
sectionDepth = depth
match = pathPat.search(line)
if (match):
incpath = match.group(1)
# An include:: directive. First check if it looks like a
# function or struct include file, and modify the corresponding
# current function or struct state accordingly.
match = incPat.search(incpath)
if (match):
# For prototypes, if it is preceded by
# another include:: directive with no intervening link: tags,
# add to the current function list. Otherwise start a new list.
# There is only one current structure.
category = match.group(1)
tag = match.group(2)
# @ Validate tag!
# @ Arguably, any intervening text should shift to accumFuncs = False,
# e.g. only back-to-back includes separated by blank lines would be
# accumulated.
if (category == 'protos'):
if (tag in protos.keys()):
if (accumFunc):
curFuncs.append(tag)
else:
curFuncs = [ tag ]
# Restart accumulating functions
accumFunc = True
info('curFuncs =', curFuncs, 'accumFunc =', accumFunc)
else:
error('include of nonexistent function', tag)
elif (category == 'structs'):
if (tag in structs.keys()):
curStruct = tag
# Any /structs/ include means to stop accumulating /protos/
accumFunc = False
info('curStruct =', curStruct)
else:
error('include of nonexistent struct', tag)
if (follow):
# Actually process the included file now, recursively
newpath = os.path.normpath(os.path.join(inPath, incpath))
info(curFile, ': including file:', newpath)
checkLinks(newpath, follow, included=True)
matches = linkPat.findall(line)
for match in matches:
# Start actual validation work. Depending on what the
# asciidoc tag name is, look up the value in the corresponding
# dictionary.
tag = match[0]
value = match[2]
if (tag == 'fname' or tag == 'flink'):
if (value not in protos.keys()):
foundError('function', tag, value)
elif (tag == 'sname' or tag == 'slink'):
if (value not in structs.keys()):
foundError('aggregate/scalar type', tag, value)
elif (tag == 'ename'):
if (value not in consts.keys()):
foundError('enumerant/constant', tag, value)
elif (tag == 'elink'):
if (value not in enums.keys() and value not in flags.keys()):
foundError('enum/bitflag type', tag, value)
elif (tag == 'tlink' or tag == 'tname'):
if (value not in funcpointers.keys()):
foundError('function pointer/other type', tag, value)
elif (tag == 'pname'):
# Any pname: tag means to stop accumulating /protos/
accumFunc = False
# See if this parameter is in the current proto(s) and struct
foundParam = False
if (curStruct and value in structs[curStruct]):
info('parameter', value, 'found in struct', curStruct)
elif (curFuncs and findParam(value, curFuncs)):
True
else:
warning('parameter', value, 'not found. curStruct =',
curStruct, 'curFuncs =', curFuncs)
else:
# This is a logic error
error('unknown tag', tag + ':' + value)
fp.close()
if (errCount > 0 or warnCount > 0):
if (not included):
print('Errors found:', errCount, 'Warnings found:', warnCount)
print('')
if (included):
info('----- returning from:', infile, 'to parent file', '-----')
# Don't generate any output for files without errors
# else:
# print(curFile + ': No errors found')
# Restore global state before exiting the function
curFile = oldCurFile
curLine = oldCurLine
if __name__ == '__main__':
follow = False
if (len(sys.argv) > 1):
for file in sys.argv[1:]:
if (file == '-follow'):
follow = True
elif (file == '-info'):
printInfo = True
else:
initChecks()
checkLinks(file, follow)
else:
print('Need arguments: [-follow] [-info] infile [infile...]', file=sys.stderr)

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There's apparently some sort of parsing issue with comments in vkspec.conf,
so they are pulled out here for now.
// The [efs]link macros insert named xrefs to the specified target
// enumerated type, function, or structure name, and are also used
// for validation.
// Could also use <xref linkend="{target}"/>
// The [efsp]text macros insert the specified target enumerant, function,
// structure or parameter name, and are NOT used for validation. They are
// otherwise identical to the [efsp]name macros above, and are intended
// to get the proper formatting for terms that are *not* actually API
// features, e.g. wildcards or partial names.
// The [efsp]name macros insert the specified target enumerant, function,
// structure or parameter name, and are also used for validation.
// The basetype macro inserts text for the specified base (scalar) type. It
// is not currently used for validation, but will be eventually
// The code macro inserts text for the specified shader code function or
// variable.
// I have no idea what the old 'vkkeyword' macro does, but it appears
// to be unused, so removed it and archived here for the moment.
//
// (?u)^(?P<name>):(?P<subslist>\S*?)(\[(?P<passtext>.*?)\])$=vkkeyword
//
// [vkkeyword-inlinemacro]
// {passtext}
--------------- PDF Generation ----------------
vkspec-dblatex.xsl is XSL specific to a2x->dblatex->PDF spec generation.
It is a very slightly modified version of
/etc/asciidoc/dblatex/asciidoc-dblatex.xsl, as follows:
> <xsl:param name="latex.hyperparam">colorlinks,linkcolor=black,pdfstartview=FitH</xsl:param>
> <xsl:param name="doc.publisher.show">0</xsl:param>
> <xsl:param name="latex.output.revhistory">0</xsl:param>
and has been simplified to just those parameters. Additional templates
replacing those under
/usr/share/xml/docbook/stylesheet/dblatex/xsl/* can be added here.
--------------- XHTML Generation ----------------
vkspec-xhtml.css is CSS for the xhtml and chunked targets. It is pulled
in from docbook-xsl/common.xsl. This gives us direct control over the
CSS for the document, including support for markup styles.
--------------- Asciibook Stylesheets ----------------
docbook-xsl/chunked.xsl
docbook-xsl/common.xsl
docbook-xsl/xhtml.xsl
replace parts of the asciibook stylesheets normally found under
/etc/asciidoc/docbook-xsl
in order to generate consistent IDs on sections and to insert
MathJax <script> tags into HTML headers. More will be required for other
HTML output types.
--------------- Support for Math ----------------
mathjax-asciidoc.conf
mathjax-docbook.conf
mathjax.js
customize asciidoc macros for HTML and Docbook output to insert
MathJax <script> tags from mathjax.js, and properly pass through
math which has \begin{}\/end{} delimiters instead of $$\[\]\(\),
using the <?texmath delimiters="user"?> processing instruction.
Note that mathjax-docbook.conf is heavily conditionalized depending
on whether the final output format (which should be described in the
a2x-format variable) is 'pdf' or not, since Docbook passes through
math differently to dblatex vs. the HTML stylesheets.

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<!--
Generates chunked XHTML documents from DocBook XML source using DocBook XSL
stylesheets.
NOTE: The URL reference to the current DocBook XSL stylesheets is
rewritten to point to the copy on the local disk drive by the XML catalog
rewrite directives so it doesn't need to go out to the Internet for the
stylesheets. This means you don't need to edit the <xsl:import> elements on
a machine by machine basis.
-->
<xsl:stylesheet xmlns:xsl="http://www.w3.org/1999/XSL/Transform" version="1.0">
<xsl:import href="http://docbook.sourceforge.net/release/xsl/current/xhtml/chunk.xsl"/>
<xsl:import href="common.xsl"/>
<xsl:param name="navig.graphics.path">images/icons/</xsl:param>
<xsl:param name="admon.graphics.path">images/icons/</xsl:param>
<xsl:param name="callout.graphics.path" select="'images/icons/callouts/'"/>
<!-- Generate consistent id attribute values if document is unchanged -->
<xsl:param name="generate.consistent.ids" select="1"></xsl:param>
<!-- Add MathJax <script> tags to document <head> -->
<xsl:template name="user.head.content">
<script type="text/x-mathjax-config">
MathJax.Hub.Config({
MathML: { extensions: ["content-mathml.js"] },
tex2jax: { inlineMath: [['$','$'], ['\\(','\\)']] }
});
</script>
<script type="text/javascript"
src="https://cdn.mathjax.org/mathjax/latest/MathJax.js?config=TeX-AMS-MML_HTMLorMML">
</script>
</xsl:template>
</xsl:stylesheet>

