912 lines
38 KiB
Plaintext
912 lines
38 KiB
Plaintext
// Copyright (c) 2015-2016 The Khronos Group Inc.
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// Copyright notice at https://www.khronos.org/registry/speccopyright.html
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[[primsrast]]
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= Rasterization
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Rasterization is the process by which a primitive is converted to a
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two-dimensional image.
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Each point of this image contains associated data such as depth, color, or
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other attributes.
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Rasterizing a primitive begins by determining which squares of an integer
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grid in framebuffer coordinates are occupied by the primitive, and assigning
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one or more depth values to each such square.
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This process is described below for points, lines, and polygons.
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A grid square, including its [eq]#(x,y)# framebuffer coordinates, [eq]#z#
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(depth), and associated data added by fragment shaders, is called a
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fragment.
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A fragment is located by its upper left corner, which lies on integer grid
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coordinates.
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Rasterization operations also refer to a fragment's sample locations, which
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are offset by subpixel fractional values from its upper left corner.
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The rasterization rules for points, lines, and triangles involve testing
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whether each sample location is inside the primitive.
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Fragments need not actually be square, and rasterization rules are not
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affected by the aspect ratio of fragments.
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Display of non-square grids, however, will cause rasterized points and line
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segments to appear fatter in one direction than the other.
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We assume that fragments are square, since it simplifies antialiasing and
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texturing.
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After rasterization, fragments are processed by the <<fragops-early,early
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per-fragment tests>>, if enabled.
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Several factors affect rasterization, including the members of
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sname:VkPipelineRasterizationStateCreateInfo and
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sname:VkPipelineMultisampleStateCreateInfo.
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// refBegin VkPipelineRasterizationStateCreateInfo Structure specifying parameters of a newly created pipeline rasterization state
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The sname:VkPipelineRasterizationStateCreateInfo structure is defined as:
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include::../api/structs/VkPipelineRasterizationStateCreateInfo.txt[]
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:flags is reserved for future use.
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* pname:depthClampEnable controls whether to clamp the fragment's depth
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values instead of clipping primitives to the z planes of the frustum, as
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described in <<vertexpostproc-clipping,Primitive Clipping>>.
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* pname:rasterizerDiscardEnable controls whether primitives are discarded
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immediately before the rasterization stage.
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* pname:polygonMode is the triangle rendering mode.
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See elink:VkPolygonMode.
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* pname:cullMode is the triangle facing direction used for primitive
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culling.
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See elink:VkCullModeFlagBits.
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* pname:frontFace is the front-facing triangle orientation to be used for
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culling.
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See elink:VkFrontFace.
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* pname:depthBiasEnable controls whether to bias fragment depth values.
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* pname:depthBiasConstantFactor is a scalar factor controlling the
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constant depth value added to each fragment.
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* pname:depthBiasClamp is the maximum (or minimum) depth bias of a
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fragment.
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* pname:depthBiasSlopeFactor is a scalar factor applied to a fragment's
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slope in depth bias calculations.
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* pname:lineWidth is the width of rasterized line segments.
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ifdef::VK_AMD_rasterization_order[]
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The application can: also chain a
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sname:VkPipelineRasterizationStateRasterizationOrderAMD structure to the
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sname:VkPipelineRasterizationStateCreateInfo structure through its
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pname:pNext member.
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This structure enables selecting the rasterization order to use when
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rendering with the corresponding graphics pipeline as described in
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<<primrast-order, Rasterization Order>>.
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endif::VK_AMD_rasterization_order[]
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.Valid Usage
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****
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* If the <<features-features-depthClamp,depth clamping>> feature is not
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enabled, pname:depthClampEnable must: be ename:VK_FALSE
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* If the <<features-features-fillModeNonSolid,non-solid fill modes>>
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feature is not enabled, pname:polygonMode must: be
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ename:VK_POLYGON_MODE_FILL
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****
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include::../validity/structs/VkPipelineRasterizationStateCreateInfo.txt[]
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// refBegin VkPipelineMultisampleStateCreateInfo Structure specifying parameters of a newly created pipeline multisample state
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The sname:VkPipelineMultisampleStateCreateInfo structure is defined as:
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include::../api/structs/VkPipelineMultisampleStateCreateInfo.txt[]
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:flags is reserved for future use.
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* pname:rasterizationSamples is a elink:VkSampleCountFlagBits specifying
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the number of samples per pixel used in rasterization.
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* pname:sampleShadingEnable specifies that fragment shading executes
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per-sample if ename:VK_TRUE, or per-fragment if ename:VK_FALSE, as
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described in <<primsrast-sampleshading,Sample Shading>>.
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* pname:minSampleShading is the minimum fraction of sample shading, as
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described in <<primsrast-sampleshading,Sample Shading>>.
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* pname:pSampleMask is a bitmask of static coverage information that is
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ANDed with the coverage information generated during rasterization, as
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described in <<fragops-samplemask,Sample Mask>>.
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* pname:alphaToCoverageEnable controls whether a temporary coverage value
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is generated based on the alpha component of the fragment's first color
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output as specified in the <<fragops-covg,Multisample Coverage>>
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section.
