583 lines
25 KiB
Plaintext
583 lines
25 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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[[shaders]]
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= Shaders
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A shader specifies programmable operations that execute for each vertex,
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control point, tessellated vertex, primitive, fragment, or workgroup in the
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corresponding stage(s) of the graphics and compute pipelines.
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Graphics pipelines include vertex shader execution as a result of
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<<drawing,primitive assembly>>, followed, if enabled, by tessellation
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control and evaluation shaders operating on
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<<drawing-primitive-topologies-patches,patches>>, geometry shaders, if
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enabled, operating on primitives, and fragment shaders, if present,
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operating on fragments generated by <<primsrast,Rasterization>>.
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In this specification, vertex, tessellation control, tessellation evaluation
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and geometry shaders are collectively referred to as vertex processing
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stages and occur in the logical pipeline before rasterization.
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The fragment shader occurs logically after rasterization.
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Only the compute shader stage is included in a compute pipeline.
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Compute shaders operate on compute invocations in a workgroup.
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Shaders can: read from input variables, and read from and write to output
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variables.
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Input and output variables can: be used to transfer data between shader
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stages, or to allow the shader to interact with values that exist in the
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execution environment.
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Similarly, the execution environment provides constants that describe
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capabilities.
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Shader variables are associated with execution environment-provided inputs
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and outputs using _built-in_ decorations in the shader.
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The available decorations for each stage are documented in the following
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subsections.
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[[shader-modules]]
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== Shader Modules
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// refBegin VkShaderModule Opaque handle to a shader module object
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_Shader modules_ contain _shader code_ and one or more entry points.
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Shaders are selected from a shader module by specifying an entry point as
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part of <<pipelines,pipeline>> creation.
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The stages of a pipeline can: use shaders that come from different modules.
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The shader code defining a shader module must: be in the SPIR-V format, as
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described by the <<spirvenv,Vulkan Environment for SPIR-V>> appendix.
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Shader modules are represented by sname:VkShaderModule handles:
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include::../api/handles/VkShaderModule.txt[]
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// refEnd VkShaderModule
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// refBegin vkCreateShaderModule Creates a new shader module object
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To create a shader module, call:
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include::../api/protos/vkCreateShaderModule.txt[]
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* pname:device is the logical device that creates the shader module.
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* pname:pCreateInfo parameter is a pointer to an instance of the
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sname:VkShaderModuleCreateInfo structure.
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* pname:pAllocator controls host memory allocation as described in the
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<<memory-allocation, Memory Allocation>> chapter.
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* pname:pShaderModule points to a sname:VkShaderModule handle in which the
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resulting shader module object is returned.
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Once a shader module has been created, any entry points it contains can: be
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used in pipeline shader stages as described in <<pipelines-compute,Compute
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Pipelines>> and <<pipelines-graphics,Graphics Pipelines>>.
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ifdef::VK_NV_glsl_shader[]
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If the shader stage fails to compile ename:VK_ERROR_INVALID_SHADER_NV will
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be generated and the compile log will be reported back to the application by
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+VK_EXT_debug_report+ if enabled.
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endif::VK_NV_glsl_shader[]
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include::../validity/protos/vkCreateShaderModule.txt[]
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// refBegin VkShaderModuleCreateInfo Structure specifying parameters of a newly created shader module
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The sname:VkShaderModuleCreateInfo structure is defined as:
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include::../api/structs/VkShaderModuleCreateInfo.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:codeSize is the size, in bytes, of the code pointed to by
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pname:pCode.
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* pname:pCode points to code that is used to create the shader module.
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The type and format of the code is determined from the content of the
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memory addressed by pname:pCode.
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.Valid Usage
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****
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* pname:codeSize must: be greater than 0
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* pname:codeSize must: be a multiple of 4.
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If the +VK_NV_glsl_shader extension+ is enabled and pname:pCode
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references GLSL code pname:codeSize can be a multiple of 1
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* pname:pCode must: point to valid SPIR-V code, formatted and packed as
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described by the <<spirv-spec,Khronos SPIR-V Specification>>.
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If the +VK_NV_glsl_shader+ extension is enabled pname:pCode can instead
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reference valid GLSL code and must: be written to the
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+GL_KHR_vulkan_glsl+ extension specification
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* pname:pCode must: adhere to the validation rules described by the
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<<spirvenv-module-validation, Validation Rules within a Module>> section
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of the <<spirvenv-capabilities,SPIR-V Environment>> appendix.