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<!--
Included in xhtml.xsl, xhtml.chunked.xsl, htmlhelp.xsl.
Contains common XSL stylesheets parameters.
This is branched from /etc/asciidoc/docbook-xsl/common.xsl in order to use
Vulkan-specific CSS. There is probably a less drastic approach to doing
this involving multiple stylesheets or some other way to override the
"html.stylesheet" param.
-->
<xsl:stylesheet xmlns:xsl="http://www.w3.org/1999/XSL/Transform" version="1.0">
<xsl:param name="html.stylesheet" select="'config/vkspec-xhtml.css'"/>
<xsl:param name="htmlhelp.chm" select="'htmlhelp.chm'"/>
<xsl:param name="htmlhelp.hhc.section.depth" select="5"/>
<xsl:param name="section.autolabel">
<xsl:choose>
<xsl:when test="/processing-instruction('asciidoc-numbered')">1</xsl:when>
<xsl:otherwise>0</xsl:otherwise>
</xsl:choose>
</xsl:param>
<xsl:param name="suppress.navigation" select="0"/>
<xsl:param name="navig.graphics.extension" select="'.png'"/>
<xsl:param name="navig.graphics" select="0"/>
<xsl:param name="navig.graphics.path">images/icons/</xsl:param>
<xsl:param name="navig.showtitles">0</xsl:param>
<xsl:param name="shade.verbatim" select="0"/>
<xsl:attribute-set name="shade.verbatim.style">
<xsl:attribute name="border">0</xsl:attribute>
<xsl:attribute name="background-color">#E0E0E0</xsl:attribute>
</xsl:attribute-set>
<xsl:param name="admon.graphics" select="1"/>
<xsl:param name="admon.graphics.path">images/icons/</xsl:param>
<xsl:param name="admon.graphics.extension" select="'.png'"/>
<xsl:param name="admon.style">
<xsl:text>margin-left: 0; margin-right: 10%;</xsl:text>
</xsl:param>
<xsl:param name="admon.textlabel" select="1"/>
<xsl:param name="callout.defaultcolumn" select="'60'"/>
<xsl:param name="callout.graphics.extension" select="'.png'"/>
<xsl:param name="callout.graphics" select="'1'"/>
<xsl:param name="callout.graphics.number.limit" select="'10'"/>
<xsl:param name="callout.graphics.path" select="'images/icons/callouts/'"/>
<xsl:param name="callout.list.table" select="'1'"/>
<!-- This does not seem to work. -->
<xsl:param name="section.autolabel.max.depth" select="2"/>
<xsl:param name="chunk.first.sections" select="1"/>
<xsl:param name="chunk.section.depth" select="1"/>
<xsl:param name="chunk.quietly" select="0"/>
<xsl:param name="chunk.toc" select="''"/>
<xsl:param name="chunk.tocs.and.lots" select="0"/>
<xsl:param name="html.cellpadding" select="'4px'"/>
<xsl:param name="html.cellspacing" select="''"/>
<xsl:param name="table.borders.with.css" select="1"/>
<xsl:param name="table.cell.border.color" select="'#527bbd'"/>
<xsl:param name="table.cell.border.style" select="'solid'"/>
<xsl:param name="table.cell.border.thickness" select="'1px'"/>
<xsl:param name="table.footnote.number.format" select="'a'"/>
<xsl:param name="table.footnote.number.symbols" select="''"/>
<xsl:param name="table.frame.border.color" select="'#527bbd'"/>
<xsl:param name="table.frame.border.style" select="'solid'"/>
<xsl:param name="table.frame.border.thickness" select="'3px'"/>
<xsl:param name="tablecolumns.extension" select="'1'"/>
<xsl:param name="highlight.source" select="1"/>
<xsl:param name="section.label.includes.component.label" select="1"/>
<!--
Table of contents inserted by <?asciidoc-toc?> processing instruction.
-->
<xsl:param name="generate.toc">
<xsl:choose>
<xsl:when test="/processing-instruction('asciidoc-toc')">
article toc,title
book toc,title,figure,table,example,equation
<!-- The only way I could find that suppressed book chapter TOCs -->
<xsl:if test="$generate.section.toc.level != 0">
chapter toc,title
part toc,title
preface toc,title
qandadiv toc
qandaset toc
reference toc,title
sect1 toc
sect2 toc
sect3 toc
sect4 toc
sect5 toc
section toc
set toc,title
</xsl:if>
</xsl:when>
<xsl:otherwise>
article nop
book nop
</xsl:otherwise>
</xsl:choose>
</xsl:param>
</xsl:stylesheet>

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<!--
Generates single XHTML document from DocBook XML source using DocBook XSL
stylesheets.
NOTE: The URL reference to the current DocBook XSL stylesheets is
rewritten to point to the copy on the local disk drive by the XML catalog
rewrite directives so it doesn't need to go out to the Internet for the
stylesheets. This means you don't need to edit the <xsl:import> elements on
a machine by machine basis.
-->
<xsl:stylesheet xmlns:xsl="http://www.w3.org/1999/XSL/Transform" version="1.0">
<xsl:import href="http://docbook.sourceforge.net/release/xsl/current/xhtml/docbook.xsl"/>
<xsl:import href="common.xsl"/>
<!-- Generate consistent id attribute values if document is unchanged -->
<xsl:param name="generate.consistent.ids" select="1"></xsl:param>
<!-- Add MathJax <script> tags to document <head> -->
<xsl:template name="user.head.content">
<script type="text/x-mathjax-config">
MathJax.Hub.Config({
MathML: { extensions: ["content-mathml.js"] },
tex2jax: { inlineMath: [['$','$'], ['\\(','\\)']] }
});
</script>
<script type="text/javascript"
src="https://cdn.mathjax.org/mathjax/latest/MathJax.js?config=TeX-AMS-MML_HTMLorMML">
</script>
</xsl:template>
</xsl:stylesheet>

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# Copyright (c) 2015-2016 The Khronos Group Inc.
# Copyright notice at https://www.khronos.org/registry/speccopyright.html
[attributes]
author="Khronos Group"
max-width="1024px"
[macros]
(?su)(?P<name>can):(?P<arg>\w*)=normative
(?su)(?P<name>cannot):(?P<arg>\w*)=normative
(?su)(?P<name>may):(?P<arg>\w*)=normative
(?su)(?P<name>maynot):(?P<arg>\w*)=maynot
(?su)(?P<name>must):(?P<arg>\w*)=normative
(?su)(?P<name>mustnot):(?P<arg>\w*)=mustnot
(?su)(?P<name>optional):(?P<arg>\w*)=normative
(?su)(?P<name>optionally):(?P<arg>\w*)=normative
(?su)(?P<name>recommend):(?P<arg>\w*)=normative
(?su)(?P<name>required):(?P<arg>\w*)=normative
(?su)(?P<name>should):(?P<arg>\w*)=normative
(?su)(?P<name>shouldnot):(?P<arg>\w*)=shouldnot
(?su)(?P<name>flink):(?P<target>\w+)=
(?su)(?P<name>fname):(?P<target>\w+)=
(?su)(?P<name>sname):(?P<target>\w+)=
(?su)(?P<name>slink):(?P<target>\w+)=
(?su)(?P<name>ename):(?P<target>\w+)=
(?su)(?P<name>pname):(?P<target>\w+)=
(?su)(?P<name>elink):(?P<target>\w+)=
(?su)(?P<name>etext):(?P<target>\w+)=
(?su)(?P<name>pname):(?P<target>(\w[\w.]*)*\w+)=
(?su)(?P<name>ptext):(?P<target>(\w[\w.]*)*\w+)=
(?su)(?P<name>basetype):(?P<target>\w+)=
(?su)(?P<name>code):(?P<target>\w+)=
[normative-inlinemacro]
ifdef::basebackend-docbook[]
<phrase role="normative">{name}</phrase>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<span role="normative">{name}</span>
endif::basebackend-html[]
[maynot-inlinemacro]
ifdef::basebackend-docbook[]
<phrase role="normative">may not</phrase>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<span role="normative">may not</span>
endif::basebackend-html[]
[mustnot-inlinemacro]
ifdef::basebackend-docbook[]
<phrase role="normative">must not</phrase>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<span role="normative">must not</span>
endif::basebackend-html[]
[shouldnot-inlinemacro]
ifdef::basebackend-docbook[]
<phrase role="normative">should not</phrase>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<span role="normative">should not</span>
endif::basebackend-html[]
[flink-inlinemacro]
ifdef::basebackend-docbook[]
<code><ulink url="{target}.html">{target}</ulink></code>
endif::basebackend-docbook[]
[fname-inlinemacro]
ifdef::basebackend-docbook[]
<emphasis role="strong"><code>{target}</code></emphasis>
endif::basebackend-docbook[]
[sname-inlinemacro]
ifdef::basebackend-docbook[]
<type>{target}</type>
endif::basebackend-docbook[]
[slink-inlinemacro]
ifdef::basebackend-docbook[]
<type><ulink url="{target}.html">{target}</ulink></type>
endif::basebackend-docbook[]
[pname-inlinemacro]
ifdef::basebackend-docbook[]
<parameter>{target}</parameter>
endif::basebackend-docbook[]
[ename-inlinemacro]
ifdef::basebackend-docbook[]
<type>{target}</type>
endif::basebackend-docbook[]
[elink-inlinemacro]
ifdef::basebackend-docbook[]
<type><ulink url="{target}.html">{target}</ulink></type>
endif::basebackend-docbook[]
[ftext-inlinemacro]
ifdef::basebackend-docbook[]
<emphasis role="strong"><code>{target}</code></emphasis>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<code>{target}</code>
endif::basebackend-html[]
[stext-inlinemacro]
ifdef::basebackend-docbook[]
<type>{target}</type>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<code>{target}</code>
endif::basebackend-html[]
[etext-inlinemacro]
ifdef::basebackend-docbook[]
<type>{target}</type>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<code>{target}</code>
endif::basebackend-html[]
[ptext-inlinemacro]
ifdef::basebackend-docbook[]
<parameter>{target}</parameter>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<code>{target}</code>
endif::basebackend-html[]
[basetype-inlinemacro]
<code>{target}</code>
[code-inlinemacro]
<code>{target}</code>
[must-inlinemacro]
must {target}

