106 lines
3.2 KiB
Plaintext
106 lines
3.2 KiB
Plaintext
[[VK_NV_viewport_array2]]
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== VK_NV_viewport_array2
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*Name String*::
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VK_NV_viewport_array2
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*Extension Type*::
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Device extension
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*Registered Extension Number*::
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97
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*Status*::
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Complete
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*Last Modified Data*::
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2017-02-15
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*Revision*::
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1
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*Dependencies*::
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- This extension is written against version 1.0 of the Vulkan API.
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- This extension requires Vulkan 1.0.
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- This extension requires the
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https://www.khronos.org/registry/spir-v/extensions/NV/SPV_NV_viewport_array2.html[+SPV_NV_viewport_array2+]
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SPIR-V extension.
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- This extension requires the
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https://www.opengl.org/registry/specs/NV/viewport_array2.txt[+GL_NV_viewport_array2+]
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extension for GLSL source languages.
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- This extension requires the pname:geometryShader and
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pname:multiViewport features.
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- This extension interacts with the pname:tessellationShader feature.
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*Contributors*::
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- Piers Daniell, NVIDIA
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- Jeff Bolz, NVIDIA
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*Contact*::
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- Daniel Koch (dkoch 'at' nvidia.com)
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*Overview*::
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+
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--
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This extension adds support for the following SPIR-V extension in Vulkan:
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* SPV_NV_viewport_array2
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which allows a single primitive to be broadcast to multiple viewports and/or
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multiple layers.
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A new shader built-in output code:ViewportMaskNV is provided, which allows a
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single primitive to be output to multiple viewports simultaneously.
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Also, a new SPIR-V decoration is added to control whether the effective
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viewport index is added into the variable decorated with the *Layer*
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built-in decoration.
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These capabilities allow a single primitive to be output to multiple layers
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simultaneously.
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This extension allows variables decorated with the code:Layer and
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code:ViewportIndex built-ins to be exported from vertex or tessellation
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shaders, using the code:ShaderViewportIndexLayerNV capability.
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This extension adds a new code:ViewportMaskNV built-in decoration that is
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available for output variables in vertex, tessellation evaluation, and
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geometry shaders, and a new code:ViewportRelativeNV decoration that can be
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added on variables decorated with code:Layer when using the
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code:ShaderViewportMaskNV capability.
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When using GLSL source-based shading languages, the code:gl_ViewportMask[]
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built-in output variable and code:viewport_relative layout qualifier from
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+GL_NV_viewport_array2+ map to the code:ViewportMaskNV and
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code:ViewportRelativeNV decorations, respectively.
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Behaviour is described in the GL_NV_viewport_array2 extension
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specificiation.
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--
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=== New Object Types
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None.
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=== New Enum Constants
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None.
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=== New Enums
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None.
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=== New Structures
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None.
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=== New Functions
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None.
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=== New or Modified Built-In Variables
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* (modified) <<interfaces-builtin-variables-layer,code:Layer>>
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* (modified)
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<<interfaces-builtin-variables-viewportindex,code:ViewportIndex>>
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* <<interfaces-builtin-variables-viewportmask,code:ViewportMaskNV>>
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=== New Variable Decoration
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* <<interfaces-builtin-variables-layer,code:ViewportRelativeNV in
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code:Layer>>
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=== New SPIR-V Capabilities
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* <<spirvenv-capabilities-table-viewportarray2,code:ShaderViewportIndexLayerNV>>
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* <<spirvenv-capabilities-table-viewportarray2,code:ShaderViewportMaskNV>>
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=== Issues
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None yet!
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=== Version History
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* Revision 1, 2017-02-15 (Daniel Koch)
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- Internal revisions
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