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If the +VK_NV_glsl_shader+ extension is enabled pname:pCode can be valid
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GLSL code with respect to the +GL_KHR_vulkan_glsl+ GLSL extension
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specification
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* pname:pCode must: declare the code:Shader capability for SPIR-V code
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* pname:pCode must: not declare any capability that is not supported by
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the API, as described by the <<spirvenv-module-validation,
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Capabilities>> section of the <<spirvenv-capabilities,SPIR-V
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Environment>> appendix
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* If pname:pCode declares any of the capabilities that are listed as not
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required by the implementation, the relevant feature must: be enabled,
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as listed in the <<spirvenv-capabilities-table,SPIR-V Environment>>
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appendix
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****
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include::../validity/structs/VkShaderModuleCreateInfo.txt[]
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// refBegin vkDestroyShaderModule Destroy a shader module module
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To destroy a shader module, call:
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include::../api/protos/vkDestroyShaderModule.txt[]
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* pname:device is the logical device that destroys the shader module.
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* pname:shaderModule is the handle of the shader module to destroy.
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* pname:pAllocator controls host memory allocation as described in the
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<<memory-allocation, Memory Allocation>> chapter.
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A shader module can: be destroyed while pipelines created using its shaders
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are still in use.
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.Valid Usage
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****
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* If sname:VkAllocationCallbacks were provided when pname:shaderModule was
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created, a compatible set of callbacks must: be provided here
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* If no sname:VkAllocationCallbacks were provided when pname:shaderModule
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was created, pname:pAllocator must: be `NULL`
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****
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include::../validity/protos/vkDestroyShaderModule.txt[]
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[[shaders-execution]]
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== Shader Execution
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At each stage of the pipeline, multiple invocations of a shader may: execute
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simultaneously.
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Further, invocations of a single shader produced as the result of different
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commands may: execute simultaneously.
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The relative execution order of invocations of the same shader type is
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undefined.
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Shader invocations may: complete in a different order than that in which the
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primitives they originated from were drawn or dispatched by the application.
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However, fragment shader outputs are written to attachments in
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<<primrast-order,rasterization order>>.
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The relative order of invocations of different shader types is largely
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undefined.
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However, when invoking a shader whose inputs are generated from a previous
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pipeline stage, the shader invocations from the previous stage are
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guaranteed to have executed far enough to generate input values for all
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required inputs.
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[[shaders-execution-memory-ordering]]
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== Shader Memory Access Ordering
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The order in which image or buffer memory is read or written by shaders is
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largely undefined.
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For some shader types (vertex, tessellation evaluation, and in some cases,
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fragment), even the number of shader invocations that may: perform loads and
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stores is undefined.
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In particular, the following rules apply:
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* <<shaders-vertex-execution,Vertex>> and
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<<shaders-tessellation-evaluation-execution,tessellation evaluation>>
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shaders will be invoked at least once for each unique vertex, as defined
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in those sections.
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* <<shaders-fragment-execution,Fragment>> shaders will be invoked zero or
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more times, as defined in that section.
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* The relative order of invocations of the same shader type are undefined.
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A store issued by a shader when working on primitive B might complete
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prior to a store for primitive A, even if primitive A is specified prior
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to primitive B.
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This applies even to fragment shaders; while fragment shader outputs are
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always written to the framebuffer
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<<fundamentals-queueoperation-apiorder,in primitive order>>, stores
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executed by fragment shader invocations are not.
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* The relative order of invocations of different shader types is largely
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undefined.
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[NOTE]
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.Note
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====
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The above limitations on shader invocation order make some forms of
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synchronization between shader invocations within a single set of primitives
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unimplementable.
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For example, having one invocation poll memory written by another invocation
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assumes that the other invocation has been launched and will complete its
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writes in finite time.
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====
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Stores issued to different memory locations within a single shader
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invocation may: not be visible to other invocations in the order they were
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performed.
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The code:OpMemoryBarrier instruction can: be used to provide stronger
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ordering of reads and writes performed by a single invocation.
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code:OpMemoryBarrier guarantees that any memory transactions issued by the
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shader invocation prior to the instruction complete prior to the memory
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transactions issued after the instruction.
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Memory barriers are needed for algorithms that require multiple invocations
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to access the same memory and require the operations to be performed in a
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partially-defined relative order.
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For example, if one shader invocation does a series of writes, followed by
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an code:OpMemoryBarrier instruction, followed by another write, then the
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results of the series of writes before the barrier become visible to other
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shader invocations at a time earlier or equal to when the results of the
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final write become visible to those invocations.
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In practice it means that another invocation that sees the results of the
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final write would also see the previous writes.
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Without the memory barrier, the final write may: be visible before the
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previous writes.
