// Copyright (c) 2015-2019 Khronos Group. This work is licensed under a // Creative Commons Attribution 4.0 International License; see // http://creativecommons.org/licenses/by/4.0/ [[interfaces]] = Shader Interfaces When a pipeline is created, the set of shaders specified in the corresponding stext:Vk*PipelineCreateInfo structure are implicitly linked at a number of different interfaces. * <> * <> * <> * <> * <> Interface definitions make use of the following SPIR-V decorations: * code:DescriptorSet and code:Binding * code:Location, code:Component, and code:Index * code:Flat, code:NoPerspective, code:Centroid, and code:Sample * code:Block and code:BufferBlock * code:InputAttachmentIndex * code:Offset, code:ArrayStride, and code:MatrixStride * code:BuiltIn ifdef::VK_NV_geometry_shader_passthrough[] * <> endif::VK_NV_geometry_shader_passthrough[] This specification describes valid uses for Vulkan of these decorations. Any other use of one of these decorations is invalid. [[interfaces-iointerfaces]] == Shader Input and Output Interfaces When multiple stages are present in a pipeline, the outputs of one stage form an interface with the inputs of the next stage. When such an interface involves a shader, shader outputs are matched against the inputs of the next stage, and shader inputs are matched against the outputs of the previous stage. There are two classes of variables that can: be matched between shader stages, built-in variables and user-defined variables. Each class has a different set of matching criteria. Generally, when non-shader stages are between shader stages, the user-defined variables, and most built-in variables, form an interface between the shader stages. The variables forming the input or output _interfaces_ are listed as operands to the code:OpEntryPoint instruction and are declared with the code:Input or code:Output storage classes, respectively, in the SPIR-V module. code:Output variables of a shader stage have undefined: values until the shader writes to them or uses the code:Initializer operand when declaring the variable. [[interfaces-iointerfaces-builtin]] === Built-in Interface Block Shader <> variables meeting the following requirements define the _built-in interface block_. They must: * be explicitly declared (there are no implicit built-ins), * be identified with a code:BuiltIn decoration, * form object types as described in the <> section, and * be declared in a block whose top-level members are the built-ins. Built-ins only participate in interface matching if they are declared in such a block. They must: not have any code:Location or code:Component decorations. There must: be no more than one built-in interface block per shader per interface. [[interfaces-iointerfaces-user]] === User-defined Variable Interface The remaining variables listed by code:OpEntryPoint with the code:Input or code:Output storage class form the _user-defined variable interface_. ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] By default such variables have a type with a width of 32 or 64. If an implementation supports <>, user-defined variables in the code:Input and code:Output storage classes can: also have types with a width of 16. endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] These variables must: be identified with a code:Location decoration and can: also be identified with a code:Component decoration. [[interfaces-iointerfaces-matching]] === Interface Matching A user-defined output variable is considered to match an input variable in the subsequent stage if the two variables are declared with the same code:Location and code:Component decoration and match in type and decoration, except that <> are not required: to match. ifdef::VK_EXT_transform_feedback[] code:XfbBuffer, code:XfbStride, code:Offset, and code:Stream are also not required to match for the purposes of interface matching. endif::VK_EXT_transform_feedback[] For the purposes of interface matching, variables declared without a code:Component decoration are considered to have a code:Component decoration of zero. ifdef::VK_NV_geometry_shader_passthrough[] [NOTE] .Note ==== Matching rules for _passthrough geometry shaders_ are slightly different and are described in the <> section. ==== endif::VK_NV_geometry_shader_passthrough[] Variables or block members declared as structures are considered to match in type if and only if the structure members match in type, decoration, number, and declaration order. Variables or block members declared as arrays are considered to match in type only if both declarations specify the same element type and size. Tessellation control ifdef::VK_NV_mesh_shader[] and mesh endif::VK_NV_mesh_shader[] shader per-vertex output variables and blocks, and tessellation control, tessellation evaluation, and geometry shader per-vertex input variables and blocks are required to be declared as arrays, with each element representing input or output values for a single vertex of a multi-vertex primitive. For the purposes of interface matching, the outermost array dimension of such variables and blocks is ignored. At an interface between two non-fragment shader stages, the built-in interface block must: match exactly, as described ifdef::VK_NV_mesh_shader[] above, except for per-view outputs as described in <>. endif::VK_NV_mesh_shader[] ifndef::VK_NV_mesh_shader[] above. endif::VK_NV_mesh_shader[] At an interface involving the fragment shader inputs, the presence or absence of any built-in output does not affect the interface matching. At an interface between two shader stages, the user-defined variable interface must: match exactly, as described above. Any input value to a shader stage is well-defined as long as the preceding stages writes to a matching output, as described above. Additionally, scalar and vector inputs are well-defined if there is a corresponding output satisfying all of the following conditions: * the input and output match exactly in decoration, * the output is a vector with the same basic type and has at least as many components as the input, and * the common component type of the input and output is ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] 16-bit integer or floating-point, or endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] 32-bit integer or floating-point (64-bit component types are excluded). In this case, the components of the input will be taken from the first components of the output, and any extra components of the output will be ignored. [[interfaces-iointerfaces-locations]] === Location Assignment This section describes how many locations are consumed by a given type. As mentioned above, geometry shader inputs, tessellation control shader inputs and outputs, and tessellation evaluation inputs all have an additional level of arrayness relative to other shader inputs and outputs. This outer array level is removed from the type before considering how many locations the type consumes. The code:Location value specifies an interface slot comprised of a 32-bit four-component vector conveyed between stages. The code:Component specifies <> within these vector locations. Only types with widths of ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] 16, endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] 32 or 64 are supported in shader interfaces. Inputs and outputs of the following types consume a single interface location: ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] * 16-bit scalar and vector types, and endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] * 32-bit scalar and vector types, and * 64-bit scalar and 2-component vector types. 64-bit three- and four-component vectors consume two consecutive locations. If a declared input or output is an array of size _n_ and each element takes _m_ locations, it will be assigned _m_ {times} _n_ consecutive locations starting with the location specified. If the declared input or output is an _n_ {times} _m_ ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] 16-, endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] 32- or 64-bit matrix, it will be assigned multiple locations starting with the location specified. The number of locations assigned for each matrix will be the same as for an _n_-element array of _m_-component vectors. The layout of a structure type used as an code:Input or code:Output depends on whether it is also a code:Block (i.e. has a code:Block decoration). If it is a not a code:Block, then the structure type must: have a code:Location decoration. Its members are assigned consecutive locations in their declaration order, with the first member assigned to the location specified for the structure type. The members, and their nested types, must: not themselves have code:Location decorations. If the structure type is a code:Block but without a code:Location, then each of its members must: have a code:Location decoration. If it is a code:Block with a code:Location decoration, then its members are assigned consecutive locations in declaration order, starting from the first member which is initially assigned the location specified for the code:Block. Any member with its own code:Location decoration is assigned that location. Each remaining member is assigned the location after the immediately preceding member in declaration order. The locations consumed by block and structure members are determined by applying the rules above in a depth-first traversal of the instantiated members as though the structure or block member were declared as an input or output variable of the same type. Any two inputs listed as operands on the same code:OpEntryPoint must: not be assigned the same location, either explicitly or implicitly. Any two outputs listed as operands on the same code:OpEntryPoint must: not be assigned the same location, either explicitly or implicitly. The number of input and output locations available for a shader input or output interface are limited, and dependent on the shader stage as described in <>. All variables in both the <> and the <> count against these limits. [[interfaces-iointerfaces-limits]] .Shader Input and Output Locations [width="90%",cols="<6,<13",options="header"] |==== | Shader Interface | Locations Available | vertex input | pname:maxVertexInputAttributes | vertex output | pname:maxVertexOutputComponents / 4 | tessellation control input | pname:maxTessellationControlPerVertexInputComponents / 4 | tessellation control output | pname:maxTessellationControlPerVertexOutputComponents / 4 | tessellation evaluation input | pname:maxTessellationEvaluationInputComponents / 4 | tessellation evaluation output| pname:maxTessellationEvaluationOutputComponents / 4 | geometry input | pname:maxGeometryInputComponents / 4 | geometry output | pname:maxGeometryOutputComponents / 4 | fragment input | pname:maxFragmentInputComponents / 4 | fragment output | pname:maxFragmentOutputAttachments |==== [[interfaces-iointerfaces-components]] === Component Assignment The code:Component decoration allows the code: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 or block member starting at component N will consume components N, N+1, N+2, ... up through its size. ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] For 16-, and 32-bit types, endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] ifndef::VK_VERSION_1_1,VK_KHR_16bit_storage[] For single precision types, endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] it is invalid if this sequence of components gets larger than 3. A scalar 64-bit type will consume two of these components in sequence, and a two-component 64-bit vector type will consume all four components available within a location. A three- or four-component 64-bit vector type must: not specify a code:Component decoration. A three-component 64-bit vector 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 scalar or two-component 64-bit data type must: not specify a code:Component decoration of 1 or 3. A code:Component decoration must: not be specified for any type that is not a scalar or vector. [[interfaces-vertexinput]] == Vertex Input Interface When the vertex stage is present in a pipeline, the vertex shader input variables form an interface with the vertex input attributes. The vertex shader input variables are matched by the code:Location and code:Component decorations to the vertex input attributes specified in the pname:pVertexInputState member of the slink:VkGraphicsPipelineCreateInfo structure. The vertex shader input variables listed by code:OpEntryPoint with the code:Input storage class form the _vertex input interface_. These variables must: be identified with a code:Location decoration and can: also be identified with a code:Component decoration. For the purposes of interface matching: variables declared without a code:Component decoration are considered to have a code:Component decoration of zero. The number of available vertex input locations is given by the pname:maxVertexInputAttributes member of the sname:VkPhysicalDeviceLimits structure. See <> for details. All vertex shader inputs declared as above must: have a corresponding attribute and binding in the pipeline. [[interfaces-fragmentoutput]] == Fragment Output Interface When the fragment stage is present in a pipeline, the fragment shader outputs form an interface with the output attachments of the current subpass. The fragment shader output variables are matched by the code:Location and code:Component decorations to the color attachments specified in the pname:pColorAttachments array of the slink:VkSubpassDescription structure that describes the subpass that the fragment shader is executed in. The fragment shader output variables listed by code:OpEntryPoint with the code:Output storage class form the _fragment output interface_. These variables must: be identified with a code:Location decoration. They can: also be identified with a code:Component decoration and/or an code:Index decoration. For the purposes of interface matching: variables declared without a code:Component decoration are considered to have a code:Component decoration of zero, and variables declared without an code:Index decoration are considered to have an code:Index decoration of zero. A fragment shader output variable identified with a code:Location decoration of _i_ is directed to the color attachment indicated by pname:pColorAttachments[_i_], after passing through the blending unit as described in <>, if enabled. Locations are consumed as described in <>. The number of available fragment output locations is given by the pname:maxFragmentOutputAttachments member of the sname:VkPhysicalDeviceLimits structure. Components of the output variables are assigned as described in <>. Output components identified as 0, 1, 2, and 3 will be directed to the R, G, B, and A inputs to the blending unit, respectively, or to the output attachment if blending is disabled. If two variables are placed within the same location, they must: have the same underlying type (floating-point or integer). The input values to blending or color attachment writes are undefined: for components which do not correspond to a fragment shader output. Fragment outputs identified with an code:Index of zero are directed to the first input of the blending unit associated with the corresponding code:Location. Outputs identified with an code:Index of one are directed to the second input of the corresponding blending unit. No _component aliasing_ of output variables is allowed, that is there must: not be two output variables which have the same location, component, and index, either explicitly declared or implied. Output values written by a fragment shader must: be declared with either code:OpTypeFloat or code:OpTypeInt, and a Width of 32. ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] If pname:storageInputOutput16 is supported, output values written by a fragment shader can: be also declared with either code:OpTypeFloat or code:OpTypeInt and a Width of 16. endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] Composites of these types are also permitted. If the color attachment has a signed or unsigned normalized fixed-point format, color values are assumed to be floating-point and are converted to fixed-point as described in <>; If the color attachment has an integer format, color values are assumed to be integers and converted to the bit-depth of the target. Any value that cannot be represented in the attachment's format is undefined:. For any other attachment format no conversion is performed. If the type of the values written by the fragment shader do not match the format of the corresponding color attachment, the resulting values are undefined: for those components. [[interfaces-inputattachment]] == Fragment Input Attachment Interface When a fragment stage is present in a pipeline, the fragment shader subpass inputs form an interface with the input attachments of the current subpass. The fragment shader subpass input variables are matched by code:InputAttachmentIndex decorations to the input attachments specified in the pname:pInputAttachments array of the slink:VkSubpassDescription structure that describes the subpass that the fragment shader is executed in. The fragment shader subpass input variables with the code:UniformConstant storage class and a decoration of code:InputAttachmentIndex that are statically used by code:OpEntryPoint form the _fragment input attachment interface_. These variables must: be declared with a type of code:OpTypeImage, a code:Dim operand of code:SubpassData, and a code:Sampled operand of 2. A subpass input variable identified with an code:InputAttachmentIndex decoration of _i_ reads from the input attachment indicated by pname:pInputAttachments[_i_] member of sname:VkSubpassDescription. If the subpass input variable is declared as an array of size N, it consumes N consecutive input attachments, starting with the index specified. There must: not be more than one input variable with the same code:InputAttachmentIndex whether explicitly declared or implied by an array declaration. The number of available input attachment indices is given by the pname:maxPerStageDescriptorInputAttachments member of the sname:VkPhysicalDeviceLimits structure. Variables identified with the code:InputAttachmentIndex must: only be used by a fragment stage. The basic data type (floating-point, integer, unsigned integer) of the subpass input must: match the basic format of the corresponding input attachment, or the values of subpass loads from these variables are undefined:. See <> for more details. [[interfaces-resources]] == Shader Resource Interface When a shader stage accesses buffer or image resources, as described in the <> section, the shader resource variables must: be matched with the <> that is provided at pipeline creation time. The set of shader resources that form the _shader resource interface_ for a stage are the variables statically used by code:OpEntryPoint with the storage class of code:Uniform, code:UniformConstant, or code:PushConstant. For the fragment shader, this includes the <>. The shader resource interface consists of two sub-interfaces: the push constant interface and the descriptor set interface. [[interfaces-resources-pushconst]] === Push Constant Interface The shader variables defined with a storage class of code:PushConstant that are statically used by the shader entry points for the pipeline define the _push constant interface_. They must: be: * typed as code:OpTypeStruct, * identified with a code:Block decoration, and * laid out explicitly using the code:Offset, code:ArrayStride, and code:MatrixStride decorations as specified in <>. There must: be no more than one push constant block statically used per shader entry point. Each statically used member of a push constant block must: be placed at an code:Offset such that the entire member is entirely contained within the slink:VkPushConstantRange for each code:OpEntryPoint that uses it, and the pname:stageFlags for that range must: specify the appropriate elink:VkShaderStageFlagBits for that stage. The code:Offset decoration for any member of a push constant block must: not cause the space required for that member to extend outside the range [eq]#[0, pname:maxPushConstantsSize)#. Any member of a push constant block that is declared as an array must: only be accessed with _dynamically uniform_ indices. [[interfaces-resources-descset]] === Descriptor Set Interface The _descriptor set interface_ is comprised of the shader variables with the storage class of code:Uniform or code:UniformConstant (including the variables in the <>) that are statically used by the shader entry points for the pipeline. These variables must: have code:DescriptorSet and code:Binding decorations specified, which are assigned and matched with the sname:VkDescriptorSetLayout objects in the pipeline layout as described in <>. Variables identified with the code:UniformConstant storage class are used only as handles to refer to opaque resources. Such variables must: be typed as code:OpTypeImage, code:OpTypeSampler, code:OpTypeSampledImage, or an array of one of these types. The code:Sampled code:Type of an code:OpTypeImage declaration must: match the same basic data type as the corresponding resource, or the values obtained by reading or sampling from this image are undefined:. The code:Image code:Format of an code:OpTypeImage declaration must: not be *Unknown*, for variables which are used for code:OpImageRead, code:OpImageSparseRead, or code:OpImageWrite operations, except under the following conditions: * For code:OpImageWrite, if the pname:shaderStorageImageWriteWithoutFormat feature is enabled and the shader module declares the code:StorageImageWriteWithoutFormat capability. * For code:OpImageRead or code:OpImageSparseRead, if the pname:shaderStorageImageReadWithoutFormat feature is enabled and the shader module declares the code:StorageImageReadWithoutFormat capability. The code:Image code:Format of an code:OpTypeImage declaration must: not be *Unknown*, for variables which are used for code:OpAtomic* operations. Variables identified with the code:Uniform storage class are used to access transparent buffer backed resources. Such variables must: be: * typed as code:OpTypeStruct, or an array of this type, * identified with a code:Block or code:BufferBlock decoration, and * laid out explicitly using the code:Offset, code:ArrayStride, and code:MatrixStride decorations as specified in <>. ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] Variables identified with the code:StorageBuffer storage class are used to access transparent buffer backed resources. Such variables must: be: * typed as code:OpTypeStruct, or an array of this type, * identified with a code:Block decoration, and * laid out explicitly using the code:Offset, code:ArrayStride, and code:MatrixStride decorations as specified in <>. endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifndef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] The code:Offset decoration for any variable in a code:Block must: not cause the space required for that variable to extend outside the range [eq]#[0, pname:maxUniformBufferRange)#. The code:Offset decoration for any variable in a code:BufferBlock must: not cause the space required for that variable to extend outside the range [eq]#[0, pname:maxStorageBufferRange)#. endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] The code:Offset decoration for any member of a code:Block-decorated variable in the code:Uniform storage class must: not cause the space required for that variable to extend outside the range [eq]#[0, pname:maxUniformBufferRange)#. The code:Offset decoration for any member of a code:Block-decorated variable in the code:StorageBuffer storage class must: not cause the space required for that variable to extend outside the range [eq]#[0, pname:maxStorageBufferRange)#. endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifdef::VK_EXT_inline_uniform_block[] Variables identified with the code:Uniform storage class can: also be used to access transparent descriptor set backed resources when the variable is assigned to a descriptor set layout binding with a pname:descriptorType of ename:VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT. In this case the variable must: be typed as code:OpTypeStruct and cannot: be aggregated into arrays of that type. Further, the code:Offset decoration for any member of such a variable must: not cause the space required for that variable to extend outside the range [eq]#[0,maxInlineUniformBlockSize)#. endif::VK_EXT_inline_uniform_block[] Variables identified with a storage class of code:UniformConstant and a decoration of code:InputAttachmentIndex must: be declared as described in <>. SPIR-V variables decorated with a descriptor set and binding that identify a <> can: have a type of code:OpTypeImage, code:OpTypeSampler (code:Sampled=1), or code:OpTypeSampledImage. Arrays of any of these types can: be indexed with constant integral expressions. The following features must: be enabled and capabilities must: be declared in order to index such arrays with dynamically uniform or non-uniform indices: * Storage images (except storage texel buffers and input attachments): ** Dynamically uniform: pname:shaderStorageImageArrayDynamicIndexing and code:StorageImageArrayDynamicIndexing ifdef::VK_EXT_descriptor_indexing[] ** Non-uniform: pname:shaderStorageImageArrayNonUniformIndexing and code:StorageImageArrayNonUniformIndexingEXT * Storage texel buffers: ** Dynamically uniform: pname:shaderStorageTexelBufferArrayDynamicIndexing and code:StorageTexelBufferArrayDynamicIndexingEXT ** Non-uniform: pname:shaderStorageTexelBufferArrayNonUniformIndexing and code:StorageTexelBufferArrayNonUniformIndexingEXT * Input attachments: ** Dynamically uniform: pname:shaderInputAttachmentArrayDynamicIndexing and code:InputAttachmentArrayDynamicIndexingEXT ** Non-uniform: pname:shaderInputAttachmentArrayNonUniformIndexing and code:InputAttachmentArrayNonUniformIndexingEXT endif::VK_EXT_descriptor_indexing[] * Sampled images (except uniform texel buffers): ** Dynamically uniform: pname:shaderSampledImageArrayDynamicIndexing and code:SampledImageArrayDynamicIndexing ifdef::VK_EXT_descriptor_indexing[] ** Non-uniform: pname:shaderSampledImageArrayNonUniformIndexing and code:SampledImageArrayNonUniformIndexingEXT * Uniform texel buffers: ** Dynamically uniform: pname:shaderUniformTexelBufferArrayDynamicIndexing and code:UniformTexelBufferArrayDynamicIndexingEXT ** Non-uniform: pname:shaderUniformTexelBufferArrayNonUniformIndexing and code:UniformTexelBufferArrayNonUniformIndexingEXT endif::VK_EXT_descriptor_indexing[] * Uniform buffers: ** Dynamically uniform: pname:shaderUniformBufferArrayDynamicIndexing and code:UniformBufferArrayDynamicIndexing ifdef::VK_EXT_descriptor_indexing[] ** Non-uniform: pname:shaderUniformBufferArrayNonUniformIndexing and code:UniformBufferArrayNonUniformIndexingEXT endif::VK_EXT_descriptor_indexing[] * Storage buffers: ** Dynamically uniform: pname:shaderStorageBufferArrayDynamicIndexing and code:StorageBufferArrayDynamicIndexing ifdef::VK_EXT_descriptor_indexing[] ** Non-uniform: pname:shaderStorageBufferArrayNonUniformIndexing and code:StorageBufferArrayNonUniformIndexingEXT endif::VK_EXT_descriptor_indexing[] ifdef::VK_EXT_descriptor_indexing[] If an instruction loads from or stores to a resource (including atomics and image instructions) and the resource descriptor being accessed is not dynamically uniform, then the corresponding non-uniform indexing feature must: be enabled and the capability must: be declared. endif::VK_EXT_descriptor_indexing[] If an instruction loads from or stores to a resource (including atomics and image instructions) and the resource descriptor being accessed is not uniform, then the corresponding dynamic indexing ifdef::VK_EXT_descriptor_indexing[] or non-uniform endif::VK_EXT_descriptor_indexing[] feature must: be enabled and the capability must: be declared. ifdef::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[] If the combined image sampler enables sampler Y'C~B~C~R~ ifndef::VK_EXT_fragment_density_map[] conversion, endif::VK_EXT_fragment_density_map[] ifdef::VK_EXT_fragment_density_map[] conversion or samples a <>, endif::VK_EXT_fragment_density_map[] it must: be indexed only by constant integral expressions when aggregated into arrays in shader code, irrespective of the pname:shaderSampledImageArrayDynamicIndexing feature. endif::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[] ifndef::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[] ifdef::VK_EXT_fragment_density_map[] If the combined image sampler samples a <>, it must: be indexed only by constant integral expressions when aggregated into arrays in shader code, irrespective of the pname:shaderSampledImageArrayDynamicIndexing feature. endif::VK_EXT_fragment_density_map[] endif::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[] [[interfaces-resources-correspondence]] .Shader Resource and Descriptor Type Correspondence [width="90%",cols="<1,<2",options="header"] |==== | Resource type | Descriptor Type | sampler | ename:VK_DESCRIPTOR_TYPE_SAMPLER or ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER | sampled image | ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE or ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER | storage image | ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE | combined image sampler | ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER | uniform texel buffer | ename:VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER | storage texel buffer | ename:VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER | uniform buffer | ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER or ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC | storage buffer | ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER or ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC | input attachment | ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT ifdef::VK_EXT_inline_uniform_block[] | inline uniform block | ename:VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT endif::VK_EXT_inline_uniform_block[] ifdef::VK_NV_ray_tracing[] | acceleration structure | ename:VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV endif::VK_NV_ray_tracing[] |==== [[interfaces-resources-storage-class-correspondence]] .Shader Resource and Storage Class Correspondence [width="100%",cols="<21%,<22%,<27%,<30%",options="header"] |==== | Resource type | Storage Class | Type | Decoration(s)^1^ | sampler | code:UniformConstant | code:OpTypeSampler | | sampled image | code:UniformConstant | code:OpTypeImage (code:Sampled=1)| | storage image | code:UniformConstant | code:OpTypeImage (code:Sampled=2) | | combined image sampler | code:UniformConstant | code:OpTypeSampledImage + code:OpTypeImage (code:Sampled=1) + code:OpTypeSampler | | uniform texel buffer | code:UniformConstant | code:OpTypeImage (code:Dim=code:Buffer, code:Sampled=1) | | storage texel buffer | code:UniformConstant | code:OpTypeImage (code:Dim=code:Buffer, code:Sampled=2) | | uniform buffer | code:Uniform | code:OpTypeStruct | code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride) ifndef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] | storage buffer | code:Uniform | code:OpTypeStruct | code:BufferBlock, code:Offset, (code:ArrayStride), (code:MatrixStride) endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] .2+<.