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@ -0,0 +1,10 @@
# adoc.conf - add some asciidoc-specific (non-a2x) config stuff for html5.conf
# Override html5.conf definition
[latexmath-inlinemacro]
{passtext}
[docinfo]
ifdef::mathjax[]
include1::mathjax.js[]
endif::[]

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@ -0,0 +1,56 @@
# testdb.conf - override some Docbook-specific config stuff
# Override docbook45 definition to not encapsulate LaTeX math
# This requires some cleverness in the latexmath macros to include
# the equation source in the alt block for PDF output, and in
# a Docbook block tag otherwise, using the a2x-format variable.
# a2x-format can be one of: chunked, docbook, dvi, epub, htmlhelp, manpage,
# pdf (default), ps, tex, text, xhtml.
[blockdef-pass]
ifeval::["{a2x-format}"=="pdf"]
latexmath-style=template="latexmathblock",subs=()
endif::[]
ifeval::["{a2x-format}"!="pdf"]
latexmath-style=template="latexmathblock"
subs=specialcharacters
endif::[]
[latexmath-inlinemacro]
<inlineequation>
ifeval::["{a2x-format}"=="pdf"]
<alt><?texmath delimiters="user"?><![CDATA[{passtext}]]></alt>
endif::[]
<inlinemediaobject><textobject><phrase>
ifeval::["{a2x-format}"!="pdf"]
{passtext}
endif::[]
</phrase></textobject></inlinemediaobject>
</inlineequation>
[latexmath-blockmacro]
<informalequation>
ifeval::["{a2x-format}"=="pdf"]
<alt><?texmath delimiters="user"?><![CDATA[{passtext}]]></alt>
endif::[]
<inlinemediaobject><textobject><phrase>
ifeval::["{a2x-format}"!="pdf"]
{passtext}
endif::[]
</phrase></textobject></inlinemediaobject>
</informalequation>
[latexmathblock]
{title#}<equation{id? id="{id}"}{role? role="{role}"}{reftext? xreflabel="{reftext}"}><title>{title}</title>
{title%}<informalequation{id? id="{id}"}{role? role="{role}"}{reftext? xreflabel="{reftext}"}>
ifeval::["{a2x-format}"=="pdf"]
<alt><?texmath delimiters="user"?><![CDATA[|]]></alt>
endif::[]
<mediaobject><textobject><phrase>
ifeval::["{a2x-format}"!="pdf"]
|
endif::[]
</phrase></textobject></mediaobject>
{title#}</equation>
{title%}</informalequation>

View File

@ -0,0 +1,8 @@
<script type="text/x-mathjax-config">
MathJax.Hub.Config({
MathML: { extensions: ["content-mathml.js"] },
tex2jax: { inlineMath: [['$','$'], ['\\(','\\)']] }
});
</script>
<script type="text/javascript" src="https://cdn.mathjax.org/mathjax/latest/MathJax.js?config=TeX-AMS-MML_HTMLorMML">
</script>

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@ -0,0 +1,125 @@
%%
%% This style is derived from the docbook one.
%%
\NeedsTeXFormat{LaTeX2e}
\ProvidesPackage{asciidoc}[2008/06/05 AsciiDoc DocBook Style]
\usepackage[english]{babel}
\usepackage{framed}
\def\lt{<}
\def\gt{>}
% Set page geometry
\usepackage[
letterpaper,
hmargin=0.9in,
bmargin=1in,
twoside
]{geometry}
\raggedbottom
\raggedright
%% Just use the original package and pass the options.
\RequirePackageWithOptions{docbook}
% Sidebar is a boxed minipage that can contain verbatim.
% Changed shadow box to double box.
\renewenvironment{sidebar}[1][0.95\textwidth]{
\hspace{0mm}\newline%
\noindent\begin{framed}%
\setlength\parskip{\medskipamount}%
}{
\end{framed}%
}
\renewcommand\_{\textunderscore\allowbreak}
\lstdefinelanguage{GLSL}
{
sensitive=true,
morekeywords=[1]{
attribute, const, uniform, varying,
layout, centroid, flat, smooth,
noperspective, break, continue, do,
for, while, switch, case, default, if,
else, in, out, inout, float, int, void,
bool, true, false, invariant, discard,
return, mat2, mat3, mat4, mat2x2, mat2x3,
mat2x4, mat3x2, mat3x3, mat3x4, mat4x2,
mat4x3, mat4x4, vec2, vec3, vec4, ivec2,
ivec3, ivec4, bvec2, bvec3, bvec4, uint,
uvec2, uvec3, uvec4, lowp, mediump, highp,
precision, sampler1D, sampler2D, sampler3D,
samplerCube, sampler1DShadow,
sampler2DShadow, samplerCubeShadow,
sampler1DArray, sampler2DArray,
sampler1DArrayShadow, sampler2DArrayShadow,
isampler1D, isampler2D, isampler3D,
isamplerCube, isampler1DArray,
isampler2DArray, usampler1D, usampler2D,
usampler3D, usamplerCube, usampler1DArray,
usampler2DArray, sampler2DRect,
sampler2DRectShadow, isampler2DRect,
usampler2DRect, samplerBuffer,
isamplerBuffer, usamplerBuffer, sampler2DMS,
isampler2DMS, usampler2DMS,
sampler2DMSArray, isampler2DMSArray,
usampler2DMSArray, struct},
morekeywords=[2]{
radians,degrees,sin,cos,tan,asin,acos,atan,
atan,sinh,cosh,tanh,asinh,acosh,atanh,pow,
exp,log,exp2,log2,sqrt,inversesqrt,abs,sign,
floor,trunc,round,roundEven,ceil,fract,mod,modf,
min,max,clamp,mix,step,smoothstep,isnan,isinf,
floatBitsToInt,floatBitsToUint,intBitsToFloat,
uintBitsToFloat,length,distance,dot,cross,
normalize,faceforward,reflect,refract,
matrixCompMult,outerProduct,transpose,
determinant,inverse,lessThan,lessThanEqual,
greaterThan,greaterThanEqual,equal,notEqual,
any,all,not,textureSize,texture,textureProj,
textureLod,textureOffset,texelFetch,
texelFetchOffset,textureProjOffset,
textureLodOffset,textureProjLod,
textureProjLodOffset,textureGrad,
textureGradOffset,textureProjGrad,
textureProjGradOffset,texture1D,texture1DProj,
texture1DProjLod,texture2D,texture2DProj,
texture2DLod,texture2DProjLod,texture3D,
texture3DProj,texture3DLod,texture3DProjLod,
textureCube,textureCubeLod,shadow1D,shadow2D,
shadow1DProj,shadow2DProj,shadow1DLod,
shadow2DLod,shadow1DProjLod,shadow2DProjLod,
dFdx,dFdy,fwidth,noise1,noise2,noise3,noise4,
EmitVertex,EndPrimitive},
morekeywords=[3]{
gl_VertexID,gl_InstanceID,gl_Position,
gl_PointSize,gl_ClipDistance,gl_PerVertex,
gl_Layer,gl_ClipVertex,gl_FragCoord,
gl_FrontFacing,gl_ClipDistance,gl_FragColor,
gl_FragData,gl_MaxDrawBuffers,gl_FragDepth,
gl_PointCoord,gl_PrimitiveID,
gl_MaxVertexAttribs,gl_MaxVertexUniformComponents,
gl_MaxVaryingFloats,gl_MaxVaryingComponents,
gl_MaxVertexOutputComponents,
gl_MaxGeometryInputComponents,
gl_MaxGeometryOutputComponents,
gl_MaxFragmentInputComponents,
gl_MaxVertexTextureImageUnits,
gl_MaxCombinedTextureImageUnits,
gl_MaxTextureImageUnits,
gl_MaxFragmentUniformComponents,
gl_MaxDrawBuffers,gl_MaxClipDistances,
gl_MaxGeometryTextureImageUnits,
gl_MaxGeometryOutputVertices,
gl_MaxGeometryOutputVertices,
gl_MaxGeometryTotalOutputComponents,
gl_MaxGeometryUniformComponents,
gl_MaxGeometryVaryingComponents,gl_DepthRange},
morecomment=[l]{//},
morecomment=[s]{/*}{*/},
morecomment=[l][keywordstyle4]{\#},
}
% For DocBook literallayout elements, see `./dblatex/dblatex-readme.txt`.
\usepackage{alltt}

View File

@ -0,0 +1,14 @@
<?xml version="1.0" encoding="iso-8859-1"?>
<!--
dblatex(1) XSL user stylesheet for asciidoc(1).
See dblatex(1) -p option.
-->
<xsl:stylesheet xmlns:xsl="http://www.w3.org/1999/XSL/Transform" version="1.0">
<!-- Override parameters in /etc/asciidoc/dblatex/asciidoc-dblatex.xsl -->
<xsl:param name="latex.hyperparam">colorlinks,linkcolor=black,pdfstartview=FitH</xsl:param>
<xsl:param name="doc.publisher.show">0</xsl:param>
<xsl:param name="latex.output.revhistory">0</xsl:param>
<!-- Modified dblatex templates etc. can go here -->
</xsl:stylesheet>

