3154 lines
124 KiB
Plaintext
3154 lines
124 KiB
Plaintext
// Copyright (c) 2015-2019 Khronos Group. This work is licensed under a
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// Creative Commons Attribution 4.0 International License; see
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// http://creativecommons.org/licenses/by/4.0/
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[[interfaces]]
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= Shader Interfaces
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When a pipeline is created, the set of shaders specified in the
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corresponding stext:Vk*PipelineCreateInfo structure are implicitly linked at
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a number of different interfaces.
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* <<interfaces-iointerfaces,Shader Input and Output Interface>>
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* <<interfaces-vertexinput,Vertex Input Interface>>
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* <<interfaces-fragmentoutput,Fragment Output Interface>>
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* <<interfaces-inputattachment,Fragment Input Attachment Interface>>
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* <<interfaces-resources,Shader Resource Interface>>
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Interface definitions make use of the following SPIR-V decorations:
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* code:DescriptorSet and code:Binding
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* code:Location, code:Component, and code:Index
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* code:Flat, code:NoPerspective, code:Centroid, and code:Sample
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* code:Block and code:BufferBlock
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* code:InputAttachmentIndex
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* code:Offset, code:ArrayStride, and code:MatrixStride
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* code:BuiltIn
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ifdef::VK_NV_geometry_shader_passthrough[]
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* <<geometry-passthrough-passthrough,code:PassthroughNV>>
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endif::VK_NV_geometry_shader_passthrough[]
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This specification describes valid uses for Vulkan of these decorations.
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Any other use of one of these decorations is invalid.
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[[interfaces-iointerfaces]]
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== Shader Input and Output Interfaces
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When multiple stages are present in a pipeline, the outputs of one stage
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form an interface with the inputs of the next stage.
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When such an interface involves a shader, shader outputs are matched against
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the inputs of the next stage, and shader inputs are matched against the
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outputs of the previous stage.
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There are two classes of variables that can: be matched between shader
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stages, built-in variables and user-defined variables.
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Each class has a different set of matching criteria.
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Generally, when non-shader stages are between shader stages, the
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user-defined variables, and most built-in variables, form an interface
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between the shader stages.
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The variables forming the input or output _interfaces_ are listed as
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operands to the code:OpEntryPoint instruction and are declared with the
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code:Input or code:Output storage classes, respectively, in the SPIR-V
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module.
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code:Output variables of a shader stage have undefined: values until the
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shader writes to them or uses the code:Initializer operand when declaring
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the variable.
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[[interfaces-iointerfaces-builtin]]
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=== Built-in Interface Block
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Shader <<interfaces-builtin-variables,built-in>> variables meeting the
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following requirements define the _built-in interface block_.
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They must:
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* be explicitly declared (there are no implicit built-ins),
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* be identified with a code:BuiltIn decoration,
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* form object types as described in the
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<<interfaces-builtin-variables,Built-in Variables>> section, and
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* be declared in a block whose top-level members are the built-ins.
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Built-ins only participate in interface matching if they are declared in
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such a block.
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They must: not have any code:Location or code:Component decorations.
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There must: be no more than one built-in interface block per shader per
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interface.
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[[interfaces-iointerfaces-user]]
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=== User-defined Variable Interface
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The remaining variables listed by code:OpEntryPoint with the code:Input or
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code:Output storage class form the _user-defined variable interface_.
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ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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By default such variables have a type with a width of 32 or 64.
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If an implementation supports
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<<features-storageInputOutput16,storageInputOutput16>>, user-defined
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variables in the code:Input and code:Output storage classes can: also have
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types with a width of 16.
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endif::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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These variables must: be identified with a code:Location decoration and can:
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also be identified with a code:Component decoration.
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[[interfaces-iointerfaces-matching]]
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=== Interface Matching
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A user-defined output variable is considered to match an input variable in
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the subsequent stage if the two variables are declared with the same
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code:Location and code:Component decoration and match in type and
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decoration, except that <<shaders-interpolation-decorations,interpolation
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decorations>> are not required: to match.
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ifdef::VK_EXT_transform_feedback[]
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code:XfbBuffer, code:XfbStride, code:Offset, and code:Stream are also not
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required to match for the purposes of interface matching.
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endif::VK_EXT_transform_feedback[]
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For the purposes of interface matching, variables declared without a
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code:Component decoration are considered to have a code:Component decoration
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of zero.
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ifdef::VK_NV_geometry_shader_passthrough[]
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[NOTE]
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.Note
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====
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Matching rules for _passthrough geometry shaders_ are slightly different and
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are described in the <<geometry-passthrough-interface,Passthrough Interface
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Matching>> section.
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====
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endif::VK_NV_geometry_shader_passthrough[]
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Variables or block members declared as structures are considered to match in
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type if and only if the structure members match in type, decoration, number,
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and declaration order.
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Variables or block members declared as arrays are considered to match in
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type only if both declarations specify the same element type and size.
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Tessellation control
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ifdef::VK_NV_mesh_shader[]
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and mesh
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endif::VK_NV_mesh_shader[]
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shader per-vertex output variables and blocks, and tessellation control,
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tessellation evaluation, and geometry shader per-vertex input variables and
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blocks are required to be declared as arrays, with each element representing
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input or output values for a single vertex of a multi-vertex primitive.
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For the purposes of interface matching, the outermost array dimension of
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such variables and blocks is ignored.
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At an interface between two non-fragment shader stages, the built-in
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interface block must: match exactly, as described
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ifdef::VK_NV_mesh_shader[]
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above, except for per-view outputs as described in
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<<mesh-output-perview,Mesh Shader Per-View Outputs>>.
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endif::VK_NV_mesh_shader[]
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ifndef::VK_NV_mesh_shader[]
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above.
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endif::VK_NV_mesh_shader[]
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At an interface involving the fragment shader inputs, the presence or
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absence of any built-in output does not affect the interface matching.
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At an interface between two shader stages, the user-defined variable
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interface must: match exactly, as described above.
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Any input value to a shader stage is well-defined as long as the preceding
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stages writes to a matching output, as described above.
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Additionally, scalar and vector inputs are well-defined if there is a
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corresponding output satisfying all of the following conditions:
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* the input and output match exactly in decoration,
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* the output is a vector with the same basic type and has at least as many
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components as the input, and
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* the common component type of the input and output is
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ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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16-bit integer or floating-point, or
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endif::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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32-bit integer or floating-point (64-bit component types are excluded).
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In this case, the components of the input will be taken from the first
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components of the output, and any extra components of the output will be
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ignored.
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[[interfaces-iointerfaces-locations]]
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=== Location Assignment
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This section describes how many locations are consumed by a given type.
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As mentioned above, geometry shader inputs, tessellation control shader
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inputs and outputs, and tessellation evaluation inputs all have an
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additional level of arrayness relative to other shader inputs and outputs.
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This outer array level is removed from the type before considering how many
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locations the type consumes.
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The code:Location value specifies an interface slot comprised of a 32-bit
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four-component vector conveyed between stages.
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The code:Component specifies
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<<interfaces-iointerfaces-components,components>> within these vector
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locations.
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Only types with widths of
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ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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16,
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endif::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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32 or 64 are supported in shader interfaces.
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Inputs and outputs of the following types consume a single interface
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location:
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ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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* 16-bit scalar and vector types, and
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endif::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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* 32-bit scalar and vector types, and
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* 64-bit scalar and 2-component vector types.
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64-bit three- and four-component vectors consume two consecutive locations.
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If a declared input or output is an array of size _n_ and each element takes
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_m_ locations, it will be assigned _m_ {times} _n_ consecutive locations
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starting with the location specified.
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If the declared input or output is an _n_ {times} _m_
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ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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16-,
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endif::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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32- or 64-bit matrix, it will be assigned multiple locations starting with
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the location specified.
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The number of locations assigned for each matrix will be the same as for an
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_n_-element array of _m_-component vectors.
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The layout of a structure type used as an code:Input or code:Output depends
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on whether it is also a code:Block (i.e. has a code:Block decoration).
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If it is a not a code:Block, then the structure type must: have a
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code:Location decoration.
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Its members are assigned consecutive locations in their declaration order,
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with the first member assigned to the location specified for the structure
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type.
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The members, and their nested types, must: not themselves have code:Location
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decorations.
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If the structure type is a code:Block but without a code:Location, then each
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of its members must: have a code:Location decoration.
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If it is a code:Block with a code:Location decoration, then its members are
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assigned consecutive locations in declaration order, starting from the first
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member which is initially assigned the location specified for the
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code:Block.
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Any member with its own code:Location decoration is assigned that location.
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Each remaining member is assigned the location after the immediately
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preceding member in declaration order.
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The locations consumed by block and structure members are determined by
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applying the rules above in a depth-first traversal of the instantiated
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members as though the structure or block member were declared as an input or
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output variable of the same type.
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Any two inputs listed as operands on the same code:OpEntryPoint must: not be
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assigned the same location, either explicitly or implicitly.
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Any two outputs listed as operands on the same code:OpEntryPoint must: not
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be assigned the same location, either explicitly or implicitly.
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The number of input and output locations available for a shader input or
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output interface are limited, and dependent on the shader stage as described
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in <<interfaces-iointerfaces-limits>>.
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All variables in both the <<interfaces-builtin-variables,built-in interface
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block>> and the <<interfaces-iointerfaces-user,user-defined variable
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interface>> count against these limits.