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* pname:alphaToOneEnable controls whether the alpha component of the
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fragment's first color output is replaced with one as described in
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<<fragops-covg,Multisample Coverage>>.
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.Valid Usage
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****
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* If the <<features-features-sampleRateShading,sample rate shading>>
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feature is not enabled, pname:sampleShadingEnable must: be
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ename:VK_FALSE
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* If the <<features-features-alphaToOne,alpha to one>> feature is not
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enabled, pname:alphaToOneEnable must: be ename:VK_FALSE
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* pname:minSampleShading must: be in the range [eq]#[0,1]#
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****
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include::../validity/structs/VkPipelineMultisampleStateCreateInfo.txt[]
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Rasterization only produces fragments corresponding to pixels in the
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framebuffer.
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Fragments which would be produced by application of any of the primitive
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rasterization rules described below but which lie outside the framebuffer
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are not produced, nor are they processed by any later stage of the pipeline,
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including any of the early per-fragment tests described in
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<<fragops-early,Early Per-Fragment Tests>>.
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Surviving fragments are processed by fragment shaders.
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Fragment shaders determine associated data for fragments, and can: also
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modify or replace their assigned depth values.
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If the subpass for which this pipeline is being created uses color and/or
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depth/stencil attachments, then pname:rasterizationSamples must: be the same
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as the sample count for those subpass attachments.
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Otherwise, pname:rasterizationSamples must: follow the rules for a
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<<renderpass-noattachments, zero-attachment subpass>>.
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[[primsrast-discard]]
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== Discarding Primitives Before Rasterization
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Primitives are discarded before rasterization if the
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pname:rasterizerDiscardEnable member of
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slink:VkPipelineRasterizationStateCreateInfo is enabled.
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When enabled, primitives are discarded after they are processed by the last
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active shader stage in the pipeline before rasterization.
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[[primrast-order]]
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== Rasterization Order
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Within a subpass of a <<renderpass,render pass instance>>, for a given
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(x,y,layer,sample) sample location, the following stages are guaranteed to
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execute in _rasterization order_ for each separate primitive that includes
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that sample location:
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* depth bounds test
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* stencil test, stencil op and stencil write
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* depth test and depth write
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* occlusion queries
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* blending, logic op and color write
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ifndef::VK_AMD_rasterization_order[]
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Rasterization order must: follow <<fundamentals-queueoperation-apiorder,API
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order>>.
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endif::VK_AMD_rasterization_order[]
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ifdef::VK_AMD_rasterization_order[]
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The application can: select a graphics pipeline to use one of the following
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primitive rasterization ordering rules:
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include::../api/enums/VkRasterizationOrderAMD.txt[]
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* ename:VK_RASTERIZATION_ORDER_STRICT_AMD indicates that primitive
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rasterization must: follow <<fundamentals-queueoperation-apiorder,API
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order>>.
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* ename:VK_RASTERIZATION_ORDER_RELAXED_AMD indicates that primitive
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rasterization may: not follow <<fundamentals-queueoperation-apiorder,API
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order>>.
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The rasterization order to use for a graphics pipeline is specified by
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chaining a sname:VkPipelineRasterizationStateRasterizationOrderAMD structure
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through the pname:pNext member to
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slink:VkPipelineRasterizationStateCreateInfo.
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The sname:VkPipelineRasterizationStateRasterizationOrderAMD structure is
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defined as:
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include::../api/structs/VkPipelineRasterizationStateRasterizationOrderAMD.txt[]
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:rasterizationOrder is the primitive rasterization order to use.
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include::../validity/structs/VkPipelineRasterizationStateRasterizationOrderAMD.txt[]
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If the +VK_AMD_rasterization_order+ device extension is not enabled or the
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application does not request a particular rasterization order through
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specifying a sname:VkPipelineRasterizationStateRasterizationOrderAMD
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structure then the rasterization order used by the graphics pipeline
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defaults to ename:VK_RASTERIZATION_ORDER_STRICT_AMD.
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endif::VK_AMD_rasterization_order[]
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[[primsrast-multisampling]]
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== Multisampling
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Multisampling is a mechanism to antialias all Vulkan primitives: points,
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lines, and polygons.
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The technique is to sample all primitives multiple times at each pixel.
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Each sample in each framebuffer attachment has storage for a color, depth,
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and/or stencil value, such that per-fragment operations apply to each sample
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independently.
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The color sample values can: be later _resolved_ to a single color (see
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<<copies-resolve,Resolving Multisample Images>> and the <<renderpass,Render
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Pass>> chapter for more details on how to resolve multisample images to
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non-multisample images).
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Vulkan defines rasterization rules for single-sample modes in a way that is
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equivalent to a multisample mode with a single sample in the center of each
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pixel.
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Each fragment includes a coverage value with pname:rasterizationSamples bits
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(see <<fragops-samplemask,Sample Mask>>).
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Each fragment includes pname:rasterizationSamples depth values and sets of
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associated data.
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An implementation may: choose to assign the same associated data to more
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than one sample.
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The location for evaluating such associated data may: be anywhere within the
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pixel including the pixel center or any of the sample locations.
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When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the pixel
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center must: be used.
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The different associated data values need not all be evaluated at the same
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location.