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@ -0,0 +1,358 @@
/*
CSS stylesheet for XHTML produced by DocBook XSL stylesheets.
This is branched from /etc/asciidoc/stylesheets/docbook-xsl.css with a few
tweaks from the asciidoc.css modified for the SPIR-V specification - see
/repos/util/trunk/SpecificationTemplates/Asciidoc/specStyle/asciidoc.css
*/
/* Vulkan modifications and additions */
/* For showing added material in a document */
div.added { color: red; }
p.added { color: red; }
span.added { color: red; }
/* For showing removed material in a document */
div.removed { color: red; text-decoration: line-through; }
p.removed { color: red; text-decoration: line-through; }
span.removed { color: red; text-decoration: line-through; }
/* For showing changed material in a document */
div.change { color: red; }
p.change { color: red; }
span.change { color: red; }
/* For marking the "normative" terms like must:, can:, etc. */
div.normative { color: purple; }
p.normative { color: purple; }
span.normative { color: purple; }
/* Use a sans-serif font. This needs to be in a smaller point size. */
body {
font-family: Arial,sans-serif;
}
/* End Vulkan modifications and additions */
code, pre {
font-family: "Courier New", Courier, monospace;
}
span.strong {
font-weight: bold;
}
body blockquote {
margin-top: .75em;
line-height: 1.5;
margin-bottom: .75em;
}
html body {
margin: 1em 5% 1em 5%;
line-height: 1.2;
}
body div {
margin: 0;
}
h1, h2, h3, h4, h5, h6
{
color: #527bbd;
font-family: Arial,Helvetica,sans-serif;
}
div.toc p:first-child,
div.list-of-figures p:first-child,
div.list-of-tables p:first-child,
div.list-of-examples p:first-child,
div.example p.title,
div.sidebar p.title
{
font-weight: bold;
color: #527bbd;
font-family: Arial,Helvetica,sans-serif;
margin-bottom: 0.2em;
}
body h1 {
margin: .0em 0 0 -4%;
line-height: 1.3;
border-bottom: 2px solid silver;
}
body h2 {
margin: 0.5em 0 0 -4%;
line-height: 1.3;
border-bottom: 2px solid silver;
}
body h3 {
margin: .8em 0 0 -3%;
line-height: 1.3;
}
body h4 {
margin: .8em 0 0 -3%;
line-height: 1.3;
}
body h5 {
margin: .8em 0 0 -2%;
line-height: 1.3;
}
body h6 {
margin: .8em 0 0 -1%;
line-height: 1.3;
}
body hr {
border: none; /* Broken on IE6 */
}
div.footnotes hr {
border: 1px solid silver;
}
div.navheader th, div.navheader td, div.navfooter td {
font-family: Arial,Helvetica,sans-serif;
font-size: 0.9em;
font-weight: bold;
color: #527bbd;
}
div.navheader img, div.navfooter img {
border-style: none;
}
div.navheader a, div.navfooter a {
font-weight: normal;
}
div.navfooter hr {
border: 1px solid silver;
}
body td {
line-height: 1.2
}
body th {
line-height: 1.2;
}
ol {
line-height: 1.2;
}
ul, body dir, body menu {
line-height: 1.2;
}
html {
margin: 0;
padding: 0;
}
body h1, body h2, body h3, body h4, body h5, body h6 {
margin-left: 0
}
body pre {
margin: 0.5em 10% 0.5em 1em;
line-height: 1.0;
color: navy;
}
tt.literal, code.literal {
color: navy;
}
.programlisting, .screen {
border: 1px solid silver;
background: #f4f4f4;
margin: 0.5em 10% 0.5em 0;
padding: 0.5em 1em;
}
div.sidebar {
background: #ffffee;
margin: 1.0em 10% 0.5em 0;
padding: 0.5em 1em;
border: 1px solid silver;
}
div.sidebar * { padding: 0; }
div.sidebar div { margin: 0; }
div.sidebar p.title {
margin-top: 0.5em;
margin-bottom: 0.2em;
}
div.bibliomixed {
margin: 0.5em 5% 0.5em 1em;
}
div.glossary dt {
font-weight: bold;
}
div.glossary dd p {
margin-top: 0.2em;
}
dl {
margin: .8em 0;
line-height: 1.2;
}
dt {
margin-top: 0.5em;
}
dt span.term {
font-style: normal;
color: navy;
}
div.variablelist dd p {
margin-top: 0;
}
div.itemizedlist li, div.orderedlist li {
margin-left: -0.8em;
margin-top: 0.5em;
}
ul, ol {
list-style-position: outside;
}
div.sidebar ul, div.sidebar ol {
margin-left: 2.8em;
}
div.itemizedlist p.title,
div.orderedlist p.title,
div.variablelist p.title
{
margin-bottom: -0.8em;
}
div.revhistory table {
border-collapse: collapse;
border: none;
}
div.revhistory th {
border: none;
color: #527bbd;
font-family: Arial,Helvetica,sans-serif;
}
div.revhistory td {
border: 1px solid silver;
}
/* Keep TOC and index lines close together. */
div.toc dl, div.toc dt,
div.list-of-figures dl, div.list-of-figures dt,
div.list-of-tables dl, div.list-of-tables dt,
div.indexdiv dl, div.indexdiv dt
{
line-height: normal;
margin-top: 0;
margin-bottom: 0;
}
/*
Table styling does not work because of overriding attributes in
generated HTML.
*/
div.table table,
div.informaltable table
{
margin-left: 0;
margin-right: 5%;
margin-bottom: 0.8em;
}
div.informaltable table
{
margin-top: 0.4em
}
div.table thead,
div.table tfoot,
div.table tbody,
div.informaltable thead,
div.informaltable tfoot,
div.informaltable tbody
{
/* No effect in IE6. */
border-top: 3px solid #527bbd;
border-bottom: 3px solid #527bbd;
}
div.table thead, div.table tfoot,
div.informaltable thead, div.informaltable tfoot
{
font-weight: bold;
}
div.mediaobject img {
margin-bottom: 0.8em;
}
div.figure p.title,
div.table p.title
{
margin-top: 1em;
margin-bottom: 0.4em;
}
div.calloutlist p
{
margin-top: 0em;
margin-bottom: 0.4em;
}
a img {
border-style: none;
}
@media print {
div.navheader, div.navfooter { display: none; }
}
span.aqua { color: aqua; }
span.black { color: black; }
span.blue { color: blue; }
span.fuchsia { color: fuchsia; }
span.gray { color: gray; }
span.green { color: green; }
span.lime { color: lime; }
span.maroon { color: maroon; }
span.navy { color: navy; }
span.olive { color: olive; }
span.purple { color: purple; }
span.red { color: red; }
span.silver { color: silver; }
span.teal { color: teal; }
span.white { color: white; }
span.yellow { color: yellow; }
span.aqua-background { background: aqua; }
span.black-background { background: black; }
span.blue-background { background: blue; }
span.fuchsia-background { background: fuchsia; }
span.gray-background { background: gray; }
span.green-background { background: green; }
span.lime-background { background: lime; }
span.maroon-background { background: maroon; }
span.navy-background { background: navy; }
span.olive-background { background: olive; }
span.purple-background { background: purple; }
span.red-background { background: red; }
span.silver-background { background: silver; }
span.teal-background { background: teal; }
span.white-background { background: white; }
span.yellow-background { background: yellow; }
span.big { font-size: 2em; }
span.small { font-size: 0.6em; }
span.underline { text-decoration: underline; }
span.overline { text-decoration: overline; }
span.line-through { text-decoration: line-through; }