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The built-in atomic memory transaction instructions can: be used to read and
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write a given memory address atomically.
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While built-in atomic functions issued by multiple shader invocations are
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executed in undefined order relative to each other, these functions perform
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both a read and a write of a memory address and guarantee that no other
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memory transaction will write to the underlying memory between the read and
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write.
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[NOTE]
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.Note
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====
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Atomics allow shaders to use shared global addresses for mutual exclusion or
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as counters, among other uses.
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====
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[[shaders-inputs]]
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== Shader Inputs and Outputs
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Data is passed into and out of shaders using variables with input or output
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storage class, respectively.
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User-defined inputs and outputs are connected between stages by matching
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their code:Location decorations.
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Additionally, data can: be provided by or communicated to special functions
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provided by the execution environment using code:BuiltIn decorations.
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In many cases, the same code:BuiltIn decoration can: be used in multiple
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shader stages with similar meaning.
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The specific behavior of variables decorated as code:BuiltIn is documented
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in the following sections.
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[[shaders-vertex]]
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== Vertex Shaders
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Each vertex shader invocation operates on one vertex and its associated
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<<fxvertex-attrib,vertex attribute>> data, and outputs one vertex and
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associated data.
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Graphics pipelines must: include a vertex shader, and the vertex shader
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stage is always the first shader stage in the graphics pipeline.
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[[shaders-vertex-execution]]
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=== Vertex Shader Execution
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A vertex shader must: be executed at least once for each vertex specified by
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a draw command.
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During execution, the shader is presented with the index of the vertex and
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instance for which it has been invoked.
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Input variables declared in the vertex shader are filled by the
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implementation with the values of vertex attributes associated with the
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invocation being executed.
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If the same vertex is specified multiple times in a draw command (e.g. by
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including the same index value multiple times in an index buffer) the
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implementation may: reuse the results of vertex shading if it can statically
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determine that the vertex shader invocations will produce identical results.
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[NOTE]
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.Note
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==================
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It is implementation-dependent when and if results of vertex shading are
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reused, and thus how many times the vertex shader will be executed.
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This is true also if the vertex shader contains stores or atomic operations
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(see <<features-features-vertexPipelineStoresAndAtomics,
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pname:vertexPipelineStoresAndAtomics>>).
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==================
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[[shaders-tessellation-control]]
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== Tessellation Control Shaders
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The tessellation control shader is used to read an input patch provided by
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the application and to produce an output patch.
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Each tessellation control shader invocation operates on an input patch
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(after all control points in the patch are processed by a vertex shader) and
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its associated data, and outputs a single control point of the output patch
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and its associated data, and can: also output additional per-patch data.
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The input patch is sized according to the pname:patchControlPoints member of
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slink:VkPipelineTessellationStateCreateInfo, as part of input assembly.
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The size of the output patch is controlled by the code:OpExecutionMode
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code:OutputVertices specified in the tessellation control or tessellation
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evaluation shaders, which must: be specified in at least one of the shaders.
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The size of the input and output patches must: each be greater than zero and
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less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxTessellationPatchSize.
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[[shaders-tessellation-control-execution]]
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=== Tessellation Control Shader Execution
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A tessellation control shader is invoked at least once for each _output_
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vertex in a patch.
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Inputs to the tessellation control shader are generated by the vertex
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shader.
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Each invocation of the tessellation control shader can: read the attributes
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of any incoming vertices and their associated data.
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The invocations corresponding to a given patch execute logically in
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parallel, with undefined relative execution order.
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However, the code:OpControlBarrier instruction can: be used to provide
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limited control of the execution order by synchronizing invocations within a
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patch, effectively dividing tessellation control shader execution into a set
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of phases.
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Tessellation control shaders will read undefined values if one invocation
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reads a per-vertex or per-patch attribute written by another invocation at
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any point during the same phase, or if two invocations attempt to write
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different values to the same per-patch output in a single phase.
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[[shaders-tessellation-evaluation]]
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== Tessellation Evaluation Shaders
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The Tessellation Evaluation Shader operates on an input patch of control
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points and their associated data, and a single input barycentric coordinate
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indicating the invocation's relative position within the subdivided patch,
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and outputs a single vertex and its associated data.
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[[shaders-tessellation-evaluation-execution]]
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=== Tessellation Evaluation Shader Execution
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A tessellation evaluation shader is invoked at least once for each unique
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vertex generated by the tessellator.
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[[shaders-geometry]]
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== Geometry Shaders
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The geometry shader operates on a group of vertices and their associated
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data assembled from a single input primitive, and emits zero or more output
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primitives and the group of vertices and their associated data required for
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each output primitive.