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Each pixel fragment thus consists of integer x and y grid coordinates,
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pname:rasterizationSamples depth values and sets of associated data, and a
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coverage value with pname:rasterizationSamples bits.
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It is understood that each pixel has pname:rasterizationSamples locations
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associated with it.
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These locations are exact positions, rather than regions or areas, and each
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is referred to as a sample point.
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The sample points associated with a pixel must: be located inside or on the
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boundary of the unit square that is considered to bound the pixel.
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Furthermore, the relative locations of sample points may: be identical for
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each pixel in the framebuffer, or they may: differ.
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If the current pipeline includes a fragment shader with one or more
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variables in its interface decorated with code:Sample and code:Input, the
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data associated with those variables will be assigned independently for each
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sample.
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The values for each sample must: be evaluated at the location of the sample.
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The data associated with any other variables not decorated with code:Sample
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and code:Input need not be evaluated independently for each sample.
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If the pname:standardSampleLocations member of
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slink:VkPhysicalDeviceFeatures is ename:VK_TRUE, then the sample counts
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ename:VK_SAMPLE_COUNT_1_BIT, ename:VK_SAMPLE_COUNT_2_BIT,
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ename:VK_SAMPLE_COUNT_4_BIT, ename:VK_SAMPLE_COUNT_8_BIT, and
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ename:VK_SAMPLE_COUNT_16_BIT have sample locations as listed in the
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following table, with the [eq]##i##th entry in the table corresponding to
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bit [eq]#i# in the sample masks.
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ename:VK_SAMPLE_COUNT_32_BIT and ename:VK_SAMPLE_COUNT_64_BIT do not have
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standard sample locations.
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Locations are defined relative to an origin in the upper left corner of the
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pixel.
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<<<
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.Standard sample locations
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[align="center"]
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|====
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|ename:VK_SAMPLE_COUNT_1_BIT|ename:VK_SAMPLE_COUNT_2_BIT|ename:VK_SAMPLE_COUNT_4_BIT|ename:VK_SAMPLE_COUNT_8_BIT|ename:VK_SAMPLE_COUNT_16_BIT
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[eq]#(0.5,0.5)#
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[eq]#(0.25,0.25)# +
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[eq]#(0.75,0.75)#
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[eq]#(0.375, 0.125)# +
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[eq]#(0.875, 0.375)# +
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[eq]#(0.125, 0.625)# +
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[eq]#(0.625, 0.875)#
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[eq]#(0.5625, 0.3125)# +
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[eq]#(0.4375, 0.6875)# +
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[eq]#(0.8125, 0.5625)# +
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[eq]#(0.3125, 0.1875)# +
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[eq]#(0.1875, 0.8125)# +
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[eq]#(0.0625, 0.4375)# +
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[eq]#(0.6875, 0.9375)# +
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[eq]#(0.9375, 0.0625)#
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[eq]#(0.5625, 0.5625)# +
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[eq]#(0.4375, 0.3125)# +
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[eq]#(0.3125, 0.625)# +
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[eq]#(0.75, 0.4375)# +
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[eq]#(0.1875, 0.375)# +
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[eq]#(0.625, 0.8125)# +
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[eq]#(0.8125, 0.6875)# +
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[eq]#(0.6875, 0.1875)# +
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[eq]#(0.375, 0.875)# +
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[eq]#(0.5, 0.0625)# +
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[eq]#(0.25, 0.125)# +
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[eq]#(0.125, 0.75)# +
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[eq]#(0.0, 0.5)# +
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[eq]#(0.9375, 0.25)# +
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[eq]#(0.875, 0.9375)# +
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[eq]#(0.0625, 0.0)#
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|====
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[[primsrast-sampleshading]]
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== Sample Shading
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Sample shading can: be used to specify a minimum number of unique samples to
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process for each fragment.
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Sample shading is controlled by the pname:sampleShadingEnable member of
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slink:VkPipelineMultisampleStateCreateInfo.
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If pname:sampleShadingEnable is ename:VK_FALSE, sample shading is considered
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disabled and has no effect.
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Otherwise, an implementation must: provide a minimum of [eq]#max({lceil}
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pname:minSampleShading {times} pname:rasterizationSamples {rceil}, 1)#
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unique associated data for each fragment, where pname:minSampleShading is
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the minimum fraction of sample shading and pname:rasterizationSamples is the
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number of samples requested in slink:VkPipelineMultisampleStateCreateInfo.
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These are associated with the samples in an implementation-dependent manner.
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When the sample shading fraction is 1.0, a separate set of associated data
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are evaluated for each sample, and each set of values is evaluated at the
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sample location.
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[[primsrast-points]]
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== Points
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A point is drawn by generating a set of fragments in the shape of a square
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centered around the vertex of the point.
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Each vertex has an associated point size that controls the width/height of
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that square.
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The point size is taken from the (potentially clipped) shader built-in
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code:PointSize written by:
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* the geometry shader, if active;
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* the tessellation evaluation shader, if active and no geometry shader is
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active;
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* the tessellation control shader, if active and no geometry or
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tessellation evaluation shader is active; or
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* the vertex shader, otherwise
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and clamped to the implementation-dependent point size range
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[eq]#[pname:pointSizeRange[0],pname:pointSizeRange[1]]#.