^| storage buffer | code:Uniform .2+<.^| code:OpTypeStruct | code:BufferBlock, code:Offset, (code:ArrayStride), (code:MatrixStride) | code:StorageBuffer | code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride) endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] | input attachment | code:UniformConstant | code:OpTypeImage (code:Dim=code:SubpassData, code:Sampled=2) | code:InputAttachmentIndex ifdef::VK_EXT_inline_uniform_block[] | inline uniform block | code:Uniform | code:OpTypeStruct | code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride) endif::VK_EXT_inline_uniform_block[] ifdef::VK_NV_ray_tracing[] | acceleration structure | code:UniformConstant | code:OpTypeAccelerationStructureNV endif::VK_NV_ray_tracing[] |==== 1:: in addition to code:DescriptorSet and code:Binding [[interfaces-resources-setandbinding]] === DescriptorSet and Binding Assignment A variable decorated with a code:DescriptorSet decoration of [eq]#s# and a code:Binding decoration of [eq]#b# indicates that this variable is associated with the slink:VkDescriptorSetLayoutBinding that has a pname:binding equal to [eq]#b# in pname:pSetLayouts[_s_] that was specified in slink:VkPipelineLayoutCreateInfo. code:DescriptorSet decoration values must: be between zero and pname:maxBoundDescriptorSets minus one, inclusive. code:Binding decoration values can: be any 32-bit unsigned integer value, as described in <>. Each descriptor set has its own binding name space. If the code:Binding decoration is used with an array, the entire array is assigned that binding value. The array must: be a single-dimensional array and size of the array must: be no larger than the number of descriptors in the binding. ifdef::VK_EXT_descriptor_indexing[] If the array is runtime-sized, then array elements greater than or equal to the size of that binding in the bound descriptor set must: not be used. If the array is runtime-sized, the pname:runtimeDescriptorArray feature must: be enabled and the code:RuntimeDescriptorArrayEXT capability must: be declared. endif::VK_EXT_descriptor_indexing[] ifndef::VK_EXT_descriptor_indexing[] The array must: not be runtime-sized. endif::VK_EXT_descriptor_indexing[] The index of each element of the array is referred to as the _arrayElement_. For the purposes of interface matching and descriptor set <>, if a resource variable is not an array, it is treated as if it has an arrayElement of zero. There is a limit on the number of resources of each type that can: be accessed by a pipeline stage as shown in <>. The "`Resources Per Stage`" column gives the limit on the number each type of resource that can: be statically used for an entry point in any given stage in a pipeline. The "`Resource Types`" column lists which resource types are counted against the limit. Some resource types count against multiple limits. The pipeline layout may: include descriptor sets and bindings which are not referenced by any variables statically used by the entry points for the shader stages in the binding's pname:stageFlags. However, if a variable assigned to a given code:DescriptorSet and code:Binding is statically used by the entry point for a shader stage, the pipeline layout must: contain a descriptor set layout binding in that descriptor set layout and for that binding number, and that binding's pname:stageFlags must: include the appropriate elink:VkShaderStageFlagBits for that stage. The variable must: be of a valid resource type determined by its SPIR-V type and storage class, as defined in <>. The descriptor set layout binding must: be of a corresponding descriptor type, as defined in <>. [NOTE] .Note ==== There are no limits on the number of shader variables that can have overlapping set and binding values in a shader; but which resources are <> has an impact. If any shader variable identifying a resource is <> in a shader, then the underlying descriptor bound at the declared set and binding must <> when the shader executes. If multiple shader variables are declared with the same set and binding values, and with the same underlying descriptor type, they can all be statically used within the same shader. However, accesses are not automatically synchronized, and code:Aliased decorations should be used to avoid data hazards (see https://www.khronos.org/registry/spir-v/specs/unified1/SPIRV.html#_a_id_aliasingsection_a_aliasing[section 2.18.2 Aliasing in the SPIR-V specification]). If multiple shader variables with the same set and binding values are declared in a single shader, but with different declared types, where any of those are not supported by the relevant bound descriptor, that shader can only be executed if the variables with the unsupported type are not statically used. A noteworthy example of using multiple statically-used shader variables sharing the same descriptor set and binding values is a descriptor of type ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER that has multiple corresponding shader variables in the code:UniformConstant storage class, where some could be code:OpTypeImage, some could be code:OpTypeSampler (code:Sampled=1), and some could be code:OpTypeSampledImage. ==== [[interfaces-resources-limits]] .Shader Resource Limits [width="80%",cols="<35,<23",options="header"] |==== | Resources per Stage | Resource Types .2+<.^| pname:maxPerStageDescriptorSamplers ifdef::VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindSamplers endif::VK_EXT_descriptor_indexing[] | sampler | combined image sampler .3+<.^| pname:maxPerStageDescriptorSampledImages ifdef::VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindSampledImages endif::VK_EXT_descriptor_indexing[] | sampled image | combined image sampler | uniform texel buffer .2+<.^| pname:maxPerStageDescriptorStorageImages ifdef::VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindStorageImages endif::VK_EXT_descriptor_indexing[] | storage image | storage texel buffer .2+<.^| pname:maxPerStageDescriptorUniformBuffers ifdef::VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindUniformBuffers endif::VK_EXT_descriptor_indexing[] | uniform buffer | uniform buffer dynamic .2+<.^| pname:maxPerStageDescriptorStorageBuffers ifdef::VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindStorageBuffers endif::VK_EXT_descriptor_indexing[] | storage buffer | storage buffer dynamic | pname:maxPerStageDescriptorInputAttachments ifdef::VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindInputAttachments endif::VK_EXT_descriptor_indexing[] | input attachment^1^ ifdef::VK_EXT_inline_uniform_block[] | pname:maxPerStageDescriptorInlineUniformBlocks ifdef::VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindInlineUniformBlocks endif::VK_EXT_descriptor_indexing[] | inline uniform block endif::VK_EXT_inline_uniform_block[] |==== 1:: Input attachments can: only be used in the fragment shader stage [[interfaces-resources-layout]] === Offset and Stride Assignment All variables with a storage class of code:Uniform, code:StorageBuffer, or code:PushConstant must: be explicitly laid out using the code:Offset, code:ArrayStride, and code:MatrixStride decorations. [NOTE] .Note ==== The numeric order of code:Offset decorations does not need to follow member declaration order. ==== ifdef::VK_EXT_scalar_block_layout[] If the <> feature is enabled, then the layout of blocks in these storage classes must: adhere to the <> requirements below. If the feature is not enabled, they must adhere to the stricter <>. [WARNING] .Performance Note ==== Even if scalar alignment is supported, it is generally more performant to use the _base alignment_. ==== [[interfaces-base-block-layout]] ==== Base Alignment endif::VK_EXT_scalar_block_layout[] There are two different layouts requirements depending on the specific resources. [[interfaces-resources-layout-std140]] *Standard Uniform Buffer Layout* The _base alignment_ of the type of an code:OpTypeStruct member of is defined recursively as follows: * A scalar of size [eq]#N# has a base alignment of [eq]#N#. * A two-component vector, with components of size [eq]#N#, has a base alignment of [eq]#2 N#. * A three- or four-component vector, with components of size [eq]#N#, has a base alignment of [eq]#4 N#. * An array has a base alignment equal to the base alignment of its element type, rounded up to a multiple of [eq]#16#. * A structure has a base alignment equal to the largest base alignment of any of its members, rounded up to a multiple of [eq]#16#. * A row-major matrix of [eq]#C# columns has a base alignment equal to the base alignment of a vector of [eq]#C# matrix components. * A column-major matrix has a base alignment equal to the base alignment of the matrix column type. ifdef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] A member is defined to _improperly straddle_ if either of the following are true: * It is a vector with total size less than or equal to 16 bytes, and has code:Offset decorations placing its first byte at [eq]#F# and its last byte at [eq]#L#, where [eq]#floor(F / 16) != floor(L / 16)#. * It is a vector with total size greater than 16 bytes and has its code:Offset decorations placing its first byte at a non-integer multiple of 16. endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] Every member of an code:OpTypeStruct with storage class of code:Uniform and a decoration of code:Block (uniform buffers) must: be laid out according to the following rules: ifndef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] * The code:Offset decoration must: be a multiple of its base alignment. endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] ifdef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] * The code:Offset decoration of a scalar, an array, a structure, or a matrix must: be a multiple of its base alignment. * The code:Offset decoration of a vector must: be an integer multiple of the base alignment of its scalar component type, and must: not improperly straddle, as defined above. endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] * Any code:ArrayStride or code:MatrixStride decoration must: be an integer multiple of the base alignment of the array or matrix from above. * The code:Offset decoration of a member must: not place it between the end of a structure or an array and the next multiple of the base alignment of that structure or array. [NOTE] .Note ==== The *std140 layout* in GLSL satisfies these rules. ==== [[interfaces-resources-layout-std430]] *Standard Storage Buffer Layout* Member variables of an code:OpTypeStruct with a storage class of code:PushConstant (push constants), or a storage class of code:Uniform with a decoration of code:BufferBlock (storage buffers) ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] , or a storage class of code:StorageBuffer with a decoration of code:Block endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifdef::VK_EXT_buffer_device_address[] , or a storage class of code:PhysicalStorageBufferEXT with a decoration of code:Block endif::VK_EXT_buffer_device_address[] must: be laid out as <>, except for array and structure base alignment which do not need to be rounded up to a multiple of [eq]#16#. [NOTE] .Note ==== The *std430 layout* in GLSL satisfies these rules. ==== ifdef::VK_EXT_scalar_block_layout[] [[interfaces-scalar-block-layout]] ==== Scalar Alignment The _scalar alignment_ of the type of an code:OpTypeStruct member of is defined recursively as follows: * A scalar of size [eq]#N# has a scalar alignment of [eq]#N#. * A vector has a scalar alignment equal to that of its component type. * A matrix has a scalar alignment equal to that of its component type. * An array has a scalar alignment equal to that of its element type. * A structure has a scalar alignment equal to the largest scalar alignment of any of its members. Every member of an code:OpTypeStruct with storage class of code:Uniform, code:StorageBuffer, or code:PushConstant must: be laid out according to the following rules: * The code:Offset decoration must: be a multiple of its scalar alignment. * Any code:ArrayStride or code:MatrixStride decoration must: be an integer multiple of the scalar alignment of the array or matrix from above. endif::VK_EXT_scalar_block_layout[] [[interfaces-builtin-variables]] == Built-In Variables Built-in variables are accessed in shaders by declaring a variable decorated with a code:BuiltIn SPIR-V decoration. The meaning of each code:BuiltIn decoration is as follows. In the remainder of this section, the name of a built-in is used interchangeably with a term equivalent to a variable decorated with that particular built-in. Built-ins that represent integer values can: be declared as either signed or unsigned 32-bit integers. ifdef::VK_NV_fragment_shader_barycentric[] [[interfaces-builtin-variables-barycoordnv]] code:BaryCoordNV:: The code:BaryCoordNV decoration can: be used to decorate a fragment shader input variable. This variable will contain a three-component floating-point vector with barycentric weights that indicate the location of the fragment relative to the screen-space locations of vertices of its primitive, obtained using perspective interpolation. + The code:BaryCoordNV decoration must: be used only within fragment shaders. + The variable decorated with code:BaryCoordNV must: be declared using the code:Input storage class. + The variable decorated with code:BaryCoordNV must: be declared as three-component vector of 32-bit floating-point values. endif::VK_NV_fragment_shader_barycentric[] ifdef::VK_AMD_shader_explicit_vertex_parameter[] code:BaryCoordNoPerspAMD:: The code:BaryCoordNoPerspAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at the fragment's center. The K coordinate of the barycentric coordinates can: be derived given the identity I + J + K = 1.0. endif::VK_AMD_shader_explicit_vertex_parameter[] ifdef::VK_NV_fragment_shader_barycentric[] [[interfaces-builtin-variables-barycoordnoperspnv]] code:BaryCoordNoPerspNV:: The code:BaryCoordNoPerspNV decoration can: be used to decorate a fragment shader input variable. This variable will contain a three-component floating-point vector with barycentric weights that indicate the location of the fragment relative to the screen-space locations of vertices of its primitive, obtained using linear interpolation. + The code:BaryCoordNoPerspNV decoration must: be used only within fragment shaders. + The variable decorated with code:BaryCoordNoPerspNV must: be declared using the code:Input storage class. + The variable decorated with code:BaryCoordNoPerspNV must: be declared as three-component vector of 32-bit floating-point values. endif::VK_NV_fragment_shader_barycentric[] ifdef::VK_AMD_shader_explicit_vertex_parameter[] code:BaryCoordNoPerspCentroidAMD:: The code:BaryCoordNoPerspCentroidAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at the centroid. The K coordinate of the barycentric coordinates can: be derived given the identity I + J + K = 1.0. code:BaryCoordNoPerspSampleAMD:: The code:BaryCoordNoPerspCentroidAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at each covered sample. The K coordinate of the barycentric coordinates can: be derived given the identity I + J + K = 1.0. code:BaryCoordPullModelAMD:: The code:BaryCoordPullModelAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain (1/W, 1/I, 1/J) evaluated at the fragment center and can: be used to calculate gradients and then interpolate I, J, and W at any desired sample location. code:BaryCoordSmoothAMD:: The code:BaryCoordSmoothAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at the fragment's center. The K coordinate of the barycentric coordinates can: be derived given the identity I + J + K = 1.0. code:BaryCoordSmoothCentroidAMD:: The code:BaryCoordSmoothCentroidAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at the centroid. The K coordinate of the barycentric coordinates can: be derived given the identity I + J + K = 1.0. code:BaryCoordSmoothSampleAMD:: The code:BaryCoordSmoothCentroidAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at each covered sample. The K coordinate of the barycentric coordinates can: be derived given the identity I + J + K = 1.0. endif::VK_AMD_shader_explicit_vertex_parameter[] ifdef::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[] [[interfaces-builtin-variables-baseinstance]] code:BaseInstance:: Decorating a variable with the code:BaseInstance built-in will make that variable contain the integer value corresponding to the first instance that was passed to the command that invoked the current vertex shader invocation. code:BaseInstance is the pname:firstInstance parameter to a _direct drawing command_ or the pname:firstInstance member of a structure consumed by an _indirect drawing command_. + The code:BaseInstance decoration must: be used only within vertex shaders. + The variable decorated with BaseInstance must: be declared using the input storage class. + The variable decorated with BaseInstance must: be declared as a scalar 32-bit integer. [[interfaces-builtin-variables-basevertex]] code:BaseVertex:: Decorating a variable with the code:BaseVertex built-in will make that variable contain the integer value corresponding to the first vertex or vertex offset that was passed to the command that invoked the current vertex shader invocation. For _non-indexed drawing commands_, this variable is the pname:firstVertex parameter to a _direct drawing command_ or the pname:firstVertex member of the structure consumed by an _indirect drawing command_. For _indexed drawing commands_, this variable is the pname:vertexOffset parameter to a _direct drawing command_ or the pname:vertexOffset member of the structure consumed by an _indirect drawing command_. + The code:BaseVertex decoration must: be used only within vertex shaders. + The variable decorated with code:BaseVertex must: be declared using the input storage class. + The variable decorated with codeBaseVertex must: be declared as a scalar 32-bit integer. endif::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[] code:ClipDistance:: Decorating a variable with the code:ClipDistance built-in decoration will make that variable contain the mechanism for controlling user clipping. code:ClipDistance is an array such that the i^th^ element of the array specifies the clip distance for plane i. A clip distance of 0 means the vertex is on the plane, a positive distance means the vertex is inside the clip half-space, and a negative distance means the point is outside the clip half-space. + The code:ClipDistance decoration must: be used only within ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, fragment, tessellation control, tessellation evaluation, and geometry shaders. + In ifdef::VK_NV_mesh_shader[] mesh or endif::VK_NV_mesh_shader[] vertex shaders, any variable decorated with code:ClipDistance must: be declared using the code:Output storage class. + In fragment shaders, any variable decorated with code:ClipDistance must: be declared using the code:Input storage class. + In tessellation control, tessellation evaluation, or geometry shaders, any variable decorated with code:ClipDistance must: not be in a storage class other than code:Input or code:Output. + Any variable decorated with code:ClipDistance must: be declared as an array of 32-bit floating-point values. [NOTE] .Note ==== The array variable decorated with code:ClipDistance is explicitly sized by the shader. ==== [NOTE] .Note ==== In the last vertex processing stage, these values will be linearly interpolated across the primitive and the portion of the primitive with interpolated distances less than 0 will be considered outside the clip volume. If code:ClipDistance is then used by a fragment shader, code:ClipDistance contains these linearly interpolated values. ==== ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-clipdistancepv]] code:ClipDistancePerViewNV:: Decorating a variable with the code:ClipDistancePerViewNV built-in decoration will make that variable contain the per-view clip distances. The per-view clip distances have the same semantics as code:ClipDistance. + The code:ClipDistancePerViewNV must: be used only within mesh shaders. + Any variable decorated with code:ClipDistancePerViewNV must: be declared using the code:Output storage class, and must: also be decorated with the code:PerViewNV decoration. + Any variable decorated with code:ClipDistancePerViewNV must: be declared as a two-dimensional array of 32-bit floating-point values. endif::VK_NV_mesh_shader[] code:CullDistance:: Decorating a variable with the code:CullDistance built-in decoration will make that variable contain the mechanism for controlling user culling. If any member of this array is assigned a negative value for all vertices belonging to a primitive, then the primitive is discarded before rasterization. + The code:CullDistance decoration must: be used only within ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, fragment, tessellation control, tessellation evaluation, and geometry shaders. + In ifdef::VK_NV_mesh_shader[] mesh or endif::VK_NV_mesh_shader[] vertex shaders, any variable decorated with code:CullDistance must: be declared using the code:Output storage class. + In fragment shaders, any variable decorated with code:CullDistance must: be declared using the code:Input storage class. + In tessellation control, tessellation evaluation, or geometry shaders, any variable decorated with code:CullDistance must: not be declared in a storage class other than input or output. + Any variable decorated with code:CullDistance must: be declared as an array of 32-bit floating-point values. [NOTE] .Note ==== In fragment shaders, the values of the code:CullDistance array are linearly interpolated across each primitive. ==== [NOTE] .Note ==== If code:CullDistance decorates an input variable, that variable will contain the corresponding value from the code:CullDistance decorated output variable from the previous shader stage. ==== ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-culldistancepv]] code:CullDistancePerViewNV:: Decorating a variable with the code:CullDistancePerViewNV built-in decoration will make that variable contain the per-view cull distances. The per-view clip distances have the same semantics as code:CullDistance. + The code:CullDistancePerViewNV must: be used only within mesh shaders. + Any variable decorated with code:CullDistancePerViewNV must: be declared using the code:Output storage class, and must: also be decorated with the code:PerViewNV decoration. + Any variable decorated with code:CullDistancePerViewNV must: be declared as a two-dimensional array of 32-bit floating-point values. endif::VK_NV_mesh_shader[] ifdef::VK_VERSION_1_1,VK_KHR_device_group[] [[interfaces-builtin-variables-deviceindex]] code:DeviceIndex:: The code:DeviceIndex decoration can: be applied to a shader input which will be filled with the device index of the physical device that is executing the current shader invocation. This value will be in the range latexmath:[[0,max(1,physicalDeviceCount))], where physicalDeviceCount is the pname:physicalDeviceCount member of slink:VkDeviceGroupDeviceCreateInfo. + The code:DeviceIndex decoration can: be used in any shader. + The variable decorated with code:DeviceIndex must: be declared using the code:Input storage class. + The variable decorated with code:DeviceIndex must: be declared as a scalar 32-bit integer. endif::VK_VERSION_1_1,VK_KHR_device_group[] ifdef::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[] [[interfaces-builtin-variables-drawindex]] code:DrawIndex:: Decorating a variable with the code:DrawIndex built-in will make that variable contain the integer value corresponding to the zero-based index of the drawing command that invoked the current ifdef::VK_NV_mesh_shader[] task, mesh, or endif::VK_NV_mesh_shader[] vertex shader invocation. For _indirect drawing commands_, code:DrawIndex begins at zero and increments by one for each draw command executed. The number of draw commands is given by the pname:drawCount parameter. For _direct drawing commands_, code:DrawIndex is always zero. code:DrawIndex is dynamically uniform. + The code:DrawIndex decoration must: be used only within ifdef::VK_NV_mesh_shader[] task, mesh or endif::VK_NV_mesh_shader[] vertex shaders. + The variable decorated with code:DrawIndex must: be declared using the input storage class. + The variable decorated with code:DrawIndex must: be declared as a scalar 32-bit integer. ifdef::VK_NV_mesh_shader[] + When task or mesh shaders are used, only the first active stage will have proper access to the variable, other stages will have undefined values. endif::VK_NV_mesh_shader[] endif::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[] code:FragCoord:: Decorating a variable with the code:FragCoord built-in decoration will make that variable contain the framebuffer coordinate latexmath:[(x,y,z,\frac{1}{w})] of the fragment being processed. The [eq]#(x,y)# coordinate [eq]#(0,0)# is the upper left corner of the upper left pixel in the framebuffer. + When <> is enabled, the [eq]#x# and [eq]#y# components of code:FragCoord reflect the location of one of the samples corresponding to the shader invocation. + Otherwise, the [eq]#x# and [eq]#y# components of code:FragCoord reflect the location of the center of the fragment. + The [eq]#z# component of code:FragCoord is the interpolated depth value of the primitive. + The [eq]#w# component is the interpolated latexmath:[\frac{1}{w}]. + The code:FragCoord decoration must: be used only within fragment shaders. + The variable decorated with code:FragCoord must: be declared using the code:Input storage class. + The code:Centroid interpolation decoration is ignored, but allowed, on code:FragCoord. + The variable decorated with code:FragCoord must: be declared as a four-component vector of 32-bit floating-point values. code:FragDepth:: To have a shader supply a fragment-depth value, the shader must: declare the code:DepthReplacing execution mode. Such a shader's fragment-depth value will come from the variable decorated with the code:FragDepth built-in decoration. + This value will be used for any subsequent depth testing performed by the implementation or writes to the depth attachment. + The code:FragDepth decoration must: be used only within fragment shaders. + The variable decorated with code:FragDepth must: be declared using the code:Output storage class. + The variable decorated with code:FragDepth must: be declared as a scalar 32-bit floating-point value. ifdef::VK_EXT_fragment_density_map[] [[interfaces-builtin-variables-fraginvocationcount]] code:FragInvocationCountEXT:: Decorating a variable with the code:FragInvocationCountEXT built-in decoration will make that variable contain the maximum number of fragment shader invocations for the fragment, as determined by pname:minSampleShading. + The code:FragInvocationCountEXT decoration must: be used only within fragment shaders and the <> must: be declared. + If <> is not enabled, code:FragInvocationCountEXT will be filled with a value of 1. + The variable decorated with code:FragInvocationCountEXT must: be declared using the code:Input storage class. + The variable decorated with code:FragInvocationCountEXT must: be declared as a scalar 32-bit integer. endif::VK_EXT_fragment_density_map[] ifdef::VK_EXT_fragment_density_map[] [[interfaces-builtin-variables-fragsize]] code:FragSizeEXT:: Decorating a variable with the code:FragSizeEXT built-in decoration will make that variable contain the dimensions in pixels of the <> that the fragment covers for that invocation. + The code:FragSizeEXT decoration must: be used only within fragment shaders and the <> must: be declared. + If fragment density map is not enabled, code:FragSizeEXT will be filled with a value of [eq]#(1,1)#. + The variable decorated with code:FragSizeEXT must: be declared using the code:Input storage class. + The variable decorated with code:FragSizeEXT must: be declared as a two-component vector of 32-bit unsigned integer values. endif::VK_EXT_fragment_density_map[] ifdef::VK_EXT_shader_stencil_export[] code:FragStencilRefEXT:: Decorating a variable with the code:FragStencilRefEXT built-in decoration will make that variable contain the new stencil reference value for all samples covered by the fragment. This value will be used as the stencil reference value used in stencil testing. + To write to code:FragStencilRefEXT, a shader must: declare the code:StencilRefReplacingEXT execution mode. If a shader declares the code:StencilRefReplacingEXT execution mode and there is an execution path through the shader that does not set