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[[interfaces-iointerfaces-limits]]
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.Shader Input and Output Locations
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[width="90%",cols="<6,<13",options="header"]
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|====
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| Shader Interface | Locations Available
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| vertex input | pname:maxVertexInputAttributes
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| vertex output | pname:maxVertexOutputComponents / 4
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| tessellation control input | pname:maxTessellationControlPerVertexInputComponents / 4
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| tessellation control output | pname:maxTessellationControlPerVertexOutputComponents / 4
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| tessellation evaluation input | pname:maxTessellationEvaluationInputComponents / 4
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| tessellation evaluation output| pname:maxTessellationEvaluationOutputComponents / 4
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| geometry input | pname:maxGeometryInputComponents / 4
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| geometry output | pname:maxGeometryOutputComponents / 4
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| fragment input | pname:maxFragmentInputComponents / 4
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| fragment output | pname:maxFragmentOutputAttachments
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|====
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[[interfaces-iointerfaces-components]]
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=== Component Assignment
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The code:Component decoration allows the code:Location to be more finely
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specified for scalars and vectors, down to the individual components within
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a location that are consumed.
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The components within a location are 0, 1, 2, and 3.
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A variable or block member starting at component N will consume components
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N, N+1, N+2, ...
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up through its size.
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ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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For 16-, and 32-bit types,
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endif::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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ifndef::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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For single precision types,
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endif::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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it is invalid if this sequence of components gets larger than 3.
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A scalar 64-bit type will consume two of these components in sequence, and a
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two-component 64-bit vector type will consume all four components available
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within a location.
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A three- or four-component 64-bit vector type must: not specify a
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code:Component decoration.
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A three-component 64-bit vector type will consume all four components of the
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first location and components 0 and 1 of the second location.
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This leaves components 2 and 3 available for other component-qualified
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declarations.
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A scalar or two-component 64-bit data type must: not specify a
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code:Component decoration of 1 or 3.
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A code:Component decoration must: not be specified for any type that is not
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a scalar or vector.
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[[interfaces-vertexinput]]
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== Vertex Input Interface
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When the vertex stage is present in a pipeline, the vertex shader input
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variables form an interface with the vertex input attributes.
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The vertex shader input variables are matched by the code:Location and
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code:Component decorations to the vertex input attributes specified in the
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pname:pVertexInputState member of the slink:VkGraphicsPipelineCreateInfo
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structure.
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The vertex shader input variables listed by code:OpEntryPoint with the
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code:Input storage class form the _vertex input interface_.
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These variables must: be identified with a code:Location decoration and can:
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also be identified with a code:Component decoration.
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For the purposes of interface matching: variables declared without a
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code:Component decoration are considered to have a code:Component decoration
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of zero.
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The number of available vertex input locations is given by the
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pname:maxVertexInputAttributes member of the sname:VkPhysicalDeviceLimits
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structure.
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See <<fxvertex-attrib-location>> for details.
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All vertex shader inputs declared as above must: have a corresponding
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attribute and binding in the pipeline.
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[[interfaces-fragmentoutput]]
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== Fragment Output Interface
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When the fragment stage is present in a pipeline, the fragment shader
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outputs form an interface with the output attachments of the current
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subpass.
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The fragment shader output variables are matched by the code:Location and
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code:Component decorations to the color attachments specified in the
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pname:pColorAttachments array of the slink:VkSubpassDescription structure
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that describes the subpass that the fragment shader is executed in.
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The fragment shader output variables listed by code:OpEntryPoint with the
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code:Output storage class form the _fragment output interface_.
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These variables must: be identified with a code:Location decoration.
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They can: also be identified with a code:Component decoration and/or an
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code:Index decoration.
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For the purposes of interface matching: variables declared without a
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code:Component decoration are considered to have a code:Component decoration
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of zero, and variables declared without an code:Index decoration are
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considered to have an code:Index decoration of zero.
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A fragment shader output variable identified with a code:Location decoration
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of _i_ is directed to the color attachment indicated by
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pname:pColorAttachments[_i_], after passing through the blending unit as
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described in <<framebuffer-blending>>, if enabled.
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Locations are consumed as described in
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<<interfaces-iointerfaces-locations,Location Assignment>>.
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The number of available fragment output locations is given by the
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pname:maxFragmentOutputAttachments member of the
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sname:VkPhysicalDeviceLimits structure.
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Components of the output variables are assigned as described in
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<<interfaces-iointerfaces-components,Component Assignment>>.
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Output components identified as 0, 1, 2, and 3 will be directed to the R, G,
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B, and A inputs to the blending unit, respectively, or to the output
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attachment if blending is disabled.
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If two variables are placed within the same location, they must: have the
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same underlying type (floating-point or integer).
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The input values to blending or color attachment writes are undefined: for
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components which do not correspond to a fragment shader output.
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Fragment outputs identified with an code:Index of zero are directed to the
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first input of the blending unit associated with the corresponding
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code:Location.
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Outputs identified with an code:Index of one are directed to the second
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input of the corresponding blending unit.
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No _component aliasing_ of output variables is allowed, that is there must:
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not be two output variables which have the same location, component, and
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index, either explicitly declared or implied.
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Output values written by a fragment shader must: be declared with either
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code:OpTypeFloat or code:OpTypeInt, and a code:Width of 32.
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ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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If pname:storageInputOutput16 is supported, output values written by a
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fragment shader can: be also declared with either code:OpTypeFloat or
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code:OpTypeInt and a code:Width of 16.
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endif::VK_VERSION_1_1,VK_KHR_16bit_storage[]
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Composites of these types are also permitted.
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If the color attachment has a signed or unsigned normalized fixed-point
|
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format, color values are assumed to be floating-point and are converted to
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fixed-point as described in <<fundamentals-fpfixedconv>>; If the color
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attachment has an integer format, color values are assumed to be integers
|
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and converted to the bit-depth of the target.
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Any value that cannot be represented in the attachment's format is
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undefined:.
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For any other attachment format no conversion is performed.
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If the type of the values written by the fragment shader do not match the
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format of the corresponding color attachment, the resulting values are
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undefined: for those components.
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[[interfaces-inputattachment]]
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== Fragment Input Attachment Interface
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When a fragment stage is present in a pipeline, the fragment shader subpass
|
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inputs form an interface with the input attachments of the current subpass.
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The fragment shader subpass input variables are matched by
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code:InputAttachmentIndex decorations to the input attachments specified in
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the pname:pInputAttachments array of the slink:VkSubpassDescription
|
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structure that describes the subpass that the fragment shader is executed
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in.
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The fragment shader subpass input variables with the code:UniformConstant
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storage class and a decoration of code:InputAttachmentIndex that are
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statically used by code:OpEntryPoint form the _fragment input attachment
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interface_.
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These variables must: be declared with a type of code:OpTypeImage, a
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code:Dim operand of code:SubpassData, and a code:Sampled operand of 2.
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A subpass input variable identified with an code:InputAttachmentIndex
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decoration of _i_ reads from the input attachment indicated by
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pname:pInputAttachments[_i_] member of sname:VkSubpassDescription.
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If the subpass input variable is declared as an array of size N, it consumes
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N consecutive input attachments, starting with the index specified.
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There must: not be more than one input variable with the same
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code:InputAttachmentIndex whether explicitly declared or implied by an array
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declaration.
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The number of available input attachment indices is given by the
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pname:maxPerStageDescriptorInputAttachments member of the
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sname:VkPhysicalDeviceLimits structure.
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Variables identified with the code:InputAttachmentIndex must: only be used
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by a fragment stage.
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The basic data type (floating-point, integer, unsigned integer) of the
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subpass input must: match the basic format of the corresponding input
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attachment, or the values of subpass loads from these variables are
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undefined:.
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See <<descriptorsets-inputattachment>> for more details.
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[[interfaces-resources]]
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== Shader Resource Interface
|
|
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When a shader stage accesses buffer or image resources, as described in the
|
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<<descriptorsets,Resource Descriptors>> section, the shader resource
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variables must: be matched with the <<descriptorsets-pipelinelayout,pipeline
|
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layout>> that is provided at pipeline creation time.
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The set of shader resources that form the _shader resource interface_ for a
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stage are the variables statically used by code:OpEntryPoint with the
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storage class of code:Uniform, code:UniformConstant, or code:PushConstant.
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For the fragment shader, this includes the <<interfaces-inputattachment,
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fragment input attachment interface>>.
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|
|
|
The shader resource interface consists of two sub-interfaces: the push
|
|
constant interface and the descriptor set interface.
|
|
|
|
|
|
[[interfaces-resources-pushconst]]
|
|
=== Push Constant Interface
|
|
|
|
The shader variables defined with a storage class of code:PushConstant that
|
|
are statically used by the shader entry points for the pipeline define the
|
|
_push constant interface_.
|
|
They must: be:
|
|
|
|
* typed as code:OpTypeStruct,
|
|
* identified with a code:Block decoration, and
|
|
* laid out explicitly using the code:Offset, code:ArrayStride, and
|
|
code:MatrixStride decorations as specified in
|
|
<<interfaces-resources-layout,Offset and Stride Assignment>>.
|
|
|
|
There must: be no more than one push constant block statically used per
|
|
shader entry point.
|
|
|
|
Each statically used member of a push constant block must: be placed at an
|
|
code:Offset such that the entire member is entirely contained within the
|
|
slink:VkPushConstantRange for each code:OpEntryPoint that uses it, and the
|
|
pname:stageFlags for that range must: specify the appropriate
|
|
elink:VkShaderStageFlagBits for that stage.
|
|
The code:Offset decoration for any member of a push constant block must: not
|
|
cause the space required for that member to extend outside the range
|
|
[eq]#[0, pname:maxPushConstantsSize)#.
|
|
|
|
Any member of a push constant block that is declared as an array must: only
|
|
be accessed with _dynamically uniform_ indices.