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If the value written to code:PointSize is less than or equal to zero, or if
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no value was written to code:PointSize, results are undefined.
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Not all point sizes need be supported, but the size 1.0 must: be supported.
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The range of supported sizes and the size of evenly-spaced gradations within
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that range are implementation-dependent.
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The range and gradations are obtained from the pname:pointSizeRange and
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pname:pointSizeGranularity members of slink:VkPhysicalDeviceLimits.
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If, for instance, the size range is from 0.1 to 2.0 and the gradation size
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is 0.1, then the size 0.1, 0.2, ..., 1.9, 2.0 are supported.
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Additional point sizes may: also be supported.
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There is no requirement that these sizes be equally spaced.
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If an unsupported size is requested, the nearest supported size is used
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instead.
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[[primsrast-points-basic]]
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=== Basic Point Rasterization
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Point rasterization produces a fragment for each framebuffer pixel with one
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or more sample points that intersect a region centered at the point's
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[eq]#(x~f~,y~f~)#.
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This region is a square with side equal to the current point size.
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Coverage bits that correspond to sample points that intersect the region are
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1, other coverage bits are 0.
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All fragments produced in rasterizing a point are assigned the same
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associated data, which are those of the vertex corresponding to the point.
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However, the fragment shader built-in code:PointCoord contains point sprite
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texture coordinates.
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The [eq]#s# and [eq]#t# point sprite texture coordinates vary from zero to
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one across the point horizontally left-to-right and top-to-bottom,
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respectively.
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The following formulas are used to evaluate [eq]#s# and [eq]#t#:
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[latexmath]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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\[
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s = {1 \over 2} + { \left( x_p - x_f \right) \over size }
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\]
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\[
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t = {1 \over 2} + { \left( y_p - y_f \right) \over size }.
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\]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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where size is the point's size, [eq]#(x~p~,y~p~)# is the location at which
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the point sprite coordinates are evaluated - this may: be the framebuffer
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coordinates of the pixel center (i.e. at the half-integer) or the location
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of a sample, and [eq]#(x~f~,y~f~)# is the exact, unrounded framebuffer
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coordinate of the vertex for the point.
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When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the pixel
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center must: be used.
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[[primsrast-lines]]
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== Line Segments
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A line is drawn by generating a set of fragments overlapping a rectangle
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centered on the line segment.
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Each line segment has an associated width that controls the width of that
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rectangle.
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// refBegin vkCmdSetLineWidth Set the dynamic line width state
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The line width is set by the pname:lineWidth property of
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slink:VkPipelineRasterizationStateCreateInfo in the currently active
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pipeline if the pipeline was not created with
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ename:VK_DYNAMIC_STATE_LINE_WIDTH enabled.
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Otherwise, the line width is set by calling fname:vkCmdSetLineWidth:
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include::../api/protos/vkCmdSetLineWidth.txt[]
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* pname:commandBuffer is the command buffer into which the command will be
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recorded.
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* pname:lineWidth is the width of rasterized line segments.
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.Valid Usage
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****
|
|
* The currently bound graphics pipeline must: have been created with the
|
|
ename:VK_DYNAMIC_STATE_LINE_WIDTH dynamic state enabled
|
|
* If the <<features-features-wideLines,wide lines>> feature is not
|
|
enabled, pname:lineWidth must: be `1.0`
|
|
****
|
|
|
|
include::../validity/protos/vkCmdSetLineWidth.txt[]
|
|
|
|
Not all line widths need be supported for line segment rasterization, but
|
|
width 1.0 antialiased segments must: be provided.
|
|
The range and gradations are obtained from the pname:lineWidthRange and
|
|
pname:lineWidthGranularity members of slink:VkPhysicalDeviceLimits.
|
|
If, for instance, the size range is from 0.1 to 2.0 and the gradation size
|
|
is 0.1, then the size 0.1, 0.2, ..., 1.9, 2.0 are supported.
|
|
Additional line widths may: also be supported.
|
|
There is no requirement that these widths be equally spaced.
|
|
If an unsupported width is requested, the nearest supported width is used
|
|
instead.
|
|
|
|
|
|
[[primsrast-lines-basic]]
|
|
=== Basic Line Segment Rasterization
|
|
|
|
Rasterized line segments produce fragments which intersect a rectangle
|
|
centered on the line segment.
|
|
Two of the edges are parallel to the specified line segment; each is at a
|
|
distance of one-half the current width from that segment in directions
|
|
perpendicular to the direction of the line.
|
|
The other two edges pass through the line endpoints and are perpendicular to
|
|
the direction of the specified line segment.
|
|
Coverage bits that correspond to sample points that intersect the rectangle
|
|
are 1, other coverage bits are 0.
|
|
|
|
Next we specify how the data associated with each rasterized fragment are
|
|
obtained.
|
|
Let [eq]#**p**~r~ = (x~d~, y~d~)# be the framebuffer coordinates at which
|
|
associated data are evaluated.
|
|
This may: be the pixel center of a fragment or the location of a sample
|
|
within the fragment.
|
|
When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the pixel
|
|
center must: be used.