code:FragStencilRefEXT, then the fragment's stencil reference value is undefined: for executions of the shader that take that path. + The code:FragStencilRefEXT decoration must: be used only within fragment shaders. + The variable decorated with code:FragStencilRefEXT must: be declared using the code:Output storage class. + The variable decorated with code:FragStencilRefEXT must: be declared as a scalar integer value. Only the least significant *s* bits of the integer value of the variable decorated with code:FragStencilRefEXT are considered for stencil testing, where *s* is the number of bits in the stencil framebuffer attachment, and higher order bits are discarded. endif::VK_EXT_shader_stencil_export[] ifdef::VK_NV_shading_rate_image[] code:FragmentSizeNV:: Decorating a variable with the code:FragmentSizeNV built-in decoration will make that variable contain the width and height of the fragment. + The code:FragmentSizeNV decoration must: be used only within fragment shaders. + The variable decorated with code:FragmentSizeNV must: be declared using the code:Input storage class. + The variable decorated with code:FragmentSizeNV must: be declared as a two-component vector of 32-bit integers. endif::VK_NV_shading_rate_image[] code:FrontFacing:: Decorating a variable with the code:FrontFacing built-in decoration will make that variable contain whether the fragment is front or back facing. This variable is non-zero if the current fragment is considered to be part of a <> polygon primitive or of a non-polygon primitive and is zero if the fragment is considered to be part of a back-facing polygon primitive. + The code:FrontFacing decoration must: be used only within fragment shaders. + The variable decorated with code:FrontFacing must: be declared using the code:Input storage class. + The variable decorated with code:FrontFacing must: be declared as a boolean. ifdef::VK_EXT_conservative_rasterization[] code:FullyCoveredEXT:: Decorating a variable with the code:FullyCoveredEXT built-in decoration will make that variable indicate whether the <> is fully covered by the generating primitive. This variable is non-zero if conservative rasterization is enabled and the current fragment area is fully covered by the generating primitive, and is zero if the fragment is not covered or partially covered, or conservative rasterization is disabled. + The code:FullyCoveredEXT decoration must: be used only within fragment shaders and the code:FragmentFullyCoveredEXT capability must: be declared. + The variable decorated with code:FullyCoveredEXT must: be declared using the code:Input storage class. + The variable decorated with code:FullyCoveredEXT must: be declared as a boolean. + ifdef::VK_EXT_post_depth_coverage[] If the implementation supports sname:VkPhysicalDeviceConservativeRasterizationPropertiesEXT::pname:conservativeRasterizationPostDepthCoverage and the <> execution mode is specified the code:SampleMask built-in input variable will reflect the coverage after the early per-fragment depth and stencil tests are applied. If sname:VkPhysicalDeviceConservativeRasterizationPropertiesEXT::pname:conservativeRasterizationPostDepthCoverage is not supported the <> execution mode must: not be specified. endif::VK_EXT_post_depth_coverage[] endif::VK_EXT_conservative_rasterization[] code:GlobalInvocationId:: Decorating a variable with the code:GlobalInvocationId built-in decoration will make that variable contain the location of the current invocation within the global workgroup. Each component is equal to the index of the local workgroup multiplied by the size of the local workgroup plus code:LocalInvocationId. + The code:GlobalInvocationId decoration must: be used only within ifdef::VK_NV_mesh_shader[] task, mesh, or endif::VK_NV_mesh_shader[] compute shaders. + The variable decorated with code:GlobalInvocationId must: be declared using the code:Input storage class. + The variable decorated with code:GlobalInvocationId must: be declared as a three-component vector of 32-bit integers. code:HelperInvocation:: Decorating a variable with the code:HelperInvocation built-in decoration will make that variable contain whether the current invocation is a helper invocation. This variable is non-zero if the current fragment being shaded is a helper invocation and zero otherwise. A helper invocation is an invocation of the shader that is produced to satisfy internal requirements such as the generation of derivatives. + The code:HelperInvocation decoration must: be used only within fragment shaders. + The variable decorated with code:HelperInvocation must: be declared using the code:Input storage class. + The variable decorated with code:HelperInvocation must: be declared as a boolean. [NOTE] .Note ==== It is very likely that a helper invocation will have a value of code:SampleMask fragment shader input value that is zero. ==== ifdef::VK_NV_ray_tracing[] [[interfaces-builtin-variables-hitkind]] code:HitKindNV:: A variable decorated with the code:HitKindNV decoration will describe the intersection that triggered the execution of the current shader. The values are determined by the intersection shader. + The code:HitKindNV decoration must: only be used in any hit and closest hit shaders. + Any variable decorated with code:HitKindNV must: be declared using the code:Input storage class. + Any variable decorated with code:HitKindNV must: be declared as a scalar 32-bit integer. [[interfaces-builtin-variables-hitt]] code:HitTNV:: A variable decorated with the code:HitTNV decoration is equivalent to a variable decorated with the code:RayTmaxNV decoration. + The code:HitTNV decoration must: only be used in any hit and closest hit shaders. + Any variable decorated with code:HitTNV must: be declared using the code:Input storage class. + Any variable decorated with code:HitTNV must: be declared as a scalar 32-bit floating-point value. [[interfaces-builtin-variables-incomingrayflags]] code:IncomingRayFlagsNV:: A variable with the code:IncomingRayFlagsNV decoration will contain the ray flags passed in to the trace call that invoked this particular shader. + The code:IncomingRayFlagsNV decoration must: only be used in the intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:IncomingRayFlagsNV must: be declared using the code:Input storage class. + Any variable decorated with code:IncomingRayFlagsNV must: be declared as a scalar 32-bit integer. [[interfaces-builtin-variables-instancecustomindex]] code:InstanceCustomIndexNV:: A variable decorated with the code:InstanceCustomIndexNV decoration will contain the application-defined value of the instance that intersects the current ray. Only the lower 24 bits are valid, the upper 8 bits will be ignored. + The code:InstanceCustomIndexNV decoration must: only be used in the intersection, any hit, and closest hit shaders. + Any variable decorated with code:InstanceCustomIndexNV must: be declared using the code:Input storage class. + Any variable decorated with code:InstanceCustomIndexNV must: be declared as a scalar 32-bit integer. [[interfaces-builtin-variables-instanceid]] code:InstanceId:: Decorating a variable in an intersection, any-hit, or closest hit shader with the code:InstanceId decoration will make that variable contain the index of the instance that intersects the current ray. + The code:InstanceId decoration must: be used only within intersection, any-hit, or closest hit shaders. + The variable decorated with code:InstanceId must: be declared using the code:Input storage class. + The variable decorated with code:InstanceId must: be declared as a scalar 32-bit integer. endif::VK_NV_ray_tracing[] code:InvocationId:: Decorating a variable with the code:InvocationId built-in decoration will make that variable contain the index of the current shader invocation in a geometry shader, or the index of the output patch vertex in a tessellation control shader. + In a geometry shader, the index of the current shader invocation ranges from zero to the number of <> declared in the shader minus one. If the instance count of the geometry shader is one or is not specified, then code:InvocationId will be zero. + The code:InvocationId decoration must: be used only within tessellation control and geometry shaders. + The variable decorated with code:InvocationId must: be declared using the code:Input storage class. + The variable decorated with code:InvocationId must: be declared as a scalar 32-bit integer. ifdef::VK_NV_shading_rate_image[] code:InvocationsPerPixelNV:: Decorating a variable with the code:InvocationsPerPixelNV built-in decoration will make that variable contain the maximum number of fragment shader invocations per pixel, as derived from the effective shading rate for the fragment. If a primitive does not fully cover a pixel, the number of fragment shader invocations for that pixel may: be less than the value of code:InvocationsPerPixelNV. If the shading rate indicates a fragment covering multiple pixels, then code:InvocationsPerPixelNV will be one. + The code:InvocationsPerPixelNV decoration must: be used only within fragment shaders. + The variable decorated with code:InvocationsPerPixelNV must: be declared using the code:Input storage class. + The variable decorated with code:InvocationsPerPixelNV must: be declared as a scalar 32-bit integer. endif::VK_NV_shading_rate_image[] code:InstanceIndex:: Decorating a variable in a vertex shader with the code:InstanceIndex built-in decoration will make that variable contain the index of the instance that is being processed by the current vertex shader invocation. code:InstanceIndex begins at the pname:firstInstance parameter to flink:vkCmdDraw or flink:vkCmdDrawIndexed or at the pname:firstInstance member of a structure consumed by flink:vkCmdDrawIndirect or flink:vkCmdDrawIndexedIndirect. + The code:InstanceIndex decoration must: be used only within vertex shaders. + The variable decorated with code:InstanceIndex must: be declared using the code:Input storage class. + The variable decorated with code:InstanceIndex must: be declared as a scalar 32-bit integer. ifdef::VK_NV_ray_tracing[] [[interfaces-builtin-variables-launchid]] code:LaunchIDNV:: A variable decorated with the code:LaunchIDNV decoration will specify the index of the work item being process. One work item is generated for each of the pname:width {times} pname:height {times} pname:depth items dispatched by a flink:vkCmdTraceRaysNV command. All shader invocations inherit the same value for variables decorated with code:LaunchIDNV. + The code:LaunchIDNV decoration must: only be used within the ray generation, intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:LaunchIDNV must: be declared using the code:Input storage class. + Any variable decorated with code:LaunchIDNV must: be declared as a three-component vector of 32-bit integer values. [[interfaces-builtin-variables-launchsize]] code:LaunchSizeNV:: A variable decorated with the code:LaunchSizeNV decoration will contain the pname:width, pname:height, and pname:depth dimensions passed to the flink:vkCmdTraceRaysNV command that initiated this shader execution. The pname:width is in the first component, the pname:height is in the second component, and the pname:depth is in the third component. + The code:LaunchSizeNV decoration must: only be used within ray generation, intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:LaunchSizeNV must: be declared using the code:Input storage class. + Any variable decorated with code:LaunchSizeNV must: be declared as a three-component vector of 32-bit integer values. endif::VK_NV_ray_tracing[] [[interfaces-builtin-variables-layer]] code:Layer:: Decorating a variable with the code:Layer built-in decoration will make that variable contain the select layer of a multi-layer framebuffer attachment. + In a ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, or endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] geometry shader, any variable decorated with code:Layer can be written with the framebuffer layer index to which the primitive produced by that shader will be directed. ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] + The last active _vertex processing stage_ (in pipeline order) controls the code:Layer that is used. Outputs in previous shader stages are not used, even if the last stage fails to write the code:Layer. endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] + If the last active vertex processing stage shader entry point's interface does not include a variable decorated with code:Layer, then the first layer is used. If a vertex processing stage shader entry point's interface includes a variable decorated with code:Layer, it must: write the same value to code:Layer for all output vertices of a given primitive. If the code:Layer value is less than 0 or greater than or equal to the number of layers in the framebuffer, then primitives may: still be rasterized, fragment shaders may: be executed, and the framebuffer values for all layers are undefined:. + The code:Layer decoration must: be used only within ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] geometry, and fragment shaders. + In a ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, or endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] geometry shader, any variable decorated with code:Layer must: be declared using the code:Output storage class. ifdef::VK_NV_viewport_array2[] If such a variable is also decorated with code:ViewportRelativeNV, then the code:ViewportIndex is added to the layer that is used for rendering and that is made available in the fragment shader. If the shader writes to a variable decorated code:ViewportMaskNV, then the layer selected has a different value for each viewport a primitive is rendered to. endif::VK_NV_viewport_array2[] + In a fragment shader, a variable decorated with code:Layer contains the layer index of the primitive that the fragment invocation belongs to. + In a fragment shader, any variable decorated with code:Layer must: be declared using the code:Input storage class. + Any variable decorated with code:Layer must: be declared as a scalar 32-bit integer. ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-layerpv]] code:LayerPerViewNV:: Decorating a variable with the code:LayerPerViewNV built-in decoration will make that variable contain the per-view layer information. The per-view layer has the same semantics as code:Layer, for each view. + The code:LayerPerViewNV must: only be used within mesh shaders. + Any variable decorated with code:LayerPerViewNV must: be declared using the code:Output storage class, and must: also be decorated with the code:PerViewNV decoration. + Any variable decorated with code:LayerPerViewNV must: be declared as an array of scalar 32-bit integer values. endif::VK_NV_mesh_shader[] code:LocalInvocationId:: Decorating a variable with the code:LocalInvocationId built-in decoration will make that variable contain the location of the current ifdef::VK_NV_mesh_shader[] task, mesh, or endif::VK_NV_mesh_shader[] compute shader invocation within the local workgroup. Each component ranges from zero through to the size of the workgroup in that dimension minus one. + The code:LocalInvocationId decoration must: be used only within ifdef::VK_NV_mesh_shader[] task, mesh, or endif::VK_NV_mesh_shader[] compute shaders. + The variable decorated with code:LocalInvocationId must: be declared using the code:Input storage class. + The variable decorated with code:LocalInvocationId must: be declared as a three-component vector of 32-bit integers. [NOTE] .Note ==== If the size of the workgroup in a particular dimension is one, then the code:LocalInvocationId in that dimension will be zero. If the workgroup is effectively two-dimensional, then code:LocalInvocationId.z will be zero. If the workgroup is effectively one-dimensional, then both code:LocalInvocationId.y and code:LocalInvocationId.z will be zero. ==== code:LocalInvocationIndex:: Decorating a variable with the code:LocalInvocationIndex built-in decoration will make that variable contain a one-dimensional representation of code:LocalInvocationId. This is computed as: + [source,c++] ---- LocalInvocationIndex = LocalInvocationId.z * WorkgroupSize.x * WorkgroupSize.y + LocalInvocationId.y * WorkgroupSize.x + LocalInvocationId.x; ---- + The code:LocalInvocationIndex decoration must: be used only within ifdef::VK_NV_mesh_shader[] task, mesh, or endif::VK_NV_mesh_shader[] compute shaders. + The variable decorated with code:LocalInvocationIndex must: be declared using the code:Input storage class. + The variable decorated with code:LocalInvocationIndex must: be declared as a scalar 32-bit integer. ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-meshviewcount]] code:MeshViewCountNV:: Decorating a variable with the code:MeshViewCountNV built-in decoration will make that variable contain the number of views processed by the current mesh or task shader invocations. + The code:MeshViewCountNV decoration must: only be used in task and mesh shaders. + Any variable decorated with code:MeshViewCountNV must: be declared using the code:Input storage class. + Any variable decorated with code:MeshViewCountNV must: be declared as a scalar 32-bit integer. [[interfaces-builtin-variables-meshviewindices]] code:MeshViewIndicesNV:: Decorating a variable with the code:MeshViewIndicesNV built-in decoration will make that variable contain the mesh view indices. The mesh view indices is an array of values where each element holds the view number of one of the views being processed by the current mesh or task shader invocations. The array elements with indices great than or equal to code:MeshViewCountNV are undefined. If the value of code:MeshViewIndicesNV[i] is [eq]#j#, then any outputs decorated with code:PerViewNV will take on the value of array element [eq]#i# when processing primitives for view index [eq]#j#. + The code:MeshViewIndicesNV decoration must: only be used in task and mesh shaders. + Any variable decorated with code:MeshViewIndicesNV must: be declared using the code:Input storage class. + Any variable decorated with code:MeshViewIndicesNV must: be declared as an array of scalar 32-bit integers. endif::VK_NV_mesh_shader[] ifdef::VK_VERSION_1_1[] code:NumSubgroups:: Decorating a variable with the code:NumSubgroups built-in decoration will make that variable contain the number of subgroups in the local workgroup. + The code:NumSubgroups decoration must: be used only within ifdef::VK_NV_mesh_shader[] task, mesh, or endif::VK_NV_mesh_shader[] compute shaders. + The variable decorated with code:NumSubgroups must: be declared using the code:Input storage class. + The object decorated with code:NumSubgroups must: be declared as a scalar 32-bit integer. endif::VK_VERSION_1_1[] code:NumWorkgroups:: Decorating a variable with the code:NumWorkgroups built-in decoration will make that variable contain the number of local workgroups that are part of the dispatch that the invocation belongs to. Each component is equal to the values of the workgroup count parameters passed into the dispatch commands. + The code:NumWorkgroups decoration must: be used only within compute shaders. + The variable decorated with code:NumWorkgroups must: be declared using the code:Input storage class. + The variable decorated with code:NumWorkgroups must: be declared as a three-component vector of 32-bit integers. ifdef::VK_NV_ray_tracing[] [[interfaces-builtin-variables-objectraydirection]] code:ObjectRayDirectionNV:: A variable decorated with the code:ObjectRayDirectionNV decoration will specify the direction of the ray being processed, in object space. + The code:ObjectRayDirectionNV decoration must: only be used within intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:ObjectRayDirectionNV must: be declared using the code:Input storage class. + Any variable decorated with code:ObjectRayDirectionNV must: be declared as a three-component vector of 32-bit floating-point values. [[interfaces-builtin-variables-objectrayorigin]] code:ObjectRayOriginNV:: A variable decorated with the code:ObjectRayOriginNV decoration will specify the origin of the ray being processed, in object space. + The code:ObjectRayOriginNV decoration must: only be used within intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:ObjectRayOriginNV must: be declared using the code:Input storage class. + Any variable decorated with code:ObjectRayOriginNV must: be declared as a three-component vector of 32-bit floating-point values. [[interfaces-builtin-variables-objecttoworld]] code:ObjectToWorldNV:: A variable decorated with the code:ObjectToWorldNV decoration will contain the current object-to-world transformation matrix, which is determined by the instance of the current intersection. + The code:ObjectToWorldNV decoration must: only be used within intersection, any hit, and closest hit shaders. + Any variable decorated with code:ObjectToWorldNV must: be declared using the code:Input storage class. + Any variable decorated with code:ObjectToWorldNV must: be declared as a matrix with four columns of three-component vectors of 32-bit floating-point values. endif::VK_NV_ray_tracing[] code:PatchVertices:: Decorating a variable with the code:PatchVertices built-in decoration will make that variable contain the number of vertices in the input patch being processed by the shader. A single tessellation control or tessellation evaluation shader can: read patches of differing sizes, so the value of the code:PatchVertices variable may: differ between patches. + The code:PatchVertices decoration must: be used only within tessellation control and tessellation evaluation shaders. + The variable decorated with code:PatchVertices must: be declared using the code:Input storage class. + The variable decorated with code:PatchVertices must: be declared as a scalar 32-bit integer. code:PointCoord:: Decorating a variable with the code:PointCoord built-in decoration will make that variable contain the coordinate of the current fragment within the point being rasterized, normalized to the size of the point with origin in the upper left corner of the point, as described in <>. If the primitive the fragment shader invocation belongs to is not a point, then the variable decorated with code:PointCoord contains an undefined: value. + The code:PointCoord decoration must: be used only within fragment shaders. + The variable decorated with code:PointCoord must: be declared using the code:Input storage class. + The variable decorated with code:PointCoord must: be declared as two-component vector of 32-bit floating-point values. [NOTE] .Note ==== Depending on how the point is rasterized, code:PointCoord may: never reach [eq]#(0,0)# or [eq]#(1,1)#. ==== code:PointSize:: Decorating a variable with the code:PointSize built-in decoration will make that variable contain the size of point primitives. The value written to the variable decorated with code:PointSize by the last vertex processing stage in the pipeline is used as the framebuffer-space size of points produced by rasterization. + The code:PointSize decoration must: be used only within ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation control, tessellation evaluation, and geometry shaders. + In a ifdef::VK_NV_mesh_shader[] mesh or endif::VK_NV_mesh_shader[] vertex shader, any variable decorated with code:PointSize must: be declared using the code:Output storage class. + In a tessellation control, tessellation evaluation, or geometry shader, any variable decorated with code:PointSize must: be declared using either the code:Input or code:Output storage class. + Any variable decorated with code:PointSize must: be declared as a scalar 32-bit floating-point value. [NOTE] .Note ==== When code:PointSize decorates a variable in the code:Input storage class, it contains the data written to the output variable decorated with code:PointSize from the previous shader stage. ==== code:Position:: Decorating a variable with the code:Position built-in decoration will make that variable contain the position of the current vertex. In the last vertex processing stage, the value of the variable decorated with code:Position is used in subsequent primitive assembly, clipping, and rasterization operations. + The code:Position decoration must: be used only within ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation control, tessellation evaluation, and geometry shaders. + In a ifdef::VK_NV_mesh_shader[] mesh or endif::VK_NV_mesh_shader[] vertex shader, any variable decorated with code:Position must: be declared using the code:Output storage class. + In a tessellation control, tessellation evaluation, or geometry shader, any variable decorated with code:Position must: not be declared in a storage class other than code:Input or code:Output. + Any variable decorated with code:Position must: be declared as a four-component vector of 32-bit floating-point values. [NOTE] .Note ==== When code:Position decorates a variable in the code:Input storage class, it contains the data written to the output variable decorated with code:Position from the previous shader stage. ==== ifdef::VK_NVX_multiview_per_view_attributes[] [[interfaces-builtin-variables-positionperview]] code:PositionPerViewNV:: Decorating a variable with the code:PositionPerViewNV built-in decoration will make that variable contain the position of the current vertex, for each view. + The code:PositionPerViewNV decoration must: be used only within ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation control, tessellation evaluation, and geometry shaders. + In a vertex shader, any variable decorated with code:PositionPerViewNV must: be declared using the code:Output storage class. + In a tessellation control, tessellation evaluation, or geometry shader, any variable decorated with code:PositionPerViewNV must: not be declared in a storage class other than input or output. + Any variable decorated with code:PositionPerViewNV must: be declared as an array of four-component vector of 32-bit floating-point values with at least as many elements as the maximum view in the subpass's view mask plus one. The array must: be indexed by a constant or specialization constant. + Elements of the array correspond to views in a multiview subpass, and those elements corresponding to views in the view mask of the subpass the shader is compiled against will be used as the position value for those views. For the final vertex processing stage in the pipeline, values written to an output variable decorated with code:PositionPerViewNV are used in subsequent primitive assembly, clipping, and rasterization operations, as with code:Position. code:PositionPerViewNV output in an earlier vertex processing stage is available as an input in the subsequent vertex processing stage. + If a shader is compiled against a subpass that has the ename:VK_SUBPASS_DESCRIPTION_PER_VIEW_POSITION_X_ONLY_BIT_NVX bit set, then the position values for each view must: not differ in any component other than the X component. If the values do differ, one will be chosen in an implementation-dependent manner. endif::VK_NVX_multiview_per_view_attributes[] ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-primitivecount]] code:PrimitiveCountNV:: + Decorating a variable with the code:PrimitiveCountNV decoration will make that variable contain the primitive count. The primitive count specifies the number of primitives in the output mesh produced by the mesh shader that will be processed by subsequent pipeline stages. + The code:PrimitiveCountNV decoration must: only be used in mesh shaders. + Any variable decorated with code:PrimitiveCountNV must: be declared using the code:Output storage class. + Any variable decorated with code:PrimitiveCountNV must: be declared as a scalar 32-bit integer. endif::VK_NV_mesh_shader[] code:PrimitiveId:: Decorating a variable with the code:PrimitiveId built-in decoration will make that variable contain the index of the current primitive. + The index of the first primitive generated by a drawing command is zero, and the index is incremented after every individual point, line, or triangle primitive is processed. + For triangles drawn as points or line segments (see <>), the primitive index is incremented only once, even if multiple points or lines are eventually drawn. + Variables decorated with code:PrimitiveId are reset to zero between each instance drawn. + Restarting a primitive topology using primitive restart has no effect on the value of variables decorated with code:PrimitiveId. + In tessellation control and tessellation evaluation shaders, it will contain the index of the patch within the current set of rendering primitives that correspond to the shader invocation. + In a geometry shader, it will contain the number of primitives presented as input to the shader since the current set of rendering primitives was started. + In a fragment shader, it will contain the primitive index written by the geometry shader if a geometry shader is present, or with the value that would have been presented as input to the geometry shader had it been present. ifdef::VK_NV_ray_tracing[] + In an intersection, any hit, or closest hit shader, it will contain the index of the triangle or bounding box being processed. endif::VK_NV_ray_tracing[] + If a geometry shader is present and the fragment shader reads from an input variable decorated with code:PrimitiveId, then the geometry shader must: write to an output variable decorated with code:PrimitiveId in all execution paths. ifdef::VK_NV_mesh_shader[] + If a mesh shader is present and the fragment shader reads from an input variable decorated with code:PrimitiveId, then the mesh shader must: write to the output variables decorated with code:PrimitiveId in all execution paths. endif::VK_NV_mesh_shader[] + The code:PrimitiveId decoration must: be used only within ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] ifdef::VK_NV_ray_tracing[] intersection, any hit, closest hit, endif::VK_NV_ray_tracing[] fragment, tessellation control, tessellation evaluation, and geometry