View File

@ -0,0 +1,109 @@
# Copyright (c) 2015-2016 The Khronos Group Inc.
# Copyright notice at https://www.khronos.org/registry/speccopyright.html
#
# The 'normative' macros below (can: through shouldnot:) serve mostly
# to tag that those terms have been validated against their normative
# definitions. They ignore any arguments, and don't yet do anything
# but expand to their names.
#
# The remaining macros tag API terms (f = function, s = struct, e = enum,
# p = parameter, t = other type) and expand in various ways determined by
# the name following the = in the macro definition:
#
# 'link' macros format as code and create an xref/link to the target
# 'code' macros format as code, but do not link
# 'strong' macros format as <strong>, and do not link
# 'param' macros format as <parameter>, and do not link
[macros]
(?su)(?P<name>can):(?P<arg>\w*)=normative
(?su)(?P<name>cannot):(?P<arg>\w*)=normative
(?su)(?P<name>may):(?P<arg>\w*)=normative
(?su)(?P<name>maynot):(?P<arg>\w*)=maynot
(?su)(?P<name>must):(?P<arg>\w*)=normative
(?su)(?P<name>mustnot):(?P<arg>\w*)=mustnot
(?su)(?P<name>optional):(?P<arg>\w*)=normative
(?su)(?P<name>optionally):(?P<arg>\w*)=normative
(?su)(?P<name>recommend):(?P<arg>\w*)=normative
(?su)(?P<name>required):(?P<arg>\w*)=normative
(?su)(?P<name>should):(?P<arg>\w*)=normative
(?su)(?P<name>shouldnot):(?P<arg>\w*)=shouldnot
(?su)(?P<name>flink):(?P<target>\w+)=link
(?su)(?P<name>fname):(?P<target>\w+)=strong
(?su)(?P<name>ftext):(?P<target>[\w*]+(\.[\w*]+)*)=strong
(?su)(?P<name>sname):(?P<target>\w+)=code
(?su)(?P<name>slink):(?P<target>\w+)=link
(?su)(?P<name>stext):(?P<target>[\w*]+(\.[\w*]+)*)=code
(?su)(?P<name>ename):(?P<target>\w+)=code
(?su)(?P<name>elink):(?P<target>\w+)=link
(?su)(?P<name>etext):(?P<target>[\w*]+(\.[\w*]+)*)=code
(?su)(?P<name>pname):(?P<target>(\w[\w.]*)*\w+)=param
(?su)(?P<name>ptext):(?P<target>[\w*]+(\.[\w*]+)*)=param
(?su)(?P<name>tlink):(?P<target>\w+)=link
(?su)(?P<name>tname):(?P<target>\w+)=strong
(?su)(?P<name>basetype):(?P<target>\w+)=code
(?su)(?P<name>code):(?P<target>\w+)=strong
[normative-inlinemacro]
ifdef::basebackend-docbook[]
<phrase role="normative">{name}</phrase>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<span role="normative">{name}</span>
endif::basebackend-html[]
[maynot-inlinemacro]
ifdef::basebackend-docbook[]
<phrase role="normative">may not</phrase>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<span role="normative">may not</span>
endif::basebackend-html[]
[mustnot-inlinemacro]
ifdef::basebackend-docbook[]
<phrase role="normative">must not</phrase>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<span role="normative">must not</span>
endif::basebackend-html[]
[shouldnot-inlinemacro]
ifdef::basebackend-docbook[]
<phrase role="normative">should not</phrase>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<span role="normative">should not</span>
endif::basebackend-html[]
[link-inlinemacro]
ifdef::basebackend-docbook[]
<code><link linkend="{target}">{target}</link></code>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<code><a href="#{target}">{target}</a></code>
endif::basebackend-html[]
[code-inlinemacro]
ifdef::basebackend-docbook[]
<code>{target}</code>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<code>{target}</code>
endif::basebackend-html[]
[strong-inlinemacro]
ifdef::basebackend-docbook[]
<emphasis role="strong"><code>{target}</code></emphasis>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<code>{target}</code>
endif::basebackend-html[]
[param-inlinemacro]
ifdef::basebackend-docbook[]
<parameter>{target}</parameter>
endif::basebackend-docbook[]
ifdef::basebackend-html[]
<code>{target}</code>
endif::basebackend-html[]

View File

@ -0,0 +1,67 @@
Copyright (C) 2014-2016 The Khronos Group Inc. All Rights Reserved.
This specification is protected by copyright laws and contains material proprietary
to the Khronos Group, Inc. It or any components may not be reproduced, republished,
distributed, transmitted, displayed, broadcast or otherwise exploited in any
manner without the express prior written permission of Khronos Group. You may
use this specification for implementing the functionality therein, without altering or
removing any trademark, copyright or other notice from the specification, but the
receipt or possession of this specification does not convey any rights to reproduce,
disclose, or distribute its contents, or to manufacture, use, or sell anything that it
may describe, in whole or in part.
Khronos Group grants express permission to any current Promoter, Contributor
or Adopter member of Khronos to copy and redistribute UNMODIFIED versions
of this specification in any fashion, provided that NO CHARGE is made for the
specification and the latest available update of the specification for any version
of the API is used whenever possible. Such distributed specification may be reformatted
AS LONG AS the contents of the specification are not changed in any
way. The specification may be incorporated into a product that is sold as long as
such product includes significant independent work developed by the seller. A link
to the current version of this specification on the Khronos Group web-site should
be included whenever possible with specification distributions.
This specification has been created under the Khronos Intellectual Property Rights Policy,
which is Attachment A of the Khronos Group Membership Agreement available at
www.khronos.org/files/member_agreement.pdf. This specification contains substantially
unmodified functionality from, and is a successor to, Khronos specifications including
OpenGL, OpenGL ES and OpenCL.
Some parts of this Specification are purely informative and do not define requirements
necessary for compliance and so are outside the Scope of this Specification. These
parts of the Specification are marked by the “Note” icon or designated “Informative”.
Where this Specification uses terms, defined in the Glossary or otherwise, that refer to
enabling technologies that are not expressly set forth as being required for compliance,
those enabling technologies are outside the Scope of this Specification.
Where this Specification uses the terms “may”, or “optional”, such features or
behaviors do not define requirements necessary for compliance and so are outside the
Scope of this Specification.
Where this Specification uses the terms “not required”, such features or
behaviors may be omitted from certain implementations, but when they are included, they
define requirements necessary for compliance and so are INCLUDED in the Scope of this
Specification.
Where this Specification includes normative references to external documents, the
specifically identified sections and functionality of those external documents are in
Scope. Requirements defined by external documents not created by Khronos may contain
contributions from non-members of Khronos not covered by the Khronos Intellectual
Property Rights Policy.
Khronos Group makes no, and expressly disclaims any, representations or warranties,
express or implied, regarding this specification, including, without limitation,
any implied warranties of merchantability or fitness for a particular purpose
or non-infringement of any intellectual property. Khronos Group makes no, and
expressly disclaims any, warranties, express or implied, regarding the correctness,
accuracy, completeness, timeliness, and reliability of the specification. Under no
circumstances will the Khronos Group, or any of its Promoters, Contributors or
Members or their respective partners, officers, directors, employees, agents or
representatives be liable for any damages, whether direct, indirect, special or
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Khronos and {apiname} are trademarks of The Khronos Group Inc. OpenCL is a trademark of
Apple Inc. and OpenGL is a registered trademark of Silicon Graphics International, both
used under license by Khronos.

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@ -0,0 +1,29 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkAccessFlagBits,VkAccessFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkAccessFlagBits {
VK_ACCESS_INDIRECT_COMMAND_READ_BIT = 0x00000001,
VK_ACCESS_INDEX_READ_BIT = 0x00000002,
VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT = 0x00000004,
VK_ACCESS_UNIFORM_READ_BIT = 0x00000008,
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT = 0x00000010,
VK_ACCESS_SHADER_READ_BIT = 0x00000020,
VK_ACCESS_SHADER_WRITE_BIT = 0x00000040,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT = 0x00000080,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT = 0x00000100,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT = 0x00000200,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = 0x00000400,
VK_ACCESS_TRANSFER_READ_BIT = 0x00000800,
VK_ACCESS_TRANSFER_WRITE_BIT = 0x00001000,
VK_ACCESS_HOST_READ_BIT = 0x00002000,
VK_ACCESS_HOST_WRITE_BIT = 0x00004000,
VK_ACCESS_MEMORY_READ_BIT = 0x00008000,
VK_ACCESS_MEMORY_WRITE_BIT = 0x00010000,
} VkAccessFlagBits;
------------------------------------------------------------------------------

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@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkAttachmentDescriptionFlagBits,VkAttachmentDescriptionFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkAttachmentDescriptionFlagBits {
VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT = 0x00000001,
} VkAttachmentDescriptionFlagBits;
------------------------------------------------------------------------------

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@ -0,0 +1,15 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkAttachmentLoadOp,VkAttachmentLoadOp]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkAttachmentLoadOp {
VK_ATTACHMENT_LOAD_OP_LOAD = 0,
VK_ATTACHMENT_LOAD_OP_CLEAR = 1,
VK_ATTACHMENT_LOAD_OP_DONT_CARE = 2,
} VkAttachmentLoadOp;
------------------------------------------------------------------------------

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@ -0,0 +1,14 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkAttachmentStoreOp,VkAttachmentStoreOp]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkAttachmentStoreOp {
VK_ATTACHMENT_STORE_OP_STORE = 0,
VK_ATTACHMENT_STORE_OP_DONT_CARE = 1,
} VkAttachmentStoreOp;
------------------------------------------------------------------------------

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@ -0,0 +1,31 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkBlendFactor,VkBlendFactor]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkBlendFactor {
VK_BLEND_FACTOR_ZERO = 0,
VK_BLEND_FACTOR_ONE = 1,
VK_BLEND_FACTOR_SRC_COLOR = 2,
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = 3,
VK_BLEND_FACTOR_DST_COLOR = 4,
VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR = 5,
VK_BLEND_FACTOR_SRC_ALPHA = 6,
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = 7,
VK_BLEND_FACTOR_DST_ALPHA = 8,
VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = 9,
VK_BLEND_FACTOR_CONSTANT_COLOR = 10,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR = 11,
VK_BLEND_FACTOR_CONSTANT_ALPHA = 12,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA = 13,
VK_BLEND_FACTOR_SRC_ALPHA_SATURATE = 14,
VK_BLEND_FACTOR_SRC1_COLOR = 15,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR = 16,
VK_BLEND_FACTOR_SRC1_ALPHA = 17,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA = 18,
} VkBlendFactor;
------------------------------------------------------------------------------

