Vulkan-Docs/doc/specs/vulkan/chapters/fxvertex.txt

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