|
|
|
|
|
|
[[interfaces-resources-descset]]
|
|
=== Descriptor Set Interface
|
|
|
|
The _descriptor set interface_ is comprised of the shader variables with the
|
|
storage class of
|
|
ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
code:StorageBuffer,
|
|
endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
code:Uniform or code:UniformConstant (including the variables in the
|
|
<<interfaces-inputattachment,fragment input attachment interface>>) that are
|
|
statically used by the shader entry points for the pipeline.
|
|
|
|
These variables must: have code:DescriptorSet and code:Binding decorations
|
|
specified, which are assigned and matched with the
|
|
sname:VkDescriptorSetLayout objects in the pipeline layout as described in
|
|
<<interfaces-resources-setandbinding,DescriptorSet and Binding Assignment>>.
|
|
|
|
Variables identified with the code:UniformConstant storage class are used
|
|
only as handles to refer to opaque resources.
|
|
Such variables must: be typed as code:OpTypeImage, code:OpTypeSampler,
|
|
code:OpTypeSampledImage, or an array of one of these types.
|
|
|
|
The code:Sampled code:Type of an code:OpTypeImage declaration must: match
|
|
the same basic data type as the corresponding resource, or the values
|
|
obtained by reading or sampling from this image are undefined:.
|
|
|
|
The code:Image code:Format of an code:OpTypeImage declaration must: not be
|
|
*Unknown*, for variables which are used for code:OpImageRead,
|
|
code:OpImageSparseRead, or code:OpImageWrite operations, except under the
|
|
following conditions:
|
|
|
|
* For code:OpImageWrite, if the pname:shaderStorageImageWriteWithoutFormat
|
|
feature is enabled and the shader module declares the
|
|
code:StorageImageWriteWithoutFormat capability.
|
|
* For code:OpImageRead or code:OpImageSparseRead, if the
|
|
pname:shaderStorageImageReadWithoutFormat feature is enabled and the
|
|
shader module declares the code:StorageImageReadWithoutFormat
|
|
capability.
|
|
|
|
The code:Image code:Format of an code:OpTypeImage declaration must: not be
|
|
*Unknown*, for variables which are used for code:OpAtomic* operations.
|
|
|
|
Variables identified with the code:Uniform storage class are used to access
|
|
transparent buffer backed resources.
|
|
Such variables must: be:
|
|
|
|
* typed as code:OpTypeStruct, or an array of this type,
|
|
* identified with a code:Block or code:BufferBlock decoration, and
|
|
* laid out explicitly using the code:Offset, code:ArrayStride, and
|
|
code:MatrixStride decorations as specified in
|
|
<<interfaces-resources-layout,Offset and Stride Assignment>>.
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
Variables identified with the code:StorageBuffer storage class are used to
|
|
access transparent buffer backed resources.
|
|
Such variables must: be:
|
|
|
|
* typed as code:OpTypeStruct, or an array of this type,
|
|
* identified with a code:Block decoration, and
|
|
* laid out explicitly using the code:Offset, code:ArrayStride, and
|
|
code:MatrixStride decorations as specified in
|
|
<<interfaces-resources-layout,Offset and Stride Assignment>>.
|
|
endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
|
|
ifndef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
The code:Offset decoration for any variable in a code:Block must: not cause
|
|
the space required for that variable to extend outside the range [eq]#[0,
|
|
pname:maxUniformBufferRange)#.
|
|
The code:Offset decoration for any variable in a code:BufferBlock must: not
|
|
cause the space required for that variable to extend outside the range
|
|
[eq]#[0, pname:maxStorageBufferRange)#.
|
|
endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
The code:Offset decoration for any member of a code:Block-decorated variable
|
|
in the code:Uniform storage class must: not cause the space required for
|
|
that variable to extend outside the range [eq]#[0,
|
|
pname:maxUniformBufferRange)#.
|
|
The code:Offset decoration for any member of a code:Block-decorated variable
|
|
in the code:StorageBuffer storage class must: not cause the space required
|
|
for that variable to extend outside the range [eq]#[0,
|
|
pname:maxStorageBufferRange)#.
|
|
endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
|
|
ifdef::VK_EXT_inline_uniform_block[]
|
|
Variables identified with the code:Uniform storage class can: also be used
|
|
to access transparent descriptor set backed resources when the variable is
|
|
assigned to a descriptor set layout binding with a pname:descriptorType of
|
|
ename:VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT.
|
|
In this case the variable must: be typed as code:OpTypeStruct and cannot: be
|
|
aggregated into arrays of that type.
|
|
Further, the code:Offset decoration for any member of such a variable must:
|
|
not cause the space required for that variable to extend outside the range
|
|
[eq]#[0,maxInlineUniformBlockSize)#.
|
|
endif::VK_EXT_inline_uniform_block[]
|
|
|
|
Variables identified with a storage class of code:UniformConstant and a
|
|
decoration of code:InputAttachmentIndex must: be declared as described in
|
|
<<interfaces-inputattachment,Fragment Input Attachment Interface>>.
|
|
|
|
SPIR-V variables decorated with a descriptor set and binding that identify a
|
|
<<descriptorsets-combinedimagesampler, combined image sampler descriptor>>
|
|
can: have a type of code:OpTypeImage, code:OpTypeSampler (code:Sampled=1),
|
|
or code:OpTypeSampledImage.
|
|
|
|
Arrays of any of these types can: be indexed with constant integral
|
|
expressions.
|
|
The following features must: be enabled and capabilities must: be declared
|
|
in order to index such arrays with dynamically uniform or non-uniform
|
|
indices:
|
|
|
|
* Storage images (except storage texel buffers and input attachments):
|
|
** Dynamically uniform: pname:shaderStorageImageArrayDynamicIndexing and
|
|
code:StorageImageArrayDynamicIndexing
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
** Non-uniform: pname:shaderStorageImageArrayNonUniformIndexing and
|
|
code:StorageImageArrayNonUniformIndexingEXT
|
|
* Storage texel buffers:
|
|
** Dynamically uniform: pname:shaderStorageTexelBufferArrayDynamicIndexing
|
|
and code:StorageTexelBufferArrayDynamicIndexingEXT
|
|
** Non-uniform: pname:shaderStorageTexelBufferArrayNonUniformIndexing and
|
|
code:StorageTexelBufferArrayNonUniformIndexingEXT
|
|
* Input attachments:
|
|
** Dynamically uniform: pname:shaderInputAttachmentArrayDynamicIndexing
|
|
and code:InputAttachmentArrayDynamicIndexingEXT
|
|
** Non-uniform: pname:shaderInputAttachmentArrayNonUniformIndexing and
|
|
code:InputAttachmentArrayNonUniformIndexingEXT
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
* Sampled images (except uniform texel buffers):
|
|
** Dynamically uniform: pname:shaderSampledImageArrayDynamicIndexing and
|
|
code:SampledImageArrayDynamicIndexing
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
** Non-uniform: pname:shaderSampledImageArrayNonUniformIndexing and
|
|
code:SampledImageArrayNonUniformIndexingEXT
|
|
* Uniform texel buffers:
|
|
** Dynamically uniform: pname:shaderUniformTexelBufferArrayDynamicIndexing
|
|
and code:UniformTexelBufferArrayDynamicIndexingEXT
|
|
** Non-uniform: pname:shaderUniformTexelBufferArrayNonUniformIndexing and
|
|
code:UniformTexelBufferArrayNonUniformIndexingEXT
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
* Uniform buffers:
|
|
** Dynamically uniform: pname:shaderUniformBufferArrayDynamicIndexing and
|
|
code:UniformBufferArrayDynamicIndexing
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
** Non-uniform: pname:shaderUniformBufferArrayNonUniformIndexing and
|
|
code:UniformBufferArrayNonUniformIndexingEXT
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
* Storage buffers:
|
|
** Dynamically uniform: pname:shaderStorageBufferArrayDynamicIndexing and
|
|
code:StorageBufferArrayDynamicIndexing
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
** Non-uniform: pname:shaderStorageBufferArrayNonUniformIndexing and
|
|
code:StorageBufferArrayNonUniformIndexingEXT
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
If an instruction loads from or stores to a resource (including atomics and
|
|
image instructions) and the resource descriptor being accessed is not
|
|
dynamically uniform, then the corresponding non-uniform indexing feature
|
|
must: be enabled and the capability must: be declared.
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
If an instruction loads from or stores to a resource (including atomics and
|
|
image instructions) and the resource descriptor being accessed is not
|
|
uniform, then the corresponding dynamic indexing
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
or non-uniform
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
feature must: be enabled and the capability must: be declared.