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@ -0,0 +1,17 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkBlendOp,VkBlendOp]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkBlendOp {
VK_BLEND_OP_ADD = 0,
VK_BLEND_OP_SUBTRACT = 1,
VK_BLEND_OP_REVERSE_SUBTRACT = 2,
VK_BLEND_OP_MIN = 3,
VK_BLEND_OP_MAX = 4,
} VkBlendOp;
------------------------------------------------------------------------------

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@ -0,0 +1,18 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkBorderColor,VkBorderColor]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkBorderColor {
VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK = 0,
VK_BORDER_COLOR_INT_TRANSPARENT_BLACK = 1,
VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK = 2,
VK_BORDER_COLOR_INT_OPAQUE_BLACK = 3,
VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE = 4,
VK_BORDER_COLOR_INT_OPAQUE_WHITE = 5,
} VkBorderColor;
------------------------------------------------------------------------------

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@ -0,0 +1,15 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkBufferCreateFlagBits,VkBufferCreateFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkBufferCreateFlagBits {
VK_BUFFER_CREATE_SPARSE_BINDING_BIT = 0x00000001,
VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT = 0x00000002,
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT = 0x00000004,
} VkBufferCreateFlagBits;
------------------------------------------------------------------------------

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@ -0,0 +1,21 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkBufferUsageFlagBits,VkBufferUsageFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkBufferUsageFlagBits {
VK_BUFFER_USAGE_TRANSFER_SRC_BIT = 0x00000001,
VK_BUFFER_USAGE_TRANSFER_DST_BIT = 0x00000002,
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT = 0x00000004,
VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT = 0x00000008,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT = 0x00000010,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT = 0x00000020,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT = 0x00000040,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT = 0x00000080,
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT = 0x00000100,
} VkBufferUsageFlagBits;
------------------------------------------------------------------------------

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@ -0,0 +1,16 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkColorComponentFlagBits,VkColorComponentFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkColorComponentFlagBits {
VK_COLOR_COMPONENT_R_BIT = 0x00000001,
VK_COLOR_COMPONENT_G_BIT = 0x00000002,
VK_COLOR_COMPONENT_B_BIT = 0x00000004,
VK_COLOR_COMPONENT_A_BIT = 0x00000008,
} VkColorComponentFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,14 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkCommandBufferLevel,VkCommandBufferLevel]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkCommandBufferLevel {
VK_COMMAND_BUFFER_LEVEL_PRIMARY = 0,
VK_COMMAND_BUFFER_LEVEL_SECONDARY = 1,
} VkCommandBufferLevel;
------------------------------------------------------------------------------

View File

@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkCommandBufferResetFlagBits,VkCommandBufferResetFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkCommandBufferResetFlagBits {
VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT = 0x00000001,
} VkCommandBufferResetFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,15 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkCommandBufferUsageFlagBits,VkCommandBufferUsageFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkCommandBufferUsageFlagBits {
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT = 0x00000001,
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT = 0x00000002,
VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT = 0x00000004,
} VkCommandBufferUsageFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,14 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkCommandPoolCreateFlagBits,VkCommandPoolCreateFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkCommandPoolCreateFlagBits {
VK_COMMAND_POOL_CREATE_TRANSIENT_BIT = 0x00000001,
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT = 0x00000002,
} VkCommandPoolCreateFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkCommandPoolResetFlagBits,VkCommandPoolResetFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkCommandPoolResetFlagBits {
VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT = 0x00000001,
} VkCommandPoolResetFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,20 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkCompareOp,VkCompareOp]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkCompareOp {
VK_COMPARE_OP_NEVER = 0,
VK_COMPARE_OP_LESS = 1,
VK_COMPARE_OP_EQUAL = 2,
VK_COMPARE_OP_LESS_OR_EQUAL = 3,
VK_COMPARE_OP_GREATER = 4,
VK_COMPARE_OP_NOT_EQUAL = 5,
VK_COMPARE_OP_GREATER_OR_EQUAL = 6,
VK_COMPARE_OP_ALWAYS = 7,
} VkCompareOp;
------------------------------------------------------------------------------

View File

@ -0,0 +1,19 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkComponentSwizzle,VkComponentSwizzle]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkComponentSwizzle {
VK_COMPONENT_SWIZZLE_IDENTITY = 0,
VK_COMPONENT_SWIZZLE_ZERO = 1,
VK_COMPONENT_SWIZZLE_ONE = 2,
VK_COMPONENT_SWIZZLE_R = 3,
VK_COMPONENT_SWIZZLE_G = 4,
VK_COMPONENT_SWIZZLE_B = 5,
VK_COMPONENT_SWIZZLE_A = 6,
} VkComponentSwizzle;
------------------------------------------------------------------------------

View File

@ -0,0 +1,16 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkCullModeFlagBits,VkCullModeFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkCullModeFlagBits {
VK_CULL_MODE_NONE = 0,
VK_CULL_MODE_FRONT_BIT = 0x00000001,
VK_CULL_MODE_BACK_BIT = 0x00000002,
VK_CULL_MODE_FRONT_AND_BACK = 0x3,
} VkCullModeFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkDependencyFlagBits,VkDependencyFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkDependencyFlagBits {
VK_DEPENDENCY_BY_REGION_BIT = 0x00000001,
} VkDependencyFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkDescriptorPoolCreateFlagBits,VkDescriptorPoolCreateFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkDescriptorPoolCreateFlagBits {
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT = 0x00000001,
} VkDescriptorPoolCreateFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,23 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkDescriptorType,VkDescriptorType]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkDescriptorType {
VK_DESCRIPTOR_TYPE_SAMPLER = 0,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER = 1,
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE = 2,
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE = 3,
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER = 4,
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER = 5,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER = 6,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER = 7,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC = 8,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC = 9,
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT = 10,
} VkDescriptorType;
------------------------------------------------------------------------------

View File

@ -0,0 +1,21 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkDynamicState,VkDynamicState]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkDynamicState {
VK_DYNAMIC_STATE_VIEWPORT = 0,
VK_DYNAMIC_STATE_SCISSOR = 1,
VK_DYNAMIC_STATE_LINE_WIDTH = 2,
VK_DYNAMIC_STATE_DEPTH_BIAS = 3,
VK_DYNAMIC_STATE_BLEND_CONSTANTS = 4,
VK_DYNAMIC_STATE_DEPTH_BOUNDS = 5,
VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK = 6,
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK = 7,
VK_DYNAMIC_STATE_STENCIL_REFERENCE = 8,
} VkDynamicState;
------------------------------------------------------------------------------

View File

@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkFenceCreateFlagBits,VkFenceCreateFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkFenceCreateFlagBits {
VK_FENCE_CREATE_SIGNALED_BIT = 0x00000001,
} VkFenceCreateFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,14 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkFilter,VkFilter]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkFilter {
VK_FILTER_NEAREST = 0,
VK_FILTER_LINEAR = 1,
} VkFilter;
------------------------------------------------------------------------------