shaders. + In ifdef::VK_NV_ray_tracing[] an intersection, any hit, closest hit, endif::VK_NV_ray_tracing[] ifndef::VK_NV_ray_tracing[] a endif::VK_NV_ray_tracing[] tessellation control, or tessellation evaluation shader, any variable decorated with code:PrimitiveId must: be declared using the code:Input storage class. + In a geometry shader, any variable decorated with code:PrimitiveId must: be declared using either the code:Input or code:Output storage class. ifdef::VK_NV_mesh_shader[] + In a mesh shader, any variable decorated with code:PrimitiveId must: be declared using the code:Output storage class. endif::VK_NV_mesh_shader[] + In a fragment shader, any variable decorated with code:PrimitiveId must: be declared using the code:Input storage class, and either the code:Geometry or code:Tessellation capability must: also be declared. + Any variable decorated with code:PrimitiveId must: be declared as a scalar 32-bit integer. [NOTE] .Note ==== When the code:PrimitiveId decoration is applied to an output variable in the ifdef::VK_NV_mesh_shader[] mesh shader or endif::VK_NV_mesh_shader[] geometry shader, the resulting value is seen through the code:PrimitiveId decorated input variable in the fragment shader. ==== ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-primitiveindices]] code:PrimitiveIndicesNV:: + Decorating a variable with the code:PrimitiveIndicesNV decoration will make that variable contain the output array of vertex index values. Depending on the output primitive type declared using the execution mode, the indices are split into groups of one (code:OutputPoints), two (code:OutputLinesNV), or three (code:OutputTriangles) indices and each group generates a primitive. + All index values must: be in the range [eq]#[0, N-1]#, where [eq]#N# is the value specified by the code:OutputVertices execution mode. Out-of-bounds index values result in undefined behavior. + The code:PrimitiveIndicesNV decoration must: only be used in mesh shaders. + Any variable decorated with code:PrimitiveIndicesNV must: be declared using the code:Output storage class. + Any variable decorated with code:PrimitiveIndicesNV must: be declared as an array of scalar 32-bit integers. The array must: be sized according to the primitive type and code:OutputPrimitivesNV execution modes, where the size is: * the value specified by code:OutputPrimitivesNV if the execution mode is code:OutputPoints, * two times the value specified by code:OutputPrimitivesNV if the execution mode is code:OutputLinesNV, or * three times the value specified by code:OutputPrimitivesNV if the execution mode is code:OutputTrianglesNV. endif::VK_NV_mesh_shader[] ifdef::VK_NV_ray_tracing[] [[interfaces-builtin-variables-raytmax]] code:RayTmaxNV:: A variable decorated with the code:RayTmaxNV decoration will contain the parametric pname:tmax values of the ray being processed. The values are independent of the space in which the ray and origin exist. + The pname:tmax value changes throughout the lifetime of the ray query that produced the intersection. In the closest hit shader, the value reflects the closest distance to the intersected primitive. In the any hit shader, it reflects the distance to the primitive currently being intersected. In the intersection shader, it reflects the distance to the closest primitive intersected so far. The value can change in the intersection shader after calling code:OpReportIntersectionNV if the corresponding any hit shader does not ignore the intersection. In a miss shader, the value is identical to the parameter passed into code:OpTraceNV. + The code:RayTmaxNV decoration must: only be used with the intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:RayTmaxNV must: be declared with the code:Input storage class. + Any variable decorated with code:RayTmaxNV must: be declared as a scalar 32-bit floating-point value. [[interfaces-builtin-variables-raytmin]] code:RayTminNV:: A variable decorated with the code:RayTminNV decoration will contain the parametric code:tmin values of the ray being processed. The values are independent of the space in which the ray and origin exist. + The code:tmin value remains constant for the duration of the ray query. + The code:RayTminNV decoration must: only be used with the intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:RayTminNV must: be declared with the code:Input storage class. + Any variable decorated with code:RayTminNV must: be declared as a scalar 32-bit floating-point value. endif::VK_NV_ray_tracing[] code:SampleId:: Decorating a variable with the code:SampleId built-in decoration will make that variable contain the zero-based index of the sample the invocation corresponds to. code:SampleId ranges from zero to the number of samples in the framebuffer minus one. If a fragment shader entry point's interface includes an input variable decorated with code:SampleId, <> is considered enabled with a pname:minSampleShading value of 1.0. + The code:SampleId decoration must: be used only within fragment shaders. + The variable decorated with code:SampleId must: be declared using the code:Input storage class. + The variable decorated with code:SampleId must: be declared as a scalar 32-bit integer. [[interfaces-builtin-variables-samplemask]] code:SampleMask:: Decorating a variable with the code:SampleMask built-in decoration will make any variable contain the sample coverage mask for the current fragment shader invocation. + A variable in the code:Input storage class decorated with code:SampleMask will contain a bitmask of the set of samples covered by the primitive generating the fragment during rasterization. It has a sample bit set if and only if the sample is considered covered for this fragment shader invocation. code:SampleMask[] is an array of integers. Bits are mapped to samples in a manner where bit B of mask M (`SampleMask[M]`) corresponds to sample [eq]#32 {times} M {plus} B#. + When state specifies multiple fragment shader invocations for a given fragment, the sample mask for any single fragment shader invocation specifies the subset of the covered samples for the fragment that correspond to the invocation. In this case, the bit corresponding to each covered sample will be set in exactly one fragment shader invocation. ifdef::VK_EXT_post_depth_coverage[] + If the <> execution mode is specified, the sample is considered covered if and only if the sample is covered by the primitive and the sample passes the <>. Otherwise the sample is considered covered if the sample is covered by the primitive, regardless of the result of the fragment tests. endif::VK_EXT_post_depth_coverage[] + A variable in the code:Output storage class decorated with code:SampleMask is an array of integers forming a bit array in a manner similar an input variable decorated with code:SampleMask, but where each bit represents coverage as computed by the shader. Modifying the sample mask by writing zero to a bit of code:SampleMask causes the sample to be considered uncovered. ifndef::VK_NV_sample_mask_override_coverage[] However, setting sample mask bits to one will never enable samples not covered by the original primitive. endif::VK_NV_sample_mask_override_coverage[] ifdef::VK_NV_sample_mask_override_coverage[] If this variable is also decorated with code:OverrideCoverageNV, the fragment coverage is replaced with the sample mask bits set in the shader otherwise the fragment coverage is code:ANDed with the bits of the sample mask. endif::VK_NV_sample_mask_override_coverage[] If the fragment shader is being evaluated at any frequency other than per-fragment, bits of the sample mask not corresponding to the current fragment shader invocation are ignored. This array must: be sized in the fragment shader either implicitly or explicitly, to be no larger than the implementation-dependent maximum sample-mask (as an array of 32-bit elements), determined by the maximum number of samples. If a fragment shader entry point's interface includes an output variable decorated with code:SampleMask, the sample mask will be undefined: for any array elements of any fragment shader invocations that fail to assign a value. If a fragment shader entry point's interface does not include an output variable decorated with code:SampleMask, the sample mask has no effect on the processing of a fragment. + The code:SampleMask decoration must: be used only within fragment shaders. + Any variable decorated with code:SampleMask must: be declared using either the code:Input or code:Output storage class. + Any variable decorated with code:SampleMask must: be declared as an array of 32-bit integers. code:SamplePosition:: Decorating a variable with the code:SamplePosition built-in decoration will make that variable contain the sub-pixel position of the sample being shaded. The top left of the pixel is considered to be at coordinate [eq]#(0,0)# and the bottom right of the pixel is considered to be at coordinate [eq]#(1,1)#. ifdef::VK_EXT_fragment_density_map[] If the render pass has a fragment density map attachment, the variable will instead contain the sub-fragment position of the sample being shaded. The top left of the fragment is considered to be at coordinate [eq]#(0,0)# and the bottom right of the fragment is considered to be at coordinate [eq]#(1,1)# for any fragment area. endif::VK_EXT_fragment_density_map[] If a fragment shader entry point's interface includes an input variable decorated with code:SamplePosition, <> is considered enabled with a pname:minSampleShading value of 1.0. + The code:SamplePosition decoration must: be used only within fragment shaders. + The variable decorated with code:SamplePosition must: be declared using the code:Input storage class. ifdef::VK_EXT_sample_locations[] If the current pipeline uses <> the value of any variable decorated with the code:SamplePosition built-in decoration is undefined:. endif::VK_EXT_sample_locations[] + The variable decorated with code:SamplePosition must: be declared as a two-component vector of 32-bit floating-point values. ifdef::VK_VERSION_1_1[] code:SubgroupId:: + Decorating a variable with the code:SubgroupId built-in decoration will make that variable contain the index of the subgroup within the local workgroup. This variable is in range [0, code:NumSubgroups-1]. + The code:SubgroupId decoration must: be used only within ifdef::VK_NV_mesh_shader[] task, mesh or, endif::VK_NV_mesh_shader[] compute shaders. + The variable decorated with code:SubgroupId must: be declared using the code:Input storage class. + The variable decorated with code:SubgroupId must: be declared as a scalar 32-bit integer. endif::VK_VERSION_1_1[] ifdef::VK_VERSION_1_1,VK_EXT_shader_subgroup_ballot[] [[interfaces-builtin-variables-sgeq]] code:SubgroupEqMask:: + Decorating a variable with the code:SubgroupEqMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bit corresponding to the code:SubgroupLocalInvocationId is set in the variable decorated with code:SubgroupEqMask. All other bits are set to zero. + The variable decorated with code:SubgroupEqMask must: be declared using the code:Input storage class. + The variable decorated with code:SubgroupEqMask must: be declared as a four-component vector of 32-bit integer values. + code:SubgroupEqMaskKHR is an alias of code:SubgroupEqMask. [[interfaces-builtin-variables-sgge]] code:SubgroupGeMask:: + Decorating a variable with the code:SubgroupGeMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bits corresponding to the invocations greater than or equal to code:SubgroupLocalInvocationId through code:SubgroupSize-1 are set in the variable decorated with code:SubgroupGeMask. All other bits are set to zero. + The variable decorated with code:SubgroupGeMask must: be declared using the code:Input storage class. + The variable decorated with code:SubgroupGeMask must: be declared as a four-component vector of 32-bit integer values. + code:SubgroupGeMaskKHR is an alias of code:SubgroupGeMask. [[interfaces-builtin-variables-sggt]] code:SubgroupGtMask:: + Decorating a variable with the code:SubgroupGtMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bits corresponding to the invocations greater than code:SubgroupLocalInvocationId through code:SubgroupSize-1 are set in the variable decorated with code:SubgroupGtMask. All other bits are set to zero. + The variable decorated with code:SubgroupGtMask must: be declared using the code:Input storage class. + The variable decorated with code:SubgroupGtMask must: be declared as a four-component vector of 32-bit integer values. + code:SubgroupGtMaskKHR is an alias of code:SubgroupGtMask. [[interfaces-builtin-variables-sgle]] code:SubgroupLeMask:: + Decorating a variable with the code:SubgroupLeMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bits corresponding to the invocations less than or equal to code:SubgroupLocalInvocationId are set in the variable decorated with code:SubgroupLeMask. All other bits are set to zero. + The variable decorated with code:SubgroupLeMask must: be declared using the code:Input storage class. + The variable decorated with code:SubgroupLeMask must: be declared as a four-component vector of 32-bit integer values. + code:SubgroupLeMaskKHR is an alias of code:SubgroupLeMask. [[interfaces-builtin-variables-sglt]] code:SubgroupLtMask:: + Decorating a variable with the code:SubgroupLtMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bits corresponding to the invocations less than code:SubgroupLocalInvocationId are set in the variable decorated with code:SubgroupLtMask. All other bits are set to zero. + The variable decorated with code:SubgroupLtMask must: be declared using the code:Input storage class. + The variable decorated with code:SubgroupLtMask must: be declared as a four-component vector of 32-bit integer values. + code:SubgroupLtMaskKHR is an alias of code:SubgroupLtMask. [[interfaces-builtin-variables-sgli]] code:SubgroupLocalInvocationId:: + Decorating a variable with the code:SubgroupLocalInvocationId builtin decoration will make that variable contain the index of the invocation within the subgroup. This variable is in range [0,code:SubgroupSize-1]. + The variable decorated with code:SubgroupLocalInvocationId must: be declared using the code:Input storage class. + The variable decorated with code:SubgroupLocalInvocationId must: be declared as a scalar 32-bit integer. [[interfaces-builtin-variables-sgs]] code:SubgroupSize:: + Decorating a variable with the code:SubgroupSize builtin decoration will make that variable contain the implementation-dependent maximum number of invocations in a subgroup. The maximum number of invocations that an implementation can support per subgroup is 128. + The variable decorated with code:SubgroupSize must: be declared using the code:Input storage class. + The variable decorated with code:SubgroupSize must: be declared as a scalar 32-bit integer. endif::VK_VERSION_1_1,VK_EXT_shader_subgroup_ballot[] ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-taskcount]] code:TaskCountNV:: + Decorating a variable with the code:TaskCountNV