|
|
Let [eq]#**p**~a~ = (x~a~, y~a~)# and [eq]#**p**~b~ = (x~b~,y~b~)# be
|
|
initial and final endpoints of the line segment, respectively.
|
|
Set
|
|
|
|
// Equation {linet:eq}
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\[
|
|
t = {{( \mathbf{p}_r - \mathbf{p}_a ) \cdot ( \mathbf{p}_b - \mathbf{p}_a )}
|
|
\over {\| \mathbf{p}_b - \mathbf{p}_a \|^2 }}
|
|
\]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
(Note that [eq]#t = 0# at [eq]#**p**_a# and [eq]#t = 1# at [eq]#**p**~b~#.
|
|
Also note that this calculation projects the vector from [eq]#**p**~a~# to
|
|
[eq]#**p**~r~# onto the line, and thus computes the normalized distance of
|
|
the fragment along the line.)
|
|
|
|
[[line_perspective_interpolation]]
|
|
The value of an associated datum [eq]#f# for the fragment, whether it be a
|
|
shader output or the clip [eq]#w# coordinate, must: be determined using
|
|
_perspective interpolation_:
|
|
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\[
|
|
f = {{ (1-t) {f_a / w_a} + t { f_b / w_b} } \over
|
|
{(1-t) / w_a + t / w_b }}
|
|
\]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
where [eq]#f~a~# and [eq]#f~b~# are the data associated with the starting
|
|
and ending endpoints of the segment, respectively; [eq]#w~a~# and [eq]#w~b~#
|
|
are the clip [eq]#w# coordinates of the starting and ending endpoints of the
|
|
segments, respectively.
|
|
|
|
[[line_linear_interpolation]]
|
|
Depth values for lines must: be determined using _linear interpolation_:
|
|
|
|
:: [eq]#z = (1 - t) z~a~ + t z~b~#
|
|
|
|
where [eq]#z~a~# and [eq]#z~b~# are the depth values of the starting and
|
|
ending endpoints of the segment, respectively.
|
|
|
|
The code:NoPerspective and code:Flat
|
|
<<shaders-interpolation-decorations,interpolation decorations>> can: be used
|
|
with fragment shader inputs to declare how they are interpolated.
|
|
When neither decoration is applied, <<line_perspective_interpolation,
|
|
perspective interpolation>> is performed as described above.
|
|
When the code:NoPerspective decoration is used, <<line_linear_interpolation,
|
|
linear interpolation>> is performed in the same fashion as for depth values,
|
|
as described above.
|
|
When the code:Flat decoration is used, no interpolation is performed, and
|
|
outputs are taken from the corresponding input value of the
|
|
<<vertexpostproc-flatshading,provoking vertex>> corresponding to that
|
|
primitive.
|
|
|
|
The above description documents the preferred method of line rasterization,
|
|
and must: be used when the implementation advertises the pname:strictLines
|
|
limit in slink:VkPhysicalDeviceLimits as ename:VK_TRUE.
|
|
|
|
When pname:strictLines is ename:VK_FALSE, the edges of the lines are
|
|
generated as a parallelogram surrounding the original line.
|
|
The major axis is chosen by noting the axis in which there is the greatest
|
|
distance between the line start and end points.
|
|
If the difference is equal in both directions then the X axis is chosen as
|
|
the major axis.
|
|
Edges 2 and 3 are aligned to the minor axis and are centered on the
|
|
endpoints of the line as in <<fig-non-strict-lines>>, and each is
|
|
pname:lineWidth long.
|
|
Edges 0 and 1 are parallel to the line and connect the endpoints of edges 2
|
|
and 3.
|
|
Coverage bits that correspond to sample points that intersect the
|
|
parallelogram are 1, other coverage bits are 0.
|
|
|
|
Samples that fall exactly on the edge of the parallelogram follow the
|
|
polygon rasterization rules.
|
|
|
|
Interpolation occurs as if the parallelogram was decomposed into two
|
|
triangles where each pair of vertices at each end of the line has identical
|
|
attributes.
|
|
|
|
[[fig-non-strict-lines]]
|
|
image::images/non_strict_lines.{svgpdf}[align="center",title="Non strict lines",{fullimagewidth}]
|
|
|
|
|
|
[[primsrast-polygons]]
|
|
== Polygons
|
|
|
|
A polygon results from the decomposition of a triangle strip, triangle fan
|
|
or a series of independent triangles.
|
|
Like points and line segments, polygon rasterization is controlled by
|
|
several variables in the slink:VkPipelineRasterizationStateCreateInfo
|
|
structure.
|
|
|
|
|
|
[[primsrast-polygons-basic]]
|
|
=== Basic Polygon Rasterization
|
|
|
|
// refBegin VkFrontFace Interpret polygon front-facing orientation
|
|
|
|
The first step of polygon rasterization is to determine whether the triangle
|
|
is _back-facing_ or _front-facing_.
|
|
This determination is made based on the sign of the (clipped or unclipped)
|
|
polygon's area computed in framebuffer coordinates.