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[[shaders-geometry-execution]]
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=== Geometry Shader Execution
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A geometry shader is invoked at least once for each primitive produced by
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the tessellation stages, or at least once for each primitive generated by
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<<drawing,primitive assembly>> when tessellation is not in use.
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The number of geometry shader invocations per input primitive is determined
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from the invocation count of the geometry shader specified by the
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code:OpExecutionMode code:Invocations in the geometry shader.
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If the invocation count is not specified, then a default of one invocation
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is executed.
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[[shaders-fragment]]
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== Fragment Shaders
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Fragment shaders are invoked as the result of rasterization in a graphics
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pipeline.
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Each fragment shader invocation operates on a single fragment and its
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associated data.
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With few exceptions, fragment shaders do not have access to any data
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associated with other fragments and are considered to execute in isolation
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of fragment shader invocations associated with other fragments.
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[[shaders-fragment-execution]]
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=== Fragment Shader Execution
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For each fragment generated by rasterization, a fragment shader may: be
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invoked.
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A fragment shader must: not be invoked if the <<fragops-early,Early
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Per-Fragment Tests>> cause it to have no coverage.
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Furthermore, if it is determined that a fragment generated as the result of
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rasterizing a first primitive will have its outputs entirely overwritten by
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a fragment generated as the result of rasterizing a second primitive in the
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same subpass, and the fragment shader used for the fragment has no other
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side effects, then the fragment shader may: not be executed for the fragment
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from the first primitive.
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Relative ordering of execution of different fragment shader invocations is
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not defined.
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The number of fragment shader invocations produced per-pixel is determined
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as follows:
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* If per-sample shading is enabled, the fragment shader is invoked once
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per covered sample.
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* Otherwise, the fragment shader is invoked at least once per fragment but
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no more than once per covered sample.
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In addition to the conditions outlined above for the invocation of a
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fragment shader, a fragment shader invocation may: be produced as a _helper
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invocation_.
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A helper invocation is a fragment shader invocation that is created solely
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for the purposes of evaluating derivatives for use in non-helper fragment
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shader invocations.
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Stores and atomics performed by helper invocations must: not have any effect
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on memory, and values returned by atomic instructions in helper invocations
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are undefined.
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[[shaders-fragment-earlytest]]
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=== Early Fragment Tests
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An explicit control is provided to allow fragment shaders to enable early
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fragment tests.
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If the fragment shader specifies the code:EarlyFragmentTests
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code:OpExecutionMode, the per-fragment tests described in
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<<fragops-early-mode,Early Fragment Test Mode>> are performed prior to
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fragment shader execution.
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Otherwise, they are performed after fragment shader execution.
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[[shaders-compute]]
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== Compute Shaders
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Compute shaders are invoked via flink:vkCmdDispatch and
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flink:vkCmdDispatchIndirect commands.
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In general, they have access to similar resources as shader stages executing
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as part of a graphics pipeline.
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Compute workloads are formed from groups of work items called workgroups and
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processed by the compute shader in the current compute pipeline.
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A workgroup is a collection of shader invocations that execute the same
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shader, potentially in parallel.
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Compute shaders execute in _global workgroups_ which are divided into a
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number of _local workgroups_ with a size that can: be set by assigning a
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value to the code:LocalSize execution mode or via an object decorated by the
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code:WorkgroupSize decoration.
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An invocation within a local workgroup can: share data with other members of
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the local workgroup through shared variables and issue memory and control
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flow barriers to synchronize with other members of the local workgroup.
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[[shaders-interpolation-decorations]]
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== Interpolation Decorations
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Interpolation decorations control the behavior of attribute interpolation in
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the fragment shader stage.
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Interpolation decorations can: be applied to code:Input storage class
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variables in the fragment shader stage's interface, and control the
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interpolation behavior of those variables.
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Inputs that could be interpolated can: be decorated by at most one of the
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following decorations:
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* code:Flat: no interpolation
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* code:NoPerspective: linear interpolation (for
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<<line_linear_interpolation,lines>> and
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<<triangle_linear_interpolation,polygons>>).
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Fragment input variables decorated with neither code:Flat nor
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code:NoPerspective use perspective-correct interpolation (for
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<<line_perspective_interpolation,lines>> and
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<<triangle_perspective_interpolation,polygons>>).
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The presence of and type of interpolation is controlled by the above
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interpolation decorations as well as the auxiliary decorations code:Centroid
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and code:Sample.
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A variable decorated with code:Flat will not be interpolated.
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Instead, it will have the same value for every fragment within a triangle.
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This value will come from a single <<vertexpostproc-flatshading,provoking
|
|
vertex>>.
|
|
A variable decorated with code:Flat can: also be decorated with
|
|
code:Centroid or code:Sample, which will mean the same thing as decorating
|
|
it only as code:Flat.
|
|
|
|
For fragment shader input variables decorated with neither code:Centroid nor
|
|
code:Sample, the assigned variable may: be interpolated anywhere within the
|
|
pixel and a single value may: be assigned to each sample within the pixel.
|
|
|
|
code:Centroid and code:Sample can: be used to control the location and
|
|
frequency of the sampling of the decorated fragment shader input.
|
|
If a fragment shader input is decorated with code:Centroid, a single value
|
|
may: be assigned to that variable for all samples in the pixel, but that
|
|
value must: be interpolated to a location that lies in both the pixel and in
|
|
the primitive being rendered, including any of the pixel's samples covered
|
|
by the primitive.
|
|
Because the location at which the variable is interpolated may: be different
|
|
in neighboring pixels, and derivatives may: be computed by computing
|
|
differences between neighboring pixels, derivatives of centroid-sampled
|
|
inputs may: be less accurate than those for non-centroid interpolated
|
|
variables.
|
|
If a fragment shader input is decorated with code:Sample, a separate value
|
|
must: be assigned to that variable for each covered sample in the pixel, and
|
|
that value must: be sampled at the location of the individual sample.
|
|
When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the pixel
|
|
center must: be used for code:Centroid, code:Sample, and undecorated
|
|
attribute interpolation.
|
|
|
|
Fragment shader inputs that are signed or unsigned integers, integer
|
|
vectors, or any double-precision floating-point type must: be decorated with
|
|
code:Flat.
|
|
|
|
ifdef::VK_AMD_shader_explicit_vertex_parameter[]
|
|
When the +VK_AMD_shader_explicit_vertex_parameter+ device extension is
|
|
enabled inputs can: be also decorated with the code:CustomInterpAMD
|
|
interpolation decoration, including fragment shader inputs that are signed
|
|
or unsigned integers, integer vectors, or any double-precision
|
|
floating-point type.
|
|
Inputs decorated with code:CustomInterpAMD can: only be accessed by the
|
|
extended instruction code:InterpolateAtVertexAMD and allows accessing the
|
|
value of the input for individual vertices of the primitive.
|
|
endif::VK_AMD_shader_explicit_vertex_parameter[]
|
|
|
|
|
|
[[shaders-staticuse]]
|
|
== Static Use
|
|
|
|
A SPIR-V module declares a global object in memory using the code:OpVariable
|
|
instruction, which results in a pointer code:x to that object.
|
|
A specific entry point in a SPIR-V module is said to _statically use_ that
|
|
object if that entry point's call tree contains a function that contains a
|
|
memory instruction or image instruction with code:x as an code:id operand.
|
|
See the ``Memory Instructions'' and ``Image Instructions'' subsections of
|
|
section 3 ``Binary Form'' of the SPIR-V specification for the complete list
|
|
of SPIR-V memory instructions.
|
|
|
|
Static use is not used to control the behavior of variables with code:Input
|
|
and code:Output storage.
|
|
The effects of those variables are applied based only on whether they are
|
|
present in a shader entry point's interface.
|
|
|
|
[[shaders-invocationgroups]]
|
|
== Invocation and Derivative Groups
|
|
|
|
An _invocation group_ (see the subsection ``Control Flow'' of section 2 of
|
|
the SPIR-V specification) for a compute shader is the set of invocations in
|
|
a single local workgroup.
|
|
For graphics shaders, an invocation group is an implementation-dependent
|
|
subset of the set of shader invocations of a given shader stage which are
|
|
produced by a single drawing command.
|
|
For indirect drawing commands with pname:drawCount greater than one,
|
|
invocations from separate draws are in distinct invocation groups.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Because the partitioning of invocations into invocation groups is
|
|
implementation-dependent and not observable, applications generally need to
|
|
assume the worst case of all invocations in a draw belonging to a single
|
|
invocation group.
|
|
====
|
|
|
|
A _derivative group_ (see the subsection ``Control Flow'' of section 2 of
|
|
the SPIR-V 1.00 Revision 4 specification) for a fragment shader is the set
|
|
of invocations generated by a single primitive (point, line, or triangle),
|
|
including any helper invocations generated by that primitive.
|
|
Derivatives are undefined for a sampled image instruction if the instruction
|
|
is in flow control that is not uniform across the derivative group.
|