decoration will make that variable contain the task count. The task count specifies the number of subsequent mesh shader workgroups that get generated upon completion of the task shader. + The code:TaskCountNV decoration must: only be used in task shaders. + Any variable decorated with code:TaskCountNV must: be declared using the code:Output storage class. + Any variable decorated with code:TaskCountNV must: be declared as a scalar 32-bit integer. endif::VK_NV_mesh_shader[] code:TessCoord:: Decorating a variable with the code:TessCoord built-in decoration will make that variable contain the three-dimensional [eq]#(u,v,w)# barycentric coordinate of the tessellated vertex within the patch. [eq]#u#, [eq]#v#, and [eq]#w# are in the range [eq]#[0,1]# and vary linearly across the primitive being subdivided. For the tessellation modes of code:Quads or code:IsoLines, the third component is always zero. + The code:TessCoord decoration must: be used only within tessellation evaluation shaders. + The variable decorated with code:TessCoord must: be declared using the code:Input storage class. + The variable decorated with code:TessCoord must: be declared as three-component vector of 32-bit floating-point values. code:TessLevelOuter:: Decorating a variable with the code:TessLevelOuter built-in decoration will make that variable contain the outer tessellation levels for the current patch. + In tessellation control shaders, the variable decorated with code:TessLevelOuter can: be written to which controls the tessellation factors for the resulting patch. These values are used by the tessellator to control primitive tessellation and can: be read by tessellation evaluation shaders. + In tessellation evaluation shaders, the variable decorated with code:TessLevelOuter can: read the values written by the tessellation control shader. + The code:TessLevelOuter decoration must: be used only within tessellation control and tessellation evaluation shaders. + In a tessellation control shader, any variable decorated with code:TessLevelOuter must: be declared using the code:Output storage class. + In a tessellation evaluation shader, any variable decorated with code:TessLevelOuter must: be declared using the code:Input storage class. + Any variable decorated with code:TessLevelOuter must: be declared as an array of size four, containing 32-bit floating-point values. code:TessLevelInner:: Decorating a variable with the code:TessLevelInner built-in decoration will make that variable contain the inner tessellation levels for the current patch. + In tessellation control shaders, the variable decorated with code:TessLevelInner can: be written to, which controls the tessellation factors for the resulting patch. These values are used by the tessellator to control primitive tessellation and can: be read by tessellation evaluation shaders. + In tessellation evaluation shaders, the variable decorated with code:TessLevelInner can: read the values written by the tessellation control shader. + The code:TessLevelInner decoration must: be used only within tessellation control and tessellation evaluation shaders. + In a tessellation control shader, any variable decorated with code:TessLevelInner must: be declared using the code:Output storage class. + In a tessellation evaluation shader, any variable decorated with code:TessLevelInner must: be declared using the code:Input storage class. + Any variable decorated with code:TessLevelInner must: be declared as an array of size two, containing 32-bit floating-point values. code:VertexIndex:: Decorating a variable with the code:VertexIndex built-in decoration will make that variable contain the index of the vertex that is being processed by the current vertex shader invocation. For non-indexed draws, this variable begins at the pname:firstVertex parameter to flink:vkCmdDraw or the pname:firstVertex member of a structure consumed by flink:vkCmdDrawIndirect and increments by one for each vertex in the draw. For indexed draws, its value is the content of the index buffer for the vertex plus the pname:vertexOffset parameter to flink:vkCmdDrawIndexed or the pname:vertexOffset member of the structure consumed by flink:vkCmdDrawIndexedIndirect. + The code:VertexIndex decoration must: be used only within vertex shaders. + The variable decorated with code:VertexIndex must: be declared using the code:Input storage class. + The variable decorated with code:VertexIndex must: be declared as a scalar 32-bit integer. [NOTE] .Note ==== code:VertexIndex starts at the same starting value for each instance. ==== ifdef::VK_VERSION_1_1,VK_KHR_multiview[] [[interfaces-builtin-variables-viewindex]] code:ViewIndex:: The code:ViewIndex decoration can: be applied to a shader input which will be filled with the index of the view that is being processed by the current shader invocation. + If multiview is enabled in the render pass, this value will be one of the bits set in the view mask of the subpass the pipeline is compiled against. If multiview is not enabled in the render pass, this value will be zero. + The code:ViewIndex decoration must: not be used within compute shaders. + The variable decorated with code:ViewIndex must: be declared using the code:Input storage class. + The variable decorated with code:ViewIndex must: be declared as a scalar 32-bit integer. endif::VK_VERSION_1_1,VK_KHR_multiview[] [[interfaces-builtin-variables-viewportindex]] code:ViewportIndex:: Decorating a variable with the code:ViewportIndex built-in decoration will make that variable contain the index of the viewport. + In a ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, or endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] geometry shader, the variable decorated with code:ViewportIndex can be written to with the viewport index to which the primitive produced by that shader will be directed. + The selected viewport index is used to select the ifndef::VK_NV_scissor_exclusive[] viewport transform and endif::VK_NV_scissor_exclusive[] ifdef::VK_NV_scissor_exclusive[] viewport transform, scissor rectangle, and exclusive endif::VK_NV_scissor_exclusive[] scissor rectangle. ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] + The last active _vertex processing stage_ (in pipeline order) controls the code:ViewportIndex that is used. Outputs in previous shader stages are not used, even if the last stage fails to write the code:ViewportIndex. endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] + If the last active vertex processing stage shader entry point's interface does not include a variable decorated with code:ViewportIndex, then the first viewport is used. If a vertex processing stage shader entry point's interface includes a variable decorated with code:ViewportIndex, it must: write the same value to code:ViewportIndex for all output vertices of a given primitive. + The code:ViewportIndex decoration must: be used only within ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] geometry, and fragment shaders. + In a ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, or endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[] geometry shader, any variable decorated with code:ViewportIndex must: be declared using the code:Output storage class. + In a fragment shader, the variable decorated with code:ViewportIndex contains the viewport index of the primitive that the fragment invocation belongs to. + In a fragment shader, any variable decorated with code:ViewportIndex must: be declared using the code:Input storage class. + Any variable decorated with code:ViewportIndex must: be declared as a scalar 32-bit integer. ifdef::VK_NV_viewport_array2[] [[interfaces-builtin-variables-viewportmask]] code:ViewportMaskNV:: Decorating a variable with the code:ViewportMaskNV built-in decoration will make that variable contain the viewport mask. + In a ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, or geometry shader, the variable decorated with code:ViewportMaskNV can be written to with the mask of which viewports the primitive produced by that shader will directed. + The code:ViewportMaskNV variable must: be an array that has [eq]#{lceil}(sname:VkPhysicalDeviceLimits::pname:maxViewports / 32){rceil}# elements. When a shader writes to this variable, bit B of element M controls whether a primitive is emitted to viewport [eq]#32 {times} M +B#. The viewports indicated by the mask are used to select the ifndef::VK_NV_scissor_exclusive[] viewport transform and endif::VK_NV_scissor_exclusive[] ifdef::VK_NV_scissor_exclusive[] viewport transform, scissor rectangle, and exclusive endif::VK_NV_scissor_exclusive[] scissor rectangle that a primitive will be transformed by. + The last active _vertex processing stage_ (in pipeline order) controls the code:ViewportMaskNV that is used. Outputs in previous shader stages are not used, even if the last stage fails to write the code:ViewportMaskNV. When code:ViewportMaskNV is written by the final vertex processing stage, any variable decorated with code:ViewportIndex in the fragment shader will have the index of the viewport that was used in generating that fragment. + If a vertex processing stage shader entry point's interface includes a variable decorated with code:ViewportMaskNV, it must: write the same value to code:ViewportMaskNV for all output vertices of a given primitive. + The code:ViewportMaskNV decoration must: be used only within ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, and geometry shaders. + Any variable decorated with code:ViewportMaskNV must: be declared using the code:Output storage class. + Any variable decorated with code:ViewportMaskNV must: be declared as an array of 32-bit integers. endif::VK_NV_viewport_array2[] ifdef::VK_NVX_multiview_per_view_attributes+VK_NV_viewport_array2[] [[interfaces-builtin-variables-viewportmaskperview]] code:ViewportMaskPerViewNV:: Decorating a variable with the code:ViewportMaskPerViewNV built-in decoration will make that variable contain the mask of viewports primitives are broadcast to, for each view. + The code:ViewportMaskPerViewNV decoration must: be used only within ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation control, tessellation evaluation, and geometry shaders. + Any variable decorated with code:ViewportMaskPerViewNV must: be declared using the code:Output storage class. + The value written to an element of code:ViewportMaskPerViewNV in the last vertex processing stage is a bitmask indicating which viewports the primitive will be directed to. The primitive will be broadcast to the viewport corresponding to each non-zero bit of the bitmask, and that viewport index is used to select the ifndef::VK_NV_scissor_exclusive[] viewport transform and endif::VK_NV_scissor_exclusive[] ifdef::VK_NV_scissor_exclusive[] viewport transform, scissor rectangle, and exclusive endif::VK_NV_scissor_exclusive[] scissor rectangle, for each view. The same values must: be written to all vertices in a given primitive, or else the set of viewports used for that primitive is undefined:. + Any variable decorated with code:ViewportMaskPerViewNV must: be declared as an array of scalar 32-bit integers with at least as many elements as the maximum view in the subpass's view mask plus one. The array must: be indexed by a constant or specialization constant. + Elements of the array correspond to views in a multiview subpass, and those elements corresponding to views in the view mask of the subpass the shader is compiled against will be used as the viewport mask value for those views. code:ViewportMaskPerViewNV output in an earlier vertex processing stage is not available as an input in the subsequent vertex processing stage. + Although code:ViewportMaskNV is an array, code:ViewportMaskPerViewNV is not a two-dimensional array. Instead, code:ViewportMaskPerViewNV is limited to 32 viewports. endif::VK_NVX_multiview_per_view_attributes+VK_NV_viewport_array2[] code:WorkgroupId:: Decorating a variable with the code:WorkgroupId built-in decoration will make that variable contain the global workgroup that the current invocation is a member of. Each component ranges from a base value to a [eq]#base {plus} count# value, based on the parameters passed into the dispatch commands. + The code:WorkgroupId decoration must: be used only within ifdef::VK_NV_mesh_shader[] task, mesh, or endif::VK_NV_mesh_shader[] compute shaders. + The variable decorated with code:WorkgroupId must: be declared using the code:Input storage class. + The variable decorated with code:WorkgroupId must: be declared as a three-component vector of 32-bit integers. code:WorkgroupSize:: Decorating an object with the code:WorkgroupSize built-in decoration will make that object contain the dimensions of a local workgroup. If an object is decorated with the code:WorkgroupSize decoration, this must: take precedence over any execution mode set for code:LocalSize. + The code:WorkgroupSize decoration must: be used only within ifdef::VK_NV_mesh_shader[] task, mesh, or endif::VK_NV_mesh_shader[] compute shaders. + The object decorated with code:WorkgroupSize must: be a specialization constant or a constant. + The object decorated with code:WorkgroupSize must: be declared as a three-component vector of 32-bit integers. ifdef::VK_NV_ray_tracing[] [[interfaces-builtin-variables-worldraydirection]] code:WorldRayDirectionNV:: A variable decorated with the code:WorldRayDirectionNV decoration will specify the direction of the ray being processed, in world space. + The code:WorldRayDirectionNV decoration must: only be used within intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:WorldRayDirectionNV must: be declared using the code:Input storage class. + Any variable decorated with code:WorldRayDirectionNV must: be declared as a three-component vector of 32-bit floating-point values. [[interfaces-builtin-variables-worldrayorigin]] code:WorldRayOriginNV:: A variable decorated with the code:WorldRayOriginNV decoration will specify the origin of the ray being processed, in world space. + The code:WorldRayOriginNV decoration must: only be used within intersection, any hit, closest hit, and miss shaders. + Any variable decorated with code:WorldRayOriginNV must: be declared using the code:Input storage class. + Any variable decorated with code:WorldRayOriginNV must: be declared as a three-component vector of 32-bit floating-point values. [[interfaces-builtin-variables-worldtoobject]] code:WorldToObjectNV:: A variable decorated with the code:WorldToObjectNV decoration will contain the current world-to-object transformation matrix, which is determined by the instance of the current intersection. + The code:WorldToObjectNV decoration must: only be used within intersection, any hit, and closest hit shaders. + Any variable decorated with code:WorldToObjectNV must: be declared using the code:Input storage class. + Any variable decorated with code:WorldToObjectNV must: be declared as a matrix with four columns of three-component vectors of 32-bit floating-point values. endif::VK_NV_ray_tracing[]