|
|
One way to compute this area is:
|
|
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\[
|
|
a = -{1 \over 2}\sum_{i=0}^{n-1}
|
|
x_f^i y_f^{i \oplus 1} -
|
|
x_f^{i \oplus 1} y_f^i
|
|
\]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
where latexmath:[$x_f^i$] and latexmath:[$y_f^i$] are the [eq]#x# and
|
|
[eq]#y# framebuffer coordinates of the [eq]##i##th vertex of the
|
|
[eq]#n#-vertex polygon (vertices are numbered starting at zero for the
|
|
purposes of this computation) and [eq]#i {oplus} 1# is [eq]#(i + 1) mod n#.
|
|
|
|
The interpretation of the sign of [eq]#a# is determined by the
|
|
slink:VkPipelineRasterizationStateCreateInfo::pname:frontFace property of
|
|
the currently active pipeline, which takes the following values:
|
|
|
|
include::../api/enums/VkFrontFace.txt[]
|
|
|
|
If pname:frontFace is set to ename:VK_FRONT_FACE_COUNTER_CLOCKWISE, a
|
|
triangle with positive area is considered front-facing.
|
|
If it is set to ename:VK_FRONT_FACE_CLOCKWISE, a triangle with negative area
|
|
is considered front-facing.
|
|
Any triangle which is not front-facing is back-facing, including zero-area
|
|
triangles.
|
|
|
|
// refEnd VkFrontFace
|
|
|
|
// refBegin VkCullModeFlagBits Bitmask controlling triangle culling
|
|
|
|
Once the orientation of triangles is determined, they are culled according
|
|
to the setting of the
|
|
slink:VkPipelineRasterizationStateCreateInfo::pname:cullMode property of the
|
|
currently active pipeline, which takes the following values:
|
|
|
|
include::../api/enums/VkCullModeFlagBits.txt[]
|
|
|
|
If the pname:cullMode is set to ename:VK_CULL_MODE_NONE no triangles are
|
|
discarded, if it is set to ename:VK_CULL_MODE_FRONT_BIT front-facing
|
|
triangles are discarded, if it is set to ename:VK_CULL_MODE_BACK_BIT then
|
|
back-facing triangles are discarded and if it is set to
|
|
ename:VK_CULL_MODE_FRONT_AND_BACK then all triangles are discarded.
|
|
Following culling, fragments are produced for any triangles which have not
|
|
been discarded.
|
|
|
|
// refEnd VkCullModeFlagBits
|
|
|
|
The rule for determining which fragments are produced by polygon
|
|
rasterization is called _point sampling_.
|
|
The two-dimensional projection obtained by taking the x and y framebuffer
|
|
coordinates of the polygon's vertices is formed.
|
|
Fragments are produced for any pixels for which any sample points lie inside
|
|
of this polygon.
|
|
Coverage bits that correspond to sample points that satisfy the point
|
|
sampling criteria are 1, other coverage bits are 0.
|
|
Special treatment is given to a sample whose sample location lies on a
|
|
polygon edge.
|
|
In such a case, if two polygons lie on either side of a common edge (with
|
|
identical endpoints) on which a sample point lies, then exactly one of the
|
|
polygons must: result in a covered sample for that fragment during
|
|
rasterization.
|
|
As for the data associated with each fragment produced by rasterizing a
|
|
polygon, we begin by specifying how these values are produced for fragments
|
|
in a triangle.
|
|
Define _barycentric coordinates_ for a triangle.
|
|
Barycentric coordinates are a set of three numbers, [eq]#a#, [eq]#b#, and
|
|
[eq]#c#, each in the range [eq]#[0,1]#, with [eq]#a + b + c = 1#.
|
|
These coordinates uniquely specify any point [eq]#p# within the triangle or
|
|
on the triangle's boundary as
|
|
|
|
:: [eq]#p = a p~a~ + b p~b~ + c p~c~#
|
|
|
|
where [eq]#p~a~#, [eq]#p~b~#, and [eq]#p~c~# are the vertices of the
|
|
triangle.
|
|
[eq]#a#, [eq]#b#, and [eq]#c# are determined by:
|
|
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\[
|
|
a = {{\rm A}(p p_b p_c) \over {\rm A}(p_a p_b p_c)}, \quad
|
|
b = {{\rm A}(p p_a p_c) \over {\rm A}(p_a p_b p_c)}, \quad
|
|
c = {{\rm A}(p p_a p_b) \over {\rm A}(p_a p_b p_c)},
|
|
\]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
where [eq]#A(lmn)# denotes the area in framebuffer coordinates of the
|
|
triangle with vertices [eq]#l#, [eq]#m#, and [eq]#n#.
|
|
|
|
Denote an associated datum at [eq]#p~a~#, [eq]#p~b~#, or [eq]#p~c~# as
|
|
[eq]#f~a~#, [eq]#f~b~#, or [eq]#f~c~#, respectively.
|
|
|
|
[[triangle_perspective_interpolation]]
|
|
The value of an associated datum [eq]#f# for a fragment produced by
|
|
rasterizing a triangle, whether it be a shader output or the clip [eq]#w#
|
|
coordinate, must: be determined using perspective interpolation:
|
|
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\[
|
|
f = {{a{f_a / w_a} + b{f_b / w_b} + c{f_c / w_c}} \over
|
|
{a / w_a} + {b / w_b} + {c / w_c}}
|
|
\]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
where [eq]#w~a~#, [eq]#w~b~#, and [eq]#w~c~# are the clip [eq]#w#
|
|
coordinates of [eq]#p~a~#, [eq]#p~b~#, and [eq]#p~c~#, respectively.