View File

@ -0,0 +1,197 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkFormat,VkFormat]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkFormat {
VK_FORMAT_UNDEFINED = 0,
VK_FORMAT_R4G4_UNORM_PACK8 = 1,
VK_FORMAT_R4G4B4A4_UNORM_PACK16 = 2,
VK_FORMAT_B4G4R4A4_UNORM_PACK16 = 3,
VK_FORMAT_R5G6B5_UNORM_PACK16 = 4,
VK_FORMAT_B5G6R5_UNORM_PACK16 = 5,
VK_FORMAT_R5G5B5A1_UNORM_PACK16 = 6,
VK_FORMAT_B5G5R5A1_UNORM_PACK16 = 7,
VK_FORMAT_A1R5G5B5_UNORM_PACK16 = 8,
VK_FORMAT_R8_UNORM = 9,
VK_FORMAT_R8_SNORM = 10,
VK_FORMAT_R8_USCALED = 11,
VK_FORMAT_R8_SSCALED = 12,
VK_FORMAT_R8_UINT = 13,
VK_FORMAT_R8_SINT = 14,
VK_FORMAT_R8_SRGB = 15,
VK_FORMAT_R8G8_UNORM = 16,
VK_FORMAT_R8G8_SNORM = 17,
VK_FORMAT_R8G8_USCALED = 18,
VK_FORMAT_R8G8_SSCALED = 19,
VK_FORMAT_R8G8_UINT = 20,
VK_FORMAT_R8G8_SINT = 21,
VK_FORMAT_R8G8_SRGB = 22,
VK_FORMAT_R8G8B8_UNORM = 23,
VK_FORMAT_R8G8B8_SNORM = 24,
VK_FORMAT_R8G8B8_USCALED = 25,
VK_FORMAT_R8G8B8_SSCALED = 26,
VK_FORMAT_R8G8B8_UINT = 27,
VK_FORMAT_R8G8B8_SINT = 28,
VK_FORMAT_R8G8B8_SRGB = 29,
VK_FORMAT_B8G8R8_UNORM = 30,
VK_FORMAT_B8G8R8_SNORM = 31,
VK_FORMAT_B8G8R8_USCALED = 32,
VK_FORMAT_B8G8R8_SSCALED = 33,
VK_FORMAT_B8G8R8_UINT = 34,
VK_FORMAT_B8G8R8_SINT = 35,
VK_FORMAT_B8G8R8_SRGB = 36,
VK_FORMAT_R8G8B8A8_UNORM = 37,
VK_FORMAT_R8G8B8A8_SNORM = 38,
VK_FORMAT_R8G8B8A8_USCALED = 39,
VK_FORMAT_R8G8B8A8_SSCALED = 40,
VK_FORMAT_R8G8B8A8_UINT = 41,
VK_FORMAT_R8G8B8A8_SINT = 42,
VK_FORMAT_R8G8B8A8_SRGB = 43,
VK_FORMAT_B8G8R8A8_UNORM = 44,
VK_FORMAT_B8G8R8A8_SNORM = 45,
VK_FORMAT_B8G8R8A8_USCALED = 46,
VK_FORMAT_B8G8R8A8_SSCALED = 47,
VK_FORMAT_B8G8R8A8_UINT = 48,
VK_FORMAT_B8G8R8A8_SINT = 49,
VK_FORMAT_B8G8R8A8_SRGB = 50,
VK_FORMAT_A8B8G8R8_UNORM_PACK32 = 51,
VK_FORMAT_A8B8G8R8_SNORM_PACK32 = 52,
VK_FORMAT_A8B8G8R8_USCALED_PACK32 = 53,
VK_FORMAT_A8B8G8R8_SSCALED_PACK32 = 54,
VK_FORMAT_A8B8G8R8_UINT_PACK32 = 55,
VK_FORMAT_A8B8G8R8_SINT_PACK32 = 56,
VK_FORMAT_A8B8G8R8_SRGB_PACK32 = 57,
VK_FORMAT_A2R10G10B10_UNORM_PACK32 = 58,
VK_FORMAT_A2R10G10B10_SNORM_PACK32 = 59,
VK_FORMAT_A2R10G10B10_USCALED_PACK32 = 60,
VK_FORMAT_A2R10G10B10_SSCALED_PACK32 = 61,
VK_FORMAT_A2R10G10B10_UINT_PACK32 = 62,
VK_FORMAT_A2R10G10B10_SINT_PACK32 = 63,
VK_FORMAT_A2B10G10R10_UNORM_PACK32 = 64,
VK_FORMAT_A2B10G10R10_SNORM_PACK32 = 65,
VK_FORMAT_A2B10G10R10_USCALED_PACK32 = 66,
VK_FORMAT_A2B10G10R10_SSCALED_PACK32 = 67,
VK_FORMAT_A2B10G10R10_UINT_PACK32 = 68,
VK_FORMAT_A2B10G10R10_SINT_PACK32 = 69,
VK_FORMAT_R16_UNORM = 70,
VK_FORMAT_R16_SNORM = 71,
VK_FORMAT_R16_USCALED = 72,
VK_FORMAT_R16_SSCALED = 73,
VK_FORMAT_R16_UINT = 74,
VK_FORMAT_R16_SINT = 75,
VK_FORMAT_R16_SFLOAT = 76,
VK_FORMAT_R16G16_UNORM = 77,
VK_FORMAT_R16G16_SNORM = 78,
VK_FORMAT_R16G16_USCALED = 79,
VK_FORMAT_R16G16_SSCALED = 80,
VK_FORMAT_R16G16_UINT = 81,
VK_FORMAT_R16G16_SINT = 82,
VK_FORMAT_R16G16_SFLOAT = 83,
VK_FORMAT_R16G16B16_UNORM = 84,
VK_FORMAT_R16G16B16_SNORM = 85,
VK_FORMAT_R16G16B16_USCALED = 86,
VK_FORMAT_R16G16B16_SSCALED = 87,
VK_FORMAT_R16G16B16_UINT = 88,
VK_FORMAT_R16G16B16_SINT = 89,
VK_FORMAT_R16G16B16_SFLOAT = 90,
VK_FORMAT_R16G16B16A16_UNORM = 91,
VK_FORMAT_R16G16B16A16_SNORM = 92,
VK_FORMAT_R16G16B16A16_USCALED = 93,
VK_FORMAT_R16G16B16A16_SSCALED = 94,
VK_FORMAT_R16G16B16A16_UINT = 95,
VK_FORMAT_R16G16B16A16_SINT = 96,
VK_FORMAT_R16G16B16A16_SFLOAT = 97,
VK_FORMAT_R32_UINT = 98,
VK_FORMAT_R32_SINT = 99,
VK_FORMAT_R32_SFLOAT = 100,
VK_FORMAT_R32G32_UINT = 101,
VK_FORMAT_R32G32_SINT = 102,
VK_FORMAT_R32G32_SFLOAT = 103,
VK_FORMAT_R32G32B32_UINT = 104,
VK_FORMAT_R32G32B32_SINT = 105,
VK_FORMAT_R32G32B32_SFLOAT = 106,
VK_FORMAT_R32G32B32A32_UINT = 107,
VK_FORMAT_R32G32B32A32_SINT = 108,
VK_FORMAT_R32G32B32A32_SFLOAT = 109,
VK_FORMAT_R64_UINT = 110,
VK_FORMAT_R64_SINT = 111,
VK_FORMAT_R64_SFLOAT = 112,
VK_FORMAT_R64G64_UINT = 113,
VK_FORMAT_R64G64_SINT = 114,
VK_FORMAT_R64G64_SFLOAT = 115,
VK_FORMAT_R64G64B64_UINT = 116,
VK_FORMAT_R64G64B64_SINT = 117,
VK_FORMAT_R64G64B64_SFLOAT = 118,
VK_FORMAT_R64G64B64A64_UINT = 119,
VK_FORMAT_R64G64B64A64_SINT = 120,
VK_FORMAT_R64G64B64A64_SFLOAT = 121,
VK_FORMAT_B10G11R11_UFLOAT_PACK32 = 122,
VK_FORMAT_E5B9G9R9_UFLOAT_PACK32 = 123,
VK_FORMAT_D16_UNORM = 124,
VK_FORMAT_X8_D24_UNORM_PACK32 = 125,
VK_FORMAT_D32_SFLOAT = 126,
VK_FORMAT_S8_UINT = 127,
VK_FORMAT_D16_UNORM_S8_UINT = 128,
VK_FORMAT_D24_UNORM_S8_UINT = 129,
VK_FORMAT_D32_SFLOAT_S8_UINT = 130,
VK_FORMAT_BC1_RGB_UNORM_BLOCK = 131,
VK_FORMAT_BC1_RGB_SRGB_BLOCK = 132,
VK_FORMAT_BC1_RGBA_UNORM_BLOCK = 133,
VK_FORMAT_BC1_RGBA_SRGB_BLOCK = 134,
VK_FORMAT_BC2_UNORM_BLOCK = 135,
VK_FORMAT_BC2_SRGB_BLOCK = 136,
VK_FORMAT_BC3_UNORM_BLOCK = 137,
VK_FORMAT_BC3_SRGB_BLOCK = 138,
VK_FORMAT_BC4_UNORM_BLOCK = 139,
VK_FORMAT_BC4_SNORM_BLOCK = 140,
VK_FORMAT_BC5_UNORM_BLOCK = 141,
VK_FORMAT_BC5_SNORM_BLOCK = 142,
VK_FORMAT_BC6H_UFLOAT_BLOCK = 143,
VK_FORMAT_BC6H_SFLOAT_BLOCK = 144,
VK_FORMAT_BC7_UNORM_BLOCK = 145,
VK_FORMAT_BC7_SRGB_BLOCK = 146,
VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK = 147,
VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK = 148,
VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK = 149,
VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK = 150,
VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK = 151,
VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK = 152,
VK_FORMAT_EAC_R11_UNORM_BLOCK = 153,
VK_FORMAT_EAC_R11_SNORM_BLOCK = 154,
VK_FORMAT_EAC_R11G11_UNORM_BLOCK = 155,
VK_FORMAT_EAC_R11G11_SNORM_BLOCK = 156,
VK_FORMAT_ASTC_4x4_UNORM_BLOCK = 157,
VK_FORMAT_ASTC_4x4_SRGB_BLOCK = 158,
VK_FORMAT_ASTC_5x4_UNORM_BLOCK = 159,
VK_FORMAT_ASTC_5x4_SRGB_BLOCK = 160,
VK_FORMAT_ASTC_5x5_UNORM_BLOCK = 161,
VK_FORMAT_ASTC_5x5_SRGB_BLOCK = 162,
VK_FORMAT_ASTC_6x5_UNORM_BLOCK = 163,
VK_FORMAT_ASTC_6x5_SRGB_BLOCK = 164,
VK_FORMAT_ASTC_6x6_UNORM_BLOCK = 165,
VK_FORMAT_ASTC_6x6_SRGB_BLOCK = 166,
VK_FORMAT_ASTC_8x5_UNORM_BLOCK = 167,
VK_FORMAT_ASTC_8x5_SRGB_BLOCK = 168,
VK_FORMAT_ASTC_8x6_UNORM_BLOCK = 169,
VK_FORMAT_ASTC_8x6_SRGB_BLOCK = 170,
VK_FORMAT_ASTC_8x8_UNORM_BLOCK = 171,
VK_FORMAT_ASTC_8x8_SRGB_BLOCK = 172,
VK_FORMAT_ASTC_10x5_UNORM_BLOCK = 173,
VK_FORMAT_ASTC_10x5_SRGB_BLOCK = 174,
VK_FORMAT_ASTC_10x6_UNORM_BLOCK = 175,
VK_FORMAT_ASTC_10x6_SRGB_BLOCK = 176,
VK_FORMAT_ASTC_10x8_UNORM_BLOCK = 177,
VK_FORMAT_ASTC_10x8_SRGB_BLOCK = 178,
VK_FORMAT_ASTC_10x10_UNORM_BLOCK = 179,
VK_FORMAT_ASTC_10x10_SRGB_BLOCK = 180,
VK_FORMAT_ASTC_12x10_UNORM_BLOCK = 181,
VK_FORMAT_ASTC_12x10_SRGB_BLOCK = 182,
VK_FORMAT_ASTC_12x12_UNORM_BLOCK = 183,
VK_FORMAT_ASTC_12x12_SRGB_BLOCK = 184,
} VkFormat;
------------------------------------------------------------------------------