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[]
|
|
If the combined image sampler enables sampler Y'C~B~C~R~
|
|
ifndef::VK_EXT_fragment_density_map[]
|
|
conversion,
|
|
endif::VK_EXT_fragment_density_map[]
|
|
ifdef::VK_EXT_fragment_density_map[]
|
|
conversion or samples a <<samplers-subsamplesampler,subsampled image>>,
|
|
endif::VK_EXT_fragment_density_map[]
|
|
it must: be indexed only by constant integral expressions when aggregated
|
|
into arrays in shader code, irrespective of the
|
|
pname:shaderSampledImageArrayDynamicIndexing feature.
|
|
endif::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[]
|
|
ifndef::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[]
|
|
ifdef::VK_EXT_fragment_density_map[]
|
|
If the combined image sampler samples a
|
|
<<samplers-subsamplesampler,subsampled image>>, it must: be indexed only by
|
|
constant integral expressions when aggregated into arrays in shader code,
|
|
irrespective of the pname:shaderSampledImageArrayDynamicIndexing feature.
|
|
endif::VK_EXT_fragment_density_map[]
|
|
endif::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[]
|
|
|
|
[[interfaces-resources-correspondence]]
|
|
.Shader Resource and Descriptor Type Correspondence
|
|
[width="90%",cols="<1,<2",options="header"]
|
|
|====
|
|
| Resource type | Descriptor Type
|
|
| sampler | ename:VK_DESCRIPTOR_TYPE_SAMPLER or
|
|
ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
|
|
| sampled image | ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE or
|
|
ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
|
|
| storage image | ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
|
|
| combined image sampler | ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
|
|
| uniform texel buffer | ename:VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
|
|
| storage texel buffer | ename:VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
|
|
| uniform buffer | ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER or
|
|
ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
|
|
| storage buffer | ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER or
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
|
|
| input attachment | ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
|
|
ifdef::VK_EXT_inline_uniform_block[]
|
|
| inline uniform block | ename:VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT
|
|
endif::VK_EXT_inline_uniform_block[]
|
|
ifdef::VK_NV_ray_tracing[]
|
|
| acceleration structure | ename:VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV
|
|
endif::VK_NV_ray_tracing[]
|
|
|====
|
|
|
|
[[interfaces-resources-storage-class-correspondence]]
|
|
.Shader Resource and Storage Class Correspondence
|
|
[width="100%",cols="<21%,<22%,<27%,<30%",options="header"]
|
|
|====
|
|
| Resource type | Storage Class | Type | Decoration(s)^1^
|
|
| sampler
|
|
| code:UniformConstant | code:OpTypeSampler |
|
|
| sampled image
|
|
| code:UniformConstant | code:OpTypeImage (code:Sampled=1)|
|
|
| storage image
|
|
| code:UniformConstant | code:OpTypeImage (code:Sampled=2) |
|
|
| combined image sampler
|
|
| code:UniformConstant | code:OpTypeSampledImage +
|
|
code:OpTypeImage (code:Sampled=1) +
|
|
code:OpTypeSampler |
|
|
| uniform texel buffer
|
|
| code:UniformConstant | code:OpTypeImage (code:Dim=code:Buffer, code:Sampled=1) |
|
|
| storage texel buffer
|
|
| code:UniformConstant | code:OpTypeImage (code:Dim=code:Buffer, code:Sampled=2) |
|
|
| uniform buffer
|
|
| code:Uniform | code:OpTypeStruct
|
|
| code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride)
|
|
ifndef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
| storage buffer
|
|
| code:Uniform | code:OpTypeStruct
|
|
| code:BufferBlock, code:Offset, (code:ArrayStride), (code:MatrixStride)
|
|
endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
.2+<.^| storage buffer
|
|
| code:Uniform .2+<.^| code:OpTypeStruct
|
|
| code:BufferBlock, code:Offset, (code:ArrayStride), (code:MatrixStride)
|
|
| code:StorageBuffer | code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride)
|
|
endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[]
|
|
| input attachment
|
|
| code:UniformConstant | code:OpTypeImage (code:Dim=code:SubpassData, code:Sampled=2)
|
|
| code:InputAttachmentIndex
|
|
ifdef::VK_EXT_inline_uniform_block[]
|
|
| inline uniform block
|
|
| code:Uniform | code:OpTypeStruct
|
|
| code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride)
|
|
endif::VK_EXT_inline_uniform_block[]
|
|
ifdef::VK_NV_ray_tracing[]
|
|
| acceleration structure
|
|
| code:UniformConstant | code:OpTypeAccelerationStructureNV
|
|
endif::VK_NV_ray_tracing[]
|
|
|====
|
|
1:: in addition to code:DescriptorSet and code:Binding
|
|
|
|
|
|
[[interfaces-resources-setandbinding]]
|
|
=== DescriptorSet and Binding Assignment
|
|
|
|
A variable decorated with a code:DescriptorSet decoration of [eq]#s# and a
|
|
code:Binding decoration of [eq]#b# indicates that this variable is
|
|
associated with the slink:VkDescriptorSetLayoutBinding that has a
|
|
pname:binding equal to [eq]#b# in pname:pSetLayouts[_s_] that was specified
|
|
in slink:VkPipelineLayoutCreateInfo.
|
|
|
|
code:DescriptorSet decoration values must: be between zero and
|
|
pname:maxBoundDescriptorSets minus one, inclusive.
|
|
code:Binding decoration values can: be any 32-bit unsigned integer value, as
|
|
described in <<descriptorsets-setlayout>>.
|
|
Each descriptor set has its own binding name space.
|
|
|
|
If the code:Binding decoration is used with an array, the entire array is
|
|
assigned that binding value.
|
|
The array must: be a single-dimensional array and size of the array must: be
|
|
no larger than the number of descriptors in the binding.
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
If the array is runtime-sized, then array elements greater than or equal to
|
|
the size of that binding in the bound descriptor set must: not be used.
|
|
If the array is runtime-sized, the pname:runtimeDescriptorArray feature
|
|
must: be enabled and the code:RuntimeDescriptorArrayEXT capability must: be
|
|
declared.
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
ifndef::VK_EXT_descriptor_indexing[]
|
|
The array must: not be runtime-sized.
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
The index of each element of the array is referred to as the _arrayElement_.
|
|
For the purposes of interface matching and descriptor set
|
|
<<descriptorsets-updates,operations>>, if a resource variable is not an
|
|
array, it is treated as if it has an arrayElement of zero.
|
|
|
|
There is a limit on the number of resources of each type that can: be
|
|
accessed by a pipeline stage as shown in
|
|
<<interfaces-resources-limits,Shader Resource Limits>>.
|
|
The "`Resources Per Stage`" column gives the limit on the number each type
|
|
of resource that can: be statically used for an entry point in any given
|
|
stage in a pipeline.
|
|
The "`Resource Types`" column lists which resource types are counted against
|
|
the limit.
|
|
Some resource types count against multiple limits.
|
|
|
|
The pipeline layout may: include descriptor sets and bindings which are not
|
|
referenced by any variables statically used by the entry points for the
|
|
shader stages in the binding's pname:stageFlags.
|
|
|
|
However, if a variable assigned to a given code:DescriptorSet and
|
|
code:Binding is statically used by the entry point for a shader stage, the
|
|
pipeline layout must: contain a descriptor set layout binding in that
|
|
descriptor set layout and for that binding number, and that binding's
|
|
pname:stageFlags must: include the appropriate elink:VkShaderStageFlagBits
|
|
for that stage.
|
|
The variable must: be of a valid resource type determined by its SPIR-V type
|
|
and storage class, as defined in
|
|
<<interfaces-resources-storage-class-correspondence,Shader Resource and
|
|
Storage Class Correspondence>>.
|
|
The descriptor set layout binding must: be of a corresponding descriptor
|
|
type, as defined in <<interfaces-resources-correspondence,Shader Resource
|
|
and Descriptor Type Correspondence>>.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
There are no limits on the number of shader variables that can have
|
|
overlapping set and binding values in a shader; but which resources are
|
|
<<shaders-staticuse,statically used>> has an impact.
|
|
If any shader variable identifying a resource is
|
|
<<shaders-staticuse,statically used>> in a shader, then the underlying
|
|
descriptor bound at the declared set and binding must
|
|
<<interfaces-resources-correspondence,support the declared type in the
|
|
shader>> when the shader executes.
|
|
|
|
If multiple shader variables are declared with the same set and binding
|
|
values, and with the same underlying descriptor type, they can all be
|
|
statically used within the same shader.
|
|
However, accesses are not automatically synchronized, and code:Aliased
|
|
decorations should be used to avoid data hazards (see
|
|
https://www.khronos.org/registry/spir-v/specs/unified1/SPIRV.html#_a_id_aliasingsection_a_aliasing[section
|
|
2.18.2 Aliasing in the SPIR-V specification]).
|
|
|
|
If multiple shader variables with the same set and binding values are
|
|
declared in a single shader, but with different declared types, where any of
|
|
those are not supported by the relevant bound descriptor, that shader can
|
|
only be executed if the variables with the unsupported type are not
|
|
statically used.
|
|
|
|
A noteworthy example of using multiple statically-used shader variables
|
|
sharing the same descriptor set and binding values is a descriptor of type
|
|
ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER that has multiple
|
|
corresponding shader variables in the code:UniformConstant storage class,
|
|
where some could be code:OpTypeImage, some could be code:OpTypeSampler
|
|
(code:Sampled=1), and some could be code:OpTypeSampledImage.