|
|
[eq]#a#, [eq]#b#, and [eq]#c# are the barycentric coordinates of the
|
|
location at which the data are produced - this must: be a pixel center or
|
|
the location of a sample.
|
|
When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the pixel
|
|
center must: be used.
|
|
|
|
[[triangle_linear_interpolation]]
|
|
Depth values for triangles must: be determined using linear interpolation:
|
|
|
|
:: [eq]#z = a z~a~ + b z~b~ + c z~c~#
|
|
|
|
where [eq]#z~a~#, [eq]#z~b~#, and [eq]#z~c~# are the depth values of
|
|
[eq]#p~a~#, [eq]#p~b~#, and [eq]#p~c~#, respectively.
|
|
|
|
The code:NoPerspective and code:Flat
|
|
<<shaders-interpolation-decorations,interpolation decorations>> can: be used
|
|
with fragment shader inputs to declare how they are interpolated.
|
|
When neither decoration is applied, <<triangle_perspective_interpolation,
|
|
perspective interpolation>> is performed as described above.
|
|
When the code:NoPerspective decoration is used,
|
|
<<triangle_linear_interpolation, linear interpolation>> is performed in the
|
|
same fashion as for depth values, as described above.
|
|
When the code:Flat decoration is used, no interpolation is performed, and
|
|
outputs are taken from the corresponding input value of the
|
|
<<vertexpostproc-flatshading,provoking vertex>> corresponding to that
|
|
primitive.
|
|
|
|
ifdef::VK_AMD_shader_explicit_vertex_parameter[]
|
|
When the +VK_AMD_shader_explicit_vertex_parameter+ device extension is
|
|
enabled the code:CustomInterpAMD <<shaders-interpolation-decorations,
|
|
interpolation decoration>> can: also be used with fragment shader inputs
|
|
which indicate that the decorated inputs can: only be accessed by the
|
|
extended instruction code:InterpolateAtVertexAMD and allows accessing the
|
|
value of the inputs for individual vertices of the primitive.
|
|
endif::VK_AMD_shader_explicit_vertex_parameter[]
|
|
|
|
For a polygon with more than three edges, such as are produced by clipping a
|
|
triangle, a convex combination of the values of the datum at the polygon's
|
|
vertices must: be used to obtain the value assigned to each fragment
|
|
produced by the rasterization algorithm.
|
|
That is, it must: be the case that at every fragment
|
|
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\[ f = \sum_{i=1}^{n} a_i f_i \]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
where [eq]#n# is the number of vertices in the polygon and [eq]#f~i~# is the
|
|
value of [eq]#f# at vertex [eq]#i#.
|
|
For each [eq]#i#, [eq]#0 {leq} a~i~ {leq} 1# and
|
|
latexmath:[$\sum_{i=1}^{n}a_i = 1$].
|
|
The values of [eq]#a~i~# may: differ from fragment to fragment, but at
|
|
vertex [eq]#i#, [eq]#a~i~ = 1# and [eq]#a~j~ = 0# for [eq]#j {neq} i#.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
One algorithm that achieves the required behavior is to triangulate a
|
|
polygon (without adding any vertices) and then treat each triangle
|
|
individually as already discussed.
|
|
A scan-line rasterizer that linearly interpolates data along each edge and
|
|
then linearly interpolates data across each horizontal span from edge to
|
|
edge also satisfies the restrictions (in this case, the numerator and
|
|
denominator of equation <<triangle_perspective_interpolation>> are iterated
|
|
independently and a division performed for each fragment).
|
|
====
|
|
|
|
|
|
[[primsrast-polygonmode]]
|
|
=== Polygon Mode
|
|
|
|
// refBegin VkPolygonMode Control polygon rasterization mode
|
|
|
|
The method of rasterization for polygons is determined by the
|
|
slink:VkPipelineRasterizationStateCreateInfo::pname:polygonMode property of
|
|
the currently active pipeline, which takes the following values:
|
|
|
|
include::../api/enums/VkPolygonMode.txt[]
|
|
|
|
The pname:polygonMode selects which method of rasterization is used for
|
|
polygons.
|
|
If pname:polygonMode is ename:VK_POLYGON_MODE_POINT, then the vertices of
|
|
polygons are treated, for rasterization purposes, as if they had been drawn
|
|
as points.
|
|
ename:VK_POLYGON_MODE_LINE causes polygon edges to be drawn as line
|
|
segments.
|
|
ename:VK_POLYGON_MODE_FILL causes polygons to render using the polygon
|
|
rasterization rules in this section.
|
|
|
|
Note that these modes affect only the final rasterization of polygons: in
|
|
particular, a polygon's vertices are shaded and the polygon is clipped and
|
|
possibly culled before these modes are applied.
|
|
|
|
// refEnd VkPolygonMode
|
|
|
|
|
|
[[primsrast-depthbias]]
|
|
=== Depth Bias
|
|
|
|
// refBegin vkCmdSetDepthBias Set the depth bias dynamic state
|
|
|
|
The depth values of all fragments generated by the rasterization of a
|
|
polygon can: be offset by a single value that is computed for that polygon.