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@ -0,0 +1,25 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkFormatFeatureFlagBits,VkFormatFeatureFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkFormatFeatureFlagBits {
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT = 0x00000001,
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT = 0x00000002,
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT = 0x00000004,
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT = 0x00000008,
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT = 0x00000010,
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT = 0x00000020,
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT = 0x00000040,
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT = 0x00000080,
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT = 0x00000100,
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT = 0x00000200,
VK_FORMAT_FEATURE_BLIT_SRC_BIT = 0x00000400,
VK_FORMAT_FEATURE_BLIT_DST_BIT = 0x00000800,
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT = 0x00001000,
} VkFormatFeatureFlagBits;
------------------------------------------------------------------------------

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@ -0,0 +1,14 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkFrontFace,VkFrontFace]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkFrontFace {
VK_FRONT_FACE_COUNTER_CLOCKWISE = 0,
VK_FRONT_FACE_CLOCKWISE = 1,
} VkFrontFace;
------------------------------------------------------------------------------

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@ -0,0 +1,16 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkImageAspectFlagBits,VkImageAspectFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkImageAspectFlagBits {
VK_IMAGE_ASPECT_COLOR_BIT = 0x00000001,
VK_IMAGE_ASPECT_DEPTH_BIT = 0x00000002,
VK_IMAGE_ASPECT_STENCIL_BIT = 0x00000004,
VK_IMAGE_ASPECT_METADATA_BIT = 0x00000008,
} VkImageAspectFlagBits;
------------------------------------------------------------------------------

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@ -0,0 +1,17 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkImageCreateFlagBits,VkImageCreateFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkImageCreateFlagBits {
VK_IMAGE_CREATE_SPARSE_BINDING_BIT = 0x00000001,
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT = 0x00000002,
VK_IMAGE_CREATE_SPARSE_ALIASED_BIT = 0x00000004,
VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT = 0x00000008,
VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT = 0x00000010,
} VkImageCreateFlagBits;
------------------------------------------------------------------------------

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@ -0,0 +1,21 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkImageLayout,VkImageLayout]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkImageLayout {
VK_IMAGE_LAYOUT_UNDEFINED = 0,
VK_IMAGE_LAYOUT_GENERAL = 1,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL = 2,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL = 3,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL = 4,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL = 5,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL = 6,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL = 7,
VK_IMAGE_LAYOUT_PREINITIALIZED = 8,
} VkImageLayout;
------------------------------------------------------------------------------

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@ -0,0 +1,14 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkImageTiling,VkImageTiling]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkImageTiling {
VK_IMAGE_TILING_OPTIMAL = 0,
VK_IMAGE_TILING_LINEAR = 1,
} VkImageTiling;
------------------------------------------------------------------------------

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@ -0,0 +1,15 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkImageType,VkImageType]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkImageType {
VK_IMAGE_TYPE_1D = 0,
VK_IMAGE_TYPE_2D = 1,
VK_IMAGE_TYPE_3D = 2,
} VkImageType;
------------------------------------------------------------------------------

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@ -0,0 +1,20 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkImageUsageFlagBits,VkImageUsageFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkImageUsageFlagBits {
VK_IMAGE_USAGE_TRANSFER_SRC_BIT = 0x00000001,
VK_IMAGE_USAGE_TRANSFER_DST_BIT = 0x00000002,
VK_IMAGE_USAGE_SAMPLED_BIT = 0x00000004,
VK_IMAGE_USAGE_STORAGE_BIT = 0x00000008,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT = 0x00000010,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT = 0x00000020,
VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT = 0x00000040,
VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT = 0x00000080,
} VkImageUsageFlagBits;
------------------------------------------------------------------------------

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@ -0,0 +1,19 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkImageViewType,VkImageViewType]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkImageViewType {
VK_IMAGE_VIEW_TYPE_1D = 0,
VK_IMAGE_VIEW_TYPE_2D = 1,
VK_IMAGE_VIEW_TYPE_3D = 2,
VK_IMAGE_VIEW_TYPE_CUBE = 3,
VK_IMAGE_VIEW_TYPE_1D_ARRAY = 4,
VK_IMAGE_VIEW_TYPE_2D_ARRAY = 5,
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY = 6,
} VkImageViewType;
------------------------------------------------------------------------------

View File

@ -0,0 +1,14 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkIndexType,VkIndexType]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkIndexType {
VK_INDEX_TYPE_UINT16 = 0,
VK_INDEX_TYPE_UINT32 = 1,
} VkIndexType;
------------------------------------------------------------------------------

View File

@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkInternalAllocationType,VkInternalAllocationType]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkInternalAllocationType {
VK_INTERNAL_ALLOCATION_TYPE_EXECUTABLE = 0,
} VkInternalAllocationType;
------------------------------------------------------------------------------

View File

@ -0,0 +1,28 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkLogicOp,VkLogicOp]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkLogicOp {
VK_LOGIC_OP_CLEAR = 0,
VK_LOGIC_OP_AND = 1,
VK_LOGIC_OP_AND_REVERSE = 2,
VK_LOGIC_OP_COPY = 3,
VK_LOGIC_OP_AND_INVERTED = 4,
VK_LOGIC_OP_NO_OP = 5,
VK_LOGIC_OP_XOR = 6,
VK_LOGIC_OP_OR = 7,
VK_LOGIC_OP_NOR = 8,
VK_LOGIC_OP_EQUIVALENT = 9,
VK_LOGIC_OP_INVERT = 10,
VK_LOGIC_OP_OR_REVERSE = 11,
VK_LOGIC_OP_COPY_INVERTED = 12,
VK_LOGIC_OP_OR_INVERTED = 13,
VK_LOGIC_OP_NAND = 14,
VK_LOGIC_OP_SET = 15,
} VkLogicOp;
------------------------------------------------------------------------------

View File

@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkMemoryHeapFlagBits,VkMemoryHeapFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkMemoryHeapFlagBits {
VK_MEMORY_HEAP_DEVICE_LOCAL_BIT = 0x00000001,
} VkMemoryHeapFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,17 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkMemoryPropertyFlagBits,VkMemoryPropertyFlagBits]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkMemoryPropertyFlagBits {
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT = 0x00000001,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT = 0x00000002,
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT = 0x00000004,
VK_MEMORY_PROPERTY_HOST_CACHED_BIT = 0x00000008,
VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT = 0x00000010,
} VkMemoryPropertyFlagBits;
------------------------------------------------------------------------------

View File

@ -0,0 +1,17 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkPhysicalDeviceType,VkPhysicalDeviceType]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkPhysicalDeviceType {
VK_PHYSICAL_DEVICE_TYPE_OTHER = 0,
VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU = 1,
VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU = 2,
VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU = 3,
VK_PHYSICAL_DEVICE_TYPE_CPU = 4,
} VkPhysicalDeviceType;
------------------------------------------------------------------------------

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@ -0,0 +1,14 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkPipelineBindPoint,VkPipelineBindPoint]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkPipelineBindPoint {
VK_PIPELINE_BIND_POINT_GRAPHICS = 0,
VK_PIPELINE_BIND_POINT_COMPUTE = 1,
} VkPipelineBindPoint;
------------------------------------------------------------------------------

View File

@ -0,0 +1,13 @@
// WARNING: DO NOT MODIFY! This file is automatically generated from the vk.xml registry
ifndef::doctype-manpage[]
[[VkPipelineCacheHeaderVersion,VkPipelineCacheHeaderVersion]]
["source","{basebackend@docbook:c++:cpp}",title=""]
endif::doctype-manpage[]
ifdef::doctype-manpage[]
["source","{basebackend@docbook:c++:cpp}"]
endif::doctype-manpage[]
------------------------------------------------------------------------------
typedef enum VkPipelineCacheHeaderVersion {
VK_PIPELINE_CACHE_HEADER_VERSION_ONE = 1,
} VkPipelineCacheHeaderVersion;
------------------------------------------------------------------------------

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