Vulkan-Docs/appendices/VK_NV_fragment_shader_barycentric.txt
Jon Leech f1a7c4b4f3 Change log for January 13, 2019 Vulkan 1.1.98 spec update:
* Update release number to 98.

Public Issues:

  * Fix missing markup in flink:vkDestroyPipelineLayout valid usage
    statement (pull request 882).
  * Add missing contributors for `<<VK_EXT_buffer_device_address>>` (public
    pull request 891).

Internal Issues:

  * Detect nested bullet points in valid usage blocks and warn about them
    during VUID assignment (internal issue 1382).
  * Update the style guide to document the process for reserving new bits in
    bitmask types (internal issue 1411).
  * Clarify for slink:VkApplicationInfo::pname:apiVersion and in the
    <<fundamentals-validusage-versions, Valid Usage for Newer Core
    Versions>> section when it is valid for an application to use a certain
    version of Vulkan API functionality (for an instance and for a
    device/physical device); and when the validation layers must generate an
    error (internal issue 1412).
  * Add optional <<memory-model-availability-visibility, transitive
    availability/visibility operations to the memory model, including a new
    pname:vulkanMemoryModelAvailabilityVisibilityChains feature for
    slink:VkPhysicalDeviceVulkanMemoryModelFeaturesKHR (internal issue
    1460).
  * Add the code:StorageBuffer storage class to those in the
    <<interfaces-resources-descset, Descriptor Set Interface>> (internal
    issue 1480).
  * Add missing `returnedonly` tags for a number of returned extension
    structures that can be passed in pname:pNext chains (internal issue
    1515).
  * Clean up and rearrange some spec language for
    slink:VkRenderPassCreateInfo and slink:VkAttachmentReference.txt
    (internal issue 1522).
  * Correctly round the code:OpVectorTimesScalar and
    code:OpMatrixTimesScalar SPIR-V operations in the <<Precision of core
    SPIR-V Instructions>> table (internal merge request 2996).
  * Work around cases in flink:vkCmdBeginTransformFeedbackEXT,
    flink:vkCmdEndTransformFeedbackEXT, and
    slink:VkPipelineCoverageModulationStateCreateInfoNV where an array
    parameter is `optional` but the length is not in `vk.xml`. This is an
    interim fix using `noautovalidity` + handcoded VU replacing those that
    should be autogenerated (internal issue 2944 and
    https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/480).
  * Remove redundant capability validation of the code:float16 and code:int8
    SPIR-V capabilities from the <<spirvenv-capabilities, Capabilities>>
    section, since they are already covered in the preceding table.
  * Update check_spec_links script, including validation for reference page
    open blocks. Fix errors identified by the script.
2019-01-13 05:53:27 -08:00

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include::meta/VK_NV_fragment_shader_barycentric.txt[]
*Last Modified Date*::
2018-08-03
*IP Status*::
No known IP claims.
*Interactions and External Dependencies*::
- Requires the SPV_NV_fragment_shader_barycentric SPIR-V extension.
- Requires the GL_NV_fragment_shader_barycentric extension for GLSL source
languages.
*Contributors*::
- Pat Brown, NVIDIA
- Daniel Koch, NVIDIA
This extension adds support for the following SPIR-V extension in Vulkan:
* `SPV_NV_fragment_shader_barycentric`
The extension provides access to three additional fragment shader variable
decorations in SPIR-V:
* code:PerVertexNV, which indicates that a fragment shader input will not
have interpolated values, but instead must be accessed with an extra
array index that identifies one of the vertices of the primitive
producing the fragment
* code:BaryCoordNV, which indicates that the variable is a three-component
floating-point vector holding barycentric weights for the fragment
produced using perspective interpolation
* code:BaryCoordNoPerspNV, which indicates that the variable is a
three-component floating-point vector holding barycentric weights for
the fragment produced using linear interpolation
When using GLSL source-based shader languages, the following variables from
`GL_NV_fragment_shader_barycentric` maps to these SPIR-V built-in
decorations:
* `in vec3 gl_BaryCoordNV;` -> code:BaryCoordNV
* `in vec3 gl_BaryCoordNoPerspNV;` -> code:BaryCoordNoPerspNV
GLSL variables declared using the code:__pervertexNV GLSL qualifier are
expected to be decorated with code:PerVertexNV in SPIR-V.
=== New Object Types
None.
=== New Enum Constants
* Extending elink:VkStructureType
** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_BARYCENTRIC_FEATURES_NV
=== New Enums
None.
=== New Structures
None.
=== New Functions
None.
=== New Built-In Variables
* <<interfaces-builtin-variables-barycoordnv,code:BaryCoordNV>>
* <<interfaces-builtin-variables-barycoordnoperspnv,code:BaryCoordNoPerspNV>>
=== New SPIR-V Decorations
* <<shaders-interpolation-decorations-pervertexnv,code:PerVertexNV>>
=== New SPIR-V Capabilities
* <<spirvenv-capabilities-fragment-barycentric,code:FragmentBarycentricNV>>
=== Issues
(1) The AMD_shader_explicit_vertex_parameter extension provides similar
functionality.
Why write a new extension, and how is this extension different?
*RESOLVED*: For the purposes of Vulkan/SPIR-V, we chose to implement a
separate extension due to several functional differences.
First, the hardware supporting this extension can provide a three-component
barycentric weight vector for variables decorated with code:BaryCoordNV,
while variables decorated with code:BaryCoordSmoothAMD provide only two
components.
In some cases, it may be more efficient to explicitly interpolate an
attribute via:
float value = (baryCoordNV.x * v[0].attrib +
baryCoordNV.y * v[1].attrib +
baryCoordNV.z * v[2].attrib);
instead of
float value = (baryCoordSmoothAMD.x * (v[0].attrib - v[2].attrib) +
baryCoordSmoothAMD.y * (v[1].attrib - v[2].attrib) +
v[2].attrib);
Additionally, the semantics of the decoration code:BaryCoordPullModelAMD do
not appear to map to anything supported by the initial hardware
implementation of this extension.
This extension provides a smaller number of decorations than the AMD
extension, as we expect that shaders could derive variables decorated with
things like code:BaryCoordNoPerspCentroidAMD with explicit attribute
interpolation instructions.
One other relevant difference is that explicit per-vertex attribute access
using this extension does not require a constant vertex number.
(2) Why do the built-in SPIR-V decorations for this extension include two
separate built-ins code:BaryCoordNV and code:BaryCoordNoPerspNV when a
"`no perspective`" variable could be decorated with code:BaryCoordNV and
code:NoPerspective?
*RESOLVED*: The SPIR-V extension for this feature chose to mirror the
behavior of the GLSL extension, which provides two built-in variables.
Additionally, it's not clear that its a good idea (or even legal) to have
two variables using the "`same attribute`", but with different interpolation
modifiers.
=== Version History
* Revision 1, 2018-08-03 (Pat Brown)
- Internal revisions