|
|
This behavior is controlled by the pname:depthBiasEnable,
|
|
pname:depthBiasConstantFactor, pname:depthBiasClamp, and
|
|
pname:depthBiasSlopeFactor members of
|
|
slink:VkPipelineRasterizationStateCreateInfo, or by the corresponding
|
|
parameters to the fname:vkCmdSetDepthBias command if depth bias state is
|
|
dynamic.
|
|
|
|
include::../api/protos/vkCmdSetDepthBias.txt[]
|
|
|
|
* pname:commandBuffer is the command buffer into which the command will be
|
|
recorded.
|
|
* pname:depthBiasConstantFactor is a scalar factor controlling the
|
|
constant depth value added to each fragment.
|
|
* pname:depthBiasClamp is the maximum (or minimum) depth bias of a
|
|
fragment.
|
|
* pname:depthBiasSlopeFactor is a scalar factor applied to a fragment's
|
|
slope in depth bias calculations.
|
|
|
|
If pname:depthBiasEnable is ename:VK_FALSE, no depth bias is applied and the
|
|
fragment's depth values are unchanged.
|
|
|
|
pname:depthBiasSlopeFactor scales the maximum depth slope of the polygon,
|
|
and pname:depthBiasConstantFactor scales an implementation-dependent
|
|
constant that relates to the usable resolution of the depth buffer.
|
|
The resulting values are summed to produce the depth bias value which is
|
|
then clamped to a minimum or maximum value specified by
|
|
pname:depthBiasClamp.
|
|
pname:depthBiasSlopeFactor, pname:depthBiasConstantFactor, and
|
|
pname:depthBiasClamp can: each be positive, negative, or zero.
|
|
|
|
The maximum depth slope [eq]#m# of a triangle is
|
|
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\begin{equation}
|
|
m = \sqrt{ \left({\partial z_f \over \partial x_f}\right)^2
|
|
+ \left({\partial z_f \over \partial y_f}\right)^2}
|
|
\end{equation}
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
where [eq]#(x~f~, y~f~, z~f~)# is a point on the triangle.
|
|
[eq]#m# may: be approximated as
|
|
|
|
[latexmath]
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
\begin{equation}
|
|
m = \max\left( \left| {\partial z_f \over \partial x_f} \right|,
|
|
\left| {\partial z_f \over \partial y_f} \right| \right).
|
|
\end{equation}
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
The minimum resolvable difference [eq]#r# is an implementation-dependent
|
|
parameter that depends on the depth buffer representation.
|
|
It is the smallest difference in framebuffer coordinate [eq]#z# values that
|
|
is guaranteed to remain distinct throughout polygon rasterization and in the
|
|
depth buffer.
|
|
All pairs of fragments generated by the rasterization of two polygons with
|
|
otherwise identical vertices, but [eq]#pname:z~f~# values that differ by
|
|
$r$, will have distinct depth values.
|
|
|
|
For fixed-point depth buffer representations, [eq]#r# is constant throughout
|
|
the range of the entire depth buffer.
|
|
For floating-point depth buffers, there is no single minimum resolvable
|
|
difference.
|
|
In this case, the minimum resolvable difference for a given polygon is
|
|
dependent on the maximum exponent, [eq]#e#, in the range of [eq]#z# values
|
|
spanned by the primitive.
|
|
If [eq]#n# is the number of bits in the floating-point mantissa, the minimum
|
|
resolvable difference, [eq]#r#, for the given primitive is defined as
|
|
|
|
:: [eq]#r = 2^e-n^#
|
|
|
|
If no depth buffer is present, [eq]#r# is undefined.
|
|
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The bias value [eq]#o# for a polygon is
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[latexmath]
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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\begin{equation}
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o =
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\begin{cases}
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m \times depthBiasSlopeFactor +
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r \times depthBiasConstantFactor & depthBiasClamp = 0\ or\ NaN \\
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\min(m \times depthBiasSlopeFactor +
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r \times depthBiasConstantFactor,
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depthBiasClamp) & depthBiasClamp > 0 \\
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\max(m \times depthBiasSlopeFactor +
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r \times depthBiasConstantFactor,
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depthBiasClamp) & depthBiasClamp < 0 \\
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\end{cases}
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\end{equation}
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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[eq]#m# is computed as described above.
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If the depth buffer uses a fixed-point representation, [eq]#m# is a function
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of depth values in the range [eq]#[0,1]#, and [eq]#o# is applied to depth
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values in the same range.
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For fixed-point depth buffers, fragment depth values are always limited to
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the range [eq]#[0,1]# by clamping after depth bias addition is performed.
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Fragment depth values are clamped even when the depth buffer uses a
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floating-point representation.
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.Valid Usage
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****
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* The currently bound graphics pipeline must: have been created with the
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ename:VK_DYNAMIC_STATE_DEPTH_BIAS dynamic state enabled
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* If the <<features-features-depthBiasClamp,depth bias clamping>> feature
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is not enabled, pname:depthBiasClamp must: be code:0.0
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****
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include::../validity/protos/vkCmdSetDepthBias.txt[]
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