|
|
====
|
|
|
|
[[interfaces-resources-limits]]
|
|
.Shader Resource Limits
|
|
[width="80%",cols="<35,<23",options="header"]
|
|
|====
|
|
| Resources per Stage | Resource Types
|
|
.2+<.^| pname:maxPerStageDescriptorSamplers
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
or pname:maxPerStageDescriptorUpdateAfterBindSamplers
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
| sampler | combined image sampler
|
|
.3+<.^| pname:maxPerStageDescriptorSampledImages
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
or pname:maxPerStageDescriptorUpdateAfterBindSampledImages
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
| sampled image | combined image sampler | uniform texel buffer
|
|
.2+<.^| pname:maxPerStageDescriptorStorageImages
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
or pname:maxPerStageDescriptorUpdateAfterBindStorageImages
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
| storage image | storage texel buffer
|
|
.2+<.^| pname:maxPerStageDescriptorUniformBuffers
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
or pname:maxPerStageDescriptorUpdateAfterBindUniformBuffers
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
| uniform buffer | uniform buffer dynamic
|
|
.2+<.^| pname:maxPerStageDescriptorStorageBuffers
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
or pname:maxPerStageDescriptorUpdateAfterBindStorageBuffers
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
| storage buffer | storage buffer dynamic
|
|
| pname:maxPerStageDescriptorInputAttachments
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
or pname:maxPerStageDescriptorUpdateAfterBindInputAttachments
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
| input attachment^1^
|
|
ifdef::VK_EXT_inline_uniform_block[]
|
|
| pname:maxPerStageDescriptorInlineUniformBlocks
|
|
ifdef::VK_EXT_descriptor_indexing[]
|
|
or pname:maxPerStageDescriptorUpdateAfterBindInlineUniformBlocks
|
|
endif::VK_EXT_descriptor_indexing[]
|
|
| inline uniform block
|
|
endif::VK_EXT_inline_uniform_block[]
|
|
|====
|
|
|
|
1::
|
|
Input attachments can: only be used in the fragment shader stage
|
|
|
|
|
|
[[interfaces-resources-layout]]
|
|
=== Offset and Stride Assignment
|
|
|
|
All variables with a storage class of code:Uniform, code:StorageBuffer, or
|
|
code:PushConstant must: be explicitly laid out using the code:Offset,
|
|
code:ArrayStride, and code:MatrixStride decorations.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
The numeric order of code:Offset decorations does not need to follow member
|
|
declaration order.
|
|
====
|
|
|
|
|
|
[[interfaces-alignment-requirements]]
|
|
*Alignment Requirements*
|
|
|
|
There are different alignment requirements depending on the specific
|
|
resources and on the features enabled on the device.
|
|
|
|
The _scalar alignment_ of the type of an code:OpTypeStruct member of is
|
|
defined recursively as follows:
|
|
|
|
* A scalar of size [eq]#N# has a scalar alignment of [eq]#N#.
|
|
* A vector or matrix type has a scalar alignment equal to that of its
|
|
component type.
|
|
* An array type has a scalar alignment equal to that of its element type.
|
|
* A structure has a scalar alignment equal to the largest scalar alignment
|
|
of any of its members.
|
|
|
|
The _base alignment_ of the type of an code:OpTypeStruct member is defined
|
|
recursively as follows:
|
|
|
|
* A scalar has a base alignment equal to its scalar alignment.
|
|
* A two-component vector has a base alignment equal to twice its scalar
|
|
alignment.
|
|
* A three- or four-component vector has a base alignment equal to four
|
|
times its scalar alignment.
|
|
* An array has a base alignment equal to the base alignment of its element
|
|
type.
|
|
* A structure has a base alignment equal to the largest base alignment of
|
|
any of its members.
|
|
* A row-major matrix of [eq]#C# columns has a base alignment equal to the
|
|
base alignment of a vector of [eq]#C# matrix components.
|
|
* A column-major matrix has a base alignment equal to the base alignment
|
|
of the matrix column type.
|
|
|
|
The _extended alignment_ of the type of an code:OpTypeStruct member is
|
|
similarly defined as follows:
|
|
|
|
* A scalar, vector or matrix type has an extended alignment equal to its
|
|
base alignment.
|
|
* An array or structure type has an extended alignment equal to the
|
|
largest extended alignment of any of its members, rounded up to a
|
|
multiple of 16.
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[]
|
|
|
|
A member is defined to _improperly straddle_ if either of the following are
|
|
true:
|
|
|
|
* It is a vector with total size less than or equal to 16 bytes, and has
|
|
code:Offset decorations placing its first byte at [eq]#F# and its last
|
|
byte at [eq]#L#, where [eq]#floor(F / 16) != floor(L / 16)#.
|
|
* It is a vector with total size greater than 16 bytes and has its
|
|
code:Offset decorations placing its first byte at a non-integer multiple
|
|
of 16.
|
|
|
|
endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[]
|
|
|
|
[[interfaces-resources-standard-layout]]
|
|
*Standard Buffer Layout*
|
|
|
|
Every member of an code:OpTypeStruct with storage class of code:Uniform,
|
|
code:StorageBuffer, or code:PushConstant must: be aligned according to the
|
|
first matching rule as follows:
|
|
|
|
ifdef::VK_EXT_scalar_block_layout[]
|
|
. If the code:scalarBlockLayout feature is enabled on the device then every
|
|
member must: be aligned according to its scalar alignment.
|
|
endif::VK_EXT_scalar_block_layout[]
|
|
ifdef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[]
|
|
. All vectors must: be aligned according to their scalar alignment.
|
|
endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[]
|
|
. Any member of an code:OpTypeStruct with a storage class of code:Uniform and a
|
|
decoration of code:Block must: be aligned according to its extended
|
|
alignment.
|
|
. Every other member must: be aligned according to its base alignment.
|
|
|
|
ifdef::VK_EXT_scalar_block_layout[]
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Even if scalar alignment is supported, it is generally more performant to
|
|
use the _base alignment_.
|
|
====
|
|
endif::VK_EXT_scalar_block_layout[]
|
|
|
|
The memory layout must: obey the following rules:
|
|
|
|
* The code:Offset decoration of any member must: be a multiple of its
|
|
alignment.
|
|
* Any code:ArrayStride or code:MatrixStride decoration must: be a multiple
|
|
of the alignment of the array or matrix as defined above.
|
|
|
|
ifdef::VK_EXT_scalar_block_layout[]
|
|
Unless the code:scalarBlockLayout feature is enabled on the device:
|
|
endif::VK_EXT_scalar_block_layout[]
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[]
|
|
* Vectors must: not improperly straddle, as defined above.
|
|
endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[]
|
|
* The code:Offset decoration of a member must: not place it between the
|
|
end of a structure or an array and the next multiple of the alignment of
|
|
that structure or array.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
The *std430 layout* in GLSL satisfies these rules for types using the base
|
|
alignment.
|
|
The *std140 layout* satisfies the rules for types using the extended
|
|
alignment.
|
|
====
|
|
|
|
|
|
[[interfaces-builtin-variables]]
|
|
== Built-In Variables
|
|
|
|
Built-in variables are accessed in shaders by declaring a variable decorated
|
|
with a code:BuiltIn SPIR-V decoration.
|
|
The meaning of each code:BuiltIn decoration is as follows.
|
|
In the remainder of this section, the name of a built-in is used
|
|
interchangeably with a term equivalent to a variable decorated with that
|
|
particular built-in.
|
|
Built-ins that represent integer values can: be declared as either signed or
|
|
unsigned 32-bit integers.
|
|
|
|
ifdef::VK_NV_fragment_shader_barycentric[]
|
|
|
|
[[interfaces-builtin-variables-barycoordnv]]
|
|
code:BaryCoordNV::
|
|
|
|
The code:BaryCoordNV decoration can: be used to decorate a fragment shader
|
|
input variable.
|
|
This variable will contain a three-component floating-point vector with
|
|
barycentric weights that indicate the location of the fragment relative to
|
|
the screen-space locations of vertices of its primitive, obtained using
|
|
perspective interpolation.
|
|
+
|
|
The code:BaryCoordNV decoration must: be used only within fragment shaders.
|
|
+
|
|
The variable decorated with code:BaryCoordNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:BaryCoordNV must: be declared as
|
|
three-component vector of 32-bit floating-point values.
|
|
|
|
endif::VK_NV_fragment_shader_barycentric[]
|
|
|
|
ifdef::VK_AMD_shader_explicit_vertex_parameter[]
|
|
code:BaryCoordNoPerspAMD::
|
|
|
|
The code:BaryCoordNoPerspAMD decoration can: be used to decorate a fragment
|
|
shader input variable.
|
|
This variable will contain the (I,J) pair of the barycentric coordinates
|
|
corresponding to the fragment evaluated using linear interpolation at the
|
|
fragment's center.
|
|
The K coordinate of the barycentric coordinates can: be derived given the
|
|
identity I + J + K = 1.0.
|
|
|
|
endif::VK_AMD_shader_explicit_vertex_parameter[]
|
|
|
|
ifdef::VK_NV_fragment_shader_barycentric[]
|
|
|
|
[[interfaces-builtin-variables-barycoordnoperspnv]]
|
|
code:BaryCoordNoPerspNV::
|
|
|
|
The code:BaryCoordNoPerspNV decoration can: be used to decorate a fragment
|
|
shader input variable.
|
|
This variable will contain a three-component floating-point vector with
|
|
barycentric weights that indicate the location of the fragment relative to
|
|
the screen-space locations of vertices of its primitive, obtained using
|
|
linear interpolation.
|
|
+
|
|
The code:BaryCoordNoPerspNV decoration must: be used only within fragment
|
|
shaders.
|
|
+
|
|
The variable decorated with code:BaryCoordNoPerspNV must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
The variable decorated with code:BaryCoordNoPerspNV must: be declared as
|
|
three-component vector of 32-bit floating-point values.
|
|
|
|
endif::VK_NV_fragment_shader_barycentric[]
|
|
|
|
ifdef::VK_AMD_shader_explicit_vertex_parameter[]
|
|
|
|
code:BaryCoordNoPerspCentroidAMD::
|
|
|
|
The code:BaryCoordNoPerspCentroidAMD decoration can: be used to decorate a
|
|
fragment shader input variable.
|
|
This variable will contain the (I,J) pair of the barycentric coordinates
|
|
corresponding to the fragment evaluated using linear interpolation at the
|
|
centroid.
|
|
The K coordinate of the barycentric coordinates can: be derived given the
|
|
identity I + J + K = 1.0.
|
|
|
|
code:BaryCoordNoPerspSampleAMD::
|
|
|
|
The code:BaryCoordNoPerspCentroidAMD decoration can: be used to decorate a
|
|
fragment shader input variable.
|
|
This variable will contain the (I,J) pair of the barycentric coordinates
|
|
corresponding to the fragment evaluated using linear interpolation at each
|
|
covered sample.
|
|
The K coordinate of the barycentric coordinates can: be derived given the
|
|
identity I + J + K = 1.0.
|
|
|
|
code:BaryCoordPullModelAMD::
|
|
|
|
The code:BaryCoordPullModelAMD decoration can: be used to decorate a
|
|
fragment shader input variable.
|
|
This variable will contain (1/W, 1/I, 1/J) evaluated at the fragment center
|
|
and can: be used to calculate gradients and then interpolate I, J, and W at
|
|
any desired sample location.
|
|
|
|
code:BaryCoordSmoothAMD::
|
|
|
|
The code:BaryCoordSmoothAMD decoration can: be used to decorate a fragment
|
|
shader input variable.
|
|
This variable will contain the (I,J) pair of the barycentric coordinates
|
|
corresponding to the fragment evaluated using perspective interpolation at
|
|
the fragment's center.
|
|
The K coordinate of the barycentric coordinates can: be derived given the
|
|
identity I + J + K = 1.0.
|
|
|
|
code:BaryCoordSmoothCentroidAMD::
|
|
|
|
The code:BaryCoordSmoothCentroidAMD decoration can: be used to decorate a
|
|
fragment shader input variable.
|
|
This variable will contain the (I,J) pair of the barycentric coordinates
|
|
corresponding to the fragment evaluated using perspective interpolation at
|
|
the centroid.
|
|
The K coordinate of the barycentric coordinates can: be derived given the
|
|
identity I + J + K = 1.0.
|
|
|
|
code:BaryCoordSmoothSampleAMD::
|
|
|
|
The code:BaryCoordSmoothCentroidAMD decoration can: be used to decorate a
|
|
fragment shader input variable.
|
|
This variable will contain the (I,J) pair of the barycentric coordinates
|
|
corresponding to the fragment evaluated using perspective interpolation at
|
|
each covered sample.
|
|
The K coordinate of the barycentric coordinates can: be derived given the
|
|
identity I + J + K = 1.0.
|
|
|
|
endif::VK_AMD_shader_explicit_vertex_parameter[]
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[]
|
|
|
|
[[interfaces-builtin-variables-baseinstance]]
|
|
code:BaseInstance::
|
|
|
|
Decorating a variable with the code:BaseInstance built-in will make that
|
|
variable contain the integer value corresponding to the first instance that
|
|
was passed to the command that invoked the current vertex shader invocation.
|
|
code:BaseInstance is the pname:firstInstance parameter to a _direct drawing
|
|
command_ or the pname:firstInstance member of a structure consumed by an
|
|
_indirect drawing command_.
|
|
+
|
|
The code:BaseInstance decoration must: be used only within vertex shaders.
|
|
+
|
|
The variable decorated with BaseInstance must: be declared using the input
|
|
storage class.
|
|
+
|
|
The variable decorated with BaseInstance must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
[[interfaces-builtin-variables-basevertex]]
|
|
code:BaseVertex::
|
|
|
|
Decorating a variable with the code:BaseVertex built-in will make that
|
|
variable contain the integer value corresponding to the first vertex or
|
|
vertex offset that was passed to the command that invoked the current vertex
|
|
shader invocation.
|
|
For _non-indexed drawing commands_, this variable is the pname:firstVertex
|
|
parameter to a _direct drawing command_ or the pname:firstVertex member of
|
|
the structure consumed by an _indirect drawing command_.
|
|
For _indexed drawing commands_, this variable is the pname:vertexOffset
|
|
parameter to a _direct drawing command_ or the pname:vertexOffset member of
|
|
the structure consumed by an _indirect drawing command_.
|
|
+
|
|
The code:BaseVertex decoration must: be used only within vertex shaders.
|
|
+
|
|
The variable decorated with code:BaseVertex must: be declared using the
|
|
input storage class.
|
|
+
|
|
The variable decorated with code:BaseVertex must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
endif::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[]
|
|
|
|
code:ClipDistance::
|
|
|
|
Decorating a variable with the code:ClipDistance built-in decoration will
|
|
make that variable contain the mechanism for controlling user clipping.
|
|
code:ClipDistance is an array such that the i^th^ element of the array
|
|
specifies the clip distance for plane i.
|
|
A clip distance of 0 means the vertex is on the plane, a positive distance
|
|
means the vertex is inside the clip half-space, and a negative distance
|
|
means the point is outside the clip half-space.
|
|
+
|
|
The code:ClipDistance decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, fragment, tessellation control, tessellation evaluation, and
|
|
geometry shaders.
|
|
+
|
|
In
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh or
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex shaders, any variable decorated with code:ClipDistance must: be
|
|
declared using the code:Output storage class.
|
|
+
|
|
In fragment shaders, any variable decorated with code:ClipDistance must: be
|
|
declared using the code:Input storage class.
|
|
+
|
|
In tessellation control, tessellation evaluation, or geometry shaders, any
|
|
variable decorated with code:ClipDistance must: not be in a storage class
|
|
other than code:Input or code:Output.
|
|
+
|
|
Any variable decorated with code:ClipDistance must: be declared as an array
|
|
of 32-bit floating-point values.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
The array variable decorated with code:ClipDistance is explicitly sized by
|
|
the shader.
|
|
====
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
In the last vertex processing stage, these values will be linearly
|
|
interpolated across the primitive and the portion of the primitive with
|
|
interpolated distances less than 0 will be considered outside the clip
|
|
volume.
|
|
If code:ClipDistance is then used by a fragment shader, code:ClipDistance
|
|
contains these linearly interpolated values.
|
|
====
|
|
|
|
ifdef::VK_NV_mesh_shader[]
|
|
[[interfaces-builtin-variables-clipdistancepv]]
|
|
code:ClipDistancePerViewNV::
|
|
|
|
Decorating a variable with the code:ClipDistancePerViewNV built-in
|
|
decoration will make that variable contain the per-view clip distances.
|
|
The per-view clip distances have the same semantics as code:ClipDistance.
|
|
+
|
|
The code:ClipDistancePerViewNV must: be used only within mesh shaders.
|
|
+
|
|
Any variable decorated with code:ClipDistancePerViewNV must: be declared
|
|
using the code:Output storage class, and must: also be decorated with the
|
|
code:PerViewNV decoration.
|
|
+
|
|
Any variable decorated with code:ClipDistancePerViewNV must: be declared as
|
|
a two-dimensional array of 32-bit floating-point values.
|
|
endif::VK_NV_mesh_shader[]
|
|
|
|
code:CullDistance::
|
|
|
|
Decorating a variable with the code:CullDistance built-in decoration will
|
|
make that variable contain the mechanism for controlling user culling.
|
|
If any member of this array is assigned a negative value for all vertices
|
|
belonging to a primitive, then the primitive is discarded before
|
|
rasterization.
|
|
+
|
|
The code:CullDistance decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, fragment, tessellation control, tessellation evaluation, and
|
|
geometry shaders.
|
|
+
|
|
In
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh or
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex shaders, any variable decorated with code:CullDistance must: be
|
|
declared using the code:Output storage class.
|
|
+
|
|
In fragment shaders, any variable decorated with code:CullDistance must: be
|
|
declared using the code:Input storage class.
|
|
+
|
|
In tessellation control, tessellation evaluation, or geometry shaders, any
|
|
variable decorated with code:CullDistance must: not be declared in a storage
|
|
class other than input or output.
|
|
+
|
|
Any variable decorated with code:CullDistance must: be declared as an array
|
|
of 32-bit floating-point values.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
In fragment shaders, the values of the code:CullDistance array are linearly
|
|
interpolated across each primitive.
|
|
====
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
If code:CullDistance decorates an input variable, that variable will contain
|
|
the corresponding value from the code:CullDistance decorated output variable
|
|
from the previous shader stage.
|
|
====
|
|
|
|
ifdef::VK_NV_mesh_shader[]
|
|
[[interfaces-builtin-variables-culldistancepv]]
|
|
code:CullDistancePerViewNV::
|
|
|
|
Decorating a variable with the code:CullDistancePerViewNV built-in
|
|
decoration will make that variable contain the per-view cull distances.
|
|
The per-view clip distances have the same semantics as code:CullDistance.
|
|
+
|
|
The code:CullDistancePerViewNV must: be used only within mesh shaders.
|
|
+
|
|
Any variable decorated with code:CullDistancePerViewNV must: be declared
|
|
using the code:Output storage class, and must: also be decorated with the
|
|
code:PerViewNV decoration.
|
|
+
|
|
Any variable decorated with code:CullDistancePerViewNV must: be declared as
|
|
a two-dimensional array of 32-bit floating-point values.
|
|
endif::VK_NV_mesh_shader[]
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_device_group[]
|
|
|
|
[[interfaces-builtin-variables-deviceindex]]
|
|
code:DeviceIndex::
|
|
|
|
The code:DeviceIndex decoration can: be applied to a shader input which will
|
|
be filled with the device index of the physical device that is executing the
|
|
current shader invocation.
|
|
This value will be in the range latexmath:[[0,max(1,physicalDeviceCount))],
|
|
where physicalDeviceCount is the pname:physicalDeviceCount member of
|
|
slink:VkDeviceGroupDeviceCreateInfo.
|
|
+
|
|
The code:DeviceIndex decoration can: be used in any shader.
|
|
+
|
|
The variable decorated with code:DeviceIndex must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:DeviceIndex must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
endif::VK_VERSION_1_1,VK_KHR_device_group[]
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[]
|
|
|
|
[[interfaces-builtin-variables-drawindex]]
|
|
code:DrawIndex::
|
|
|
|
Decorating a variable with the code:DrawIndex built-in will make that
|
|
variable contain the integer value corresponding to the zero-based index of
|
|
the drawing command that invoked the current
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh, or
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex shader invocation.
|
|
For _indirect drawing commands_, code:DrawIndex begins at zero and
|
|
increments by one for each draw command executed.
|
|
The number of draw commands is given by the pname:drawCount parameter.
|
|
For _direct drawing commands_, code:DrawIndex is always zero.
|
|
code:DrawIndex is dynamically uniform.
|
|
+
|
|
The code:DrawIndex decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh or
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex shaders.
|
|
+
|
|
The variable decorated with code:DrawIndex must: be declared using the input
|
|
storage class.
|
|
+
|
|
The variable decorated with code:DrawIndex must: be declared as a scalar
|
|
32-bit integer.
|
|
ifdef::VK_NV_mesh_shader[]
|
|
+
|
|
When task or mesh shaders are used, only the first active stage will have
|
|
proper access to the variable, other stages will have undefined values.
|
|
endif::VK_NV_mesh_shader[]
|
|
|
|
endif::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[]
|
|
|
|
code:FragCoord::
|
|
|
|
Decorating a variable with the code:FragCoord built-in decoration will make
|
|
that variable contain the framebuffer coordinate
|
|
latexmath:[(x,y,z,\frac{1}{w})] of the fragment being processed.
|
|
The [eq]#(x,y)# coordinate [eq]#(0,0)# is the upper left corner of the upper
|
|
left pixel in the framebuffer.
|
|
+
|
|
When <<primsrast-sampleshading,Sample Shading>> is enabled, the [eq]#x# and
|
|
[eq]#y# components of code:FragCoord reflect the location of one of the
|
|
samples corresponding to the shader invocation.
|
|
+
|
|
Otherwise, the [eq]#x# and [eq]#y# components of code:FragCoord reflect the
|
|
location of the center of the fragment.
|
|
+
|
|
The [eq]#z# component of code:FragCoord is the interpolated depth value of
|
|
the primitive.
|
|
+
|
|
The [eq]#w# component is the interpolated latexmath:[\frac{1}{w}].
|
|
+
|
|
The code:FragCoord decoration must: be used only within fragment shaders.
|
|
+
|
|
The variable decorated with code:FragCoord must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The code:Centroid interpolation decoration is ignored, but allowed, on
|
|
code:FragCoord.
|
|
+
|
|
The variable decorated with code:FragCoord must: be declared as a
|
|
four-component vector of 32-bit floating-point values.
|
|
|
|
code:FragDepth::
|
|
|
|
To have a shader supply a fragment-depth value, the shader must: declare the
|
|
code:DepthReplacing execution mode.
|
|
Such a shader's fragment-depth value will come from the variable decorated
|
|
with the code:FragDepth built-in decoration.
|
|
+
|
|
This value will be used for any subsequent depth testing performed by the
|
|
implementation or writes to the depth attachment.
|
|
+
|
|
The code:FragDepth decoration must: be used only within fragment shaders.
|
|
+
|
|
The variable decorated with code:FragDepth must: be declared using the
|
|
code:Output storage class.
|
|
+
|
|
The variable decorated with code:FragDepth must: be declared as a scalar
|
|
32-bit floating-point value.
|
|
|
|
ifdef::VK_EXT_fragment_density_map[]
|
|
[[interfaces-builtin-variables-fraginvocationcount]]
|
|
code:FragInvocationCountEXT::
|
|
|
|
Decorating a variable with the code:FragInvocationCountEXT built-in
|
|
decoration will make that variable contain the maximum number of fragment
|
|
shader invocations for the fragment, as determined by
|
|
pname:minSampleShading.
|
|
+
|
|
The code:FragInvocationCountEXT decoration must: be used only within
|
|
fragment shaders and the
|
|
<<spirvenv-capabilities-table-fragmentdensity,code:FragmentDensityEXT
|
|
capability>> must: be declared.
|
|
+
|
|
If <<primsrast-sampleshading,Sample Shading>> is not enabled,
|
|
code:FragInvocationCountEXT will be filled with a value of 1.
|
|
+
|
|
The variable decorated with code:FragInvocationCountEXT must: be declared
|
|
using the code:Input storage class.
|
|
+
|
|
The variable decorated with code:FragInvocationCountEXT must: be declared as
|
|
a scalar 32-bit integer.
|
|
endif::VK_EXT_fragment_density_map[]
|
|
|
|
ifdef::VK_EXT_fragment_density_map[]
|
|
[[interfaces-builtin-variables-fragsize]]
|
|
code:FragSizeEXT::
|
|
|
|
Decorating a variable with the code:FragSizeEXT built-in decoration will
|
|
make that variable contain the dimensions in pixels of the
|
|
<<glossary-fragment-area,area>> that the fragment covers for that
|
|
invocation.
|
|
|
|
+
|
|
The code:FragSizeEXT decoration must: be used only within fragment shaders
|
|
and the
|
|
<<spirvenv-capabilities-table-fragmentdensity,code:FragmentDensityEXT
|
|
capability>> must: be declared.
|
|
+
|
|
If fragment density map is not enabled, code:FragSizeEXT will be filled with
|
|
a value of [eq]#(1,1)#.
|
|
+
|
|
The variable decorated with code:FragSizeEXT must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:FragSizeEXT must: be declared as a
|
|
two-component vector of 32-bit integers.
|
|
|
|
endif::VK_EXT_fragment_density_map[]
|
|
|
|
ifdef::VK_EXT_shader_stencil_export[]
|
|
|
|
code:FragStencilRefEXT::
|
|
|
|
Decorating a variable with the code:FragStencilRefEXT built-in decoration
|
|
will make that variable contain the new stencil reference value for all
|
|
samples covered by the fragment.
|
|
This value will be used as the stencil reference value used in stencil
|
|
testing.
|
|
+
|
|
To write to code:FragStencilRefEXT, a shader must: declare the
|
|
code:StencilRefReplacingEXT execution mode.
|
|
If a shader declares the code:StencilRefReplacingEXT execution mode and
|
|
there is an execution path through the shader that does not set
|
|
code:FragStencilRefEXT, then the fragment's stencil reference value is
|
|
undefined: for executions of the shader that take that path.
|
|
+
|
|
The code:FragStencilRefEXT decoration must: be used only within fragment
|
|
shaders.
|
|
+
|
|
The variable decorated with code:FragStencilRefEXT must: be declared using
|
|
the code:Output storage class.
|
|
+
|
|
The variable decorated with code:FragStencilRefEXT must: be declared as a
|
|
scalar integer value.
|
|
Only the least significant *s* bits of the integer value of the variable
|
|
decorated with code:FragStencilRefEXT are considered for stencil testing,
|
|
where *s* is the number of bits in the stencil framebuffer attachment, and
|
|
higher order bits are discarded.
|
|
|
|
endif::VK_EXT_shader_stencil_export[]
|
|
|
|
ifdef::VK_NV_shading_rate_image[]
|
|
|
|
code:FragmentSizeNV::
|
|
|
|
Decorating a variable with the code:FragmentSizeNV built-in decoration will
|
|
make that variable contain the width and height of the fragment.
|
|
+
|
|
The code:FragmentSizeNV decoration must: be used only within fragment
|
|
shaders.
|
|
+
|
|
The variable decorated with code:FragmentSizeNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:FragmentSizeNV must: be declared as a
|
|
two-component vector of 32-bit integers.
|
|
|
|
endif::VK_NV_shading_rate_image[]
|
|
|
|
|
|
code:FrontFacing::
|
|
|
|
Decorating a variable with the code:FrontFacing built-in decoration will
|
|
make that variable contain whether the fragment is front or back facing.
|
|
This variable is non-zero if the current fragment is considered to be part
|
|
of a <<primsrast-polygons-basic,front-facing>> polygon primitive or of a
|
|
non-polygon primitive and is zero if the fragment is considered to be part
|
|
of a back-facing polygon primitive.
|
|
+
|
|
The code:FrontFacing decoration must: be used only within fragment shaders.
|
|
+
|
|
The variable decorated with code:FrontFacing must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:FrontFacing must: be declared as a boolean.
|
|
|
|
ifdef::VK_EXT_conservative_rasterization[]
|
|
|
|
code:FullyCoveredEXT::
|
|
|
|
Decorating a variable with the code:FullyCoveredEXT built-in decoration will
|
|
make that variable indicate whether the <<glossary-fragment-area,fragment
|
|
area>> is fully covered by the generating primitive.
|
|
This variable is non-zero if conservative rasterization is enabled and the
|
|
current fragment area is fully covered by the generating primitive, and is
|
|
zero if the fragment is not covered or partially covered, or conservative
|
|
rasterization is disabled.
|
|
+
|
|
The code:FullyCoveredEXT decoration must: be used only within fragment
|
|
shaders and the code:FragmentFullyCoveredEXT capability must: be declared.
|
|
+
|
|
The variable decorated with code:FullyCoveredEXT must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:FullyCoveredEXT must: be declared as a
|
|
boolean.
|
|
+
|
|
ifdef::VK_EXT_post_depth_coverage[]
|
|
If the implementation supports
|
|
sname:VkPhysicalDeviceConservativeRasterizationPropertiesEXT::pname:conservativeRasterizationPostDepthCoverage
|
|
and the
|
|
<<shaders-fragment-earlytest-postdepthcoverage,code:PostDepthCoverage>>
|
|
execution mode is specified the code:SampleMask built-in input variable will
|
|
reflect the coverage after the early per-fragment depth and stencil tests
|
|
are applied.
|
|
If
|
|
sname:VkPhysicalDeviceConservativeRasterizationPropertiesEXT::pname:conservativeRasterizationPostDepthCoverage
|
|
is not supported the
|
|
<<shaders-fragment-earlytest-postdepthcoverage,code:PostDepthCoverage>>
|
|
execution mode must: not be specified.
|
|
endif::VK_EXT_post_depth_coverage[]
|
|
|
|
endif::VK_EXT_conservative_rasterization[]
|
|
|
|
code:GlobalInvocationId::
|
|
|
|
Decorating a variable with the code:GlobalInvocationId built-in decoration
|
|
will make that variable contain the location of the current invocation
|
|
within the global workgroup.
|
|
Each component is equal to the index of the local workgroup multiplied by
|
|
the size of the local workgroup plus code:LocalInvocationId.
|
|
+
|
|
The code:GlobalInvocationId decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh, or
|
|
endif::VK_NV_mesh_shader[]
|
|
compute shaders.
|
|
+
|
|
The variable decorated with code:GlobalInvocationId must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
The variable decorated with code:GlobalInvocationId must: be declared as a
|
|
three-component vector of 32-bit integers.
|
|
|
|
code:HelperInvocation::
|
|
|
|
Decorating a variable with the code:HelperInvocation built-in decoration
|
|
will make that variable contain whether the current invocation is a helper
|
|
invocation.
|
|
This variable is non-zero if the current fragment being shaded is a helper
|
|
invocation and zero otherwise.
|
|
A helper invocation is an invocation of the shader that is produced to
|
|
satisfy internal requirements such as the generation of derivatives.
|
|
+
|
|
The code:HelperInvocation decoration must: be used only within fragment
|
|
shaders.
|
|
+
|
|
The variable decorated with code:HelperInvocation must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
The variable decorated with code:HelperInvocation must: be declared as a
|
|
boolean.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
It is very likely that a helper invocation will have a value of
|
|
code:SampleMask fragment shader input value that is zero.
|
|
====
|
|
|
|
ifdef::VK_NV_ray_tracing[]
|
|
[[interfaces-builtin-variables-hitkind]]
|
|
code:HitKindNV::
|
|
|
|
A variable decorated with the code:HitKindNV decoration will describe the
|
|
intersection that triggered the execution of the current shader.
|
|
The values are determined by the intersection shader.
|
|
+
|
|
The code:HitKindNV decoration must: only be used in any-hit and closest hit
|
|
shaders.
|
|
+
|
|
Any variable decorated with code:HitKindNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:HitKindNV must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
[[interfaces-builtin-variables-hitt]]
|
|
code:HitTNV::
|
|
|
|
A variable decorated with the code:HitTNV decoration is equivalent to a
|
|
variable decorated with the code:RayTmaxNV decoration.
|
|
+
|
|
The code:HitTNV decoration must: only be used in any-hit and closest hit
|
|
shaders.
|
|
+
|
|
Any variable decorated with code:HitTNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:HitTNV must: be declared as a scalar 32-bit
|
|
floating-point value.
|
|
|
|
[[interfaces-builtin-variables-incomingrayflags]]
|
|
code:IncomingRayFlagsNV::
|
|
|
|
A variable with the code:IncomingRayFlagsNV decoration will contain the ray
|
|
flags passed in to the trace call that invoked this particular shader.
|
|
+
|
|
The code:IncomingRayFlagsNV decoration must: only be used in the
|
|
intersection, any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:IncomingRayFlagsNV must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:IncomingRayFlagsNV must: be declared as a
|
|
scalar 32-bit integer.
|
|
|
|
[[interfaces-builtin-variables-instancecustomindex]]
|
|
code:InstanceCustomIndexNV::
|
|
|
|
A variable decorated with the code:InstanceCustomIndexNV decoration will
|
|
contain the application-defined value of the instance that intersects the
|
|
current ray.
|
|
Only the lower 24 bits are valid, the upper 8 bits will be ignored.
|
|
+
|
|
The code:InstanceCustomIndexNV decoration must: only be used in the
|
|
intersection, any-hit, and closest hit shaders.
|
|
+
|
|
Any variable decorated with code:InstanceCustomIndexNV must: be declared
|
|
using the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:InstanceCustomIndexNV must: be declared as
|
|
a scalar 32-bit integer.
|
|
|
|
[[interfaces-builtin-variables-instanceid]]
|
|
code:InstanceId::
|
|
|
|
Decorating a variable in an intersection, any-hit, or closest hit shader
|
|
with the code:InstanceId decoration will make that variable contain the
|
|
index of the instance that intersects the current ray.
|
|
+
|
|
The code:InstanceId decoration must: be used only within intersection,
|
|
any-hit, or closest hit shaders.
|
|
+
|
|
The variable decorated with code:InstanceId must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:InstanceId must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
endif::VK_NV_ray_tracing[]
|
|
|
|
code:InvocationId::
|
|
|
|
Decorating a variable with the code:InvocationId built-in decoration will
|
|
make that variable contain the index of the current shader invocation in a
|
|
geometry shader, or the index of the output patch vertex in a tessellation
|
|
control shader.
|
|
+
|
|
In a geometry shader, the index of the current shader invocation ranges from
|
|
zero to the number of <<geometry-invocations,instances>> declared in the
|
|
shader minus one.
|
|
If the instance count of the geometry shader is one or is not specified,
|
|
then code:InvocationId will be zero.
|
|
+
|
|
The code:InvocationId decoration must: be used only within tessellation
|
|
control and geometry shaders.
|
|
+
|
|
The variable decorated with code:InvocationId must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:InvocationId must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
ifdef::VK_NV_shading_rate_image[]
|
|
|
|
code:InvocationsPerPixelNV::
|
|
|
|
Decorating a variable with the code:InvocationsPerPixelNV built-in
|
|
decoration will make that variable contain the maximum number of fragment
|
|
shader invocations per pixel, as derived from the effective shading rate for
|
|
the fragment.
|
|
If a primitive does not fully cover a pixel, the number of fragment shader
|
|
invocations for that pixel may: be less than the value of
|
|
code:InvocationsPerPixelNV.
|
|
If the shading rate indicates a fragment covering multiple pixels, then
|
|
code:InvocationsPerPixelNV will be one.
|
|
+
|
|
The code:InvocationsPerPixelNV decoration must: be used only within fragment
|
|
shaders.
|
|
+
|
|
The variable decorated with code:InvocationsPerPixelNV must: be declared
|
|
using the code:Input storage class.
|
|
+
|
|
The variable decorated with code:InvocationsPerPixelNV must: be declared as
|
|
a scalar 32-bit integer.
|
|
|
|
endif::VK_NV_shading_rate_image[]
|
|
|
|
code:InstanceIndex::
|
|
|
|
Decorating a variable in a vertex shader with the code:InstanceIndex
|
|
built-in decoration will make that variable contain the index of the
|
|
instance that is being processed by the current vertex shader invocation.
|
|
code:InstanceIndex begins at the pname:firstInstance parameter to
|
|
flink:vkCmdDraw or flink:vkCmdDrawIndexed or at the pname:firstInstance
|
|
member of a structure consumed by flink:vkCmdDrawIndirect or
|
|
flink:vkCmdDrawIndexedIndirect.
|
|
+
|
|
The code:InstanceIndex decoration must: be used only within vertex shaders.
|
|
+
|
|
The variable decorated with code:InstanceIndex must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:InstanceIndex must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
ifdef::VK_NV_ray_tracing[]
|
|
[[interfaces-builtin-variables-launchid]]
|
|
code:LaunchIDNV::
|
|
|
|
A variable decorated with the code:LaunchIDNV decoration will specify the
|
|
index of the work item being process.
|
|
One work item is generated for each of the pname:width {times} pname:height
|
|
{times} pname:depth items dispatched by a flink:vkCmdTraceRaysNV command.
|
|
All shader invocations inherit the same value for variables decorated with
|
|
code:LaunchIDNV.
|
|
+
|
|
The code:LaunchIDNV decoration must: only be used within the ray generation,
|
|
intersection, any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:LaunchIDNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:LaunchIDNV must: be declared as a
|
|
three-component vector of 32-bit integer values.
|
|
|
|
[[interfaces-builtin-variables-launchsize]]
|
|
code:LaunchSizeNV::
|
|
|
|
A variable decorated with the code:LaunchSizeNV decoration will contain the
|
|
pname:width, pname:height, and pname:depth dimensions passed to the
|
|
flink:vkCmdTraceRaysNV command that initiated this shader execution.
|
|
The pname:width is in the first component, the pname:height is in the second
|
|
component, and the pname:depth is in the third component.
|
|
+
|
|
The code:LaunchSizeNV decoration must: only be used within ray generation,
|
|
intersection, any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:LaunchSizeNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:LaunchSizeNV must: be declared as a
|
|
three-component vector of 32-bit integer values.
|
|
endif::VK_NV_ray_tracing[]
|
|
|
|
[[interfaces-builtin-variables-layer]]
|
|
code:Layer::
|
|
|
|
Decorating a variable with the code:Layer built-in decoration will make that
|
|
variable contain the select layer of a multi-layer framebuffer attachment.
|
|
+
|
|
In a
|
|
ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation evaluation, or
|
|
endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
geometry shader, any variable decorated with code:Layer can be written with
|
|
the framebuffer layer index to which the primitive produced by that shader
|
|
will be directed.
|
|
ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
+
|
|
The last active _vertex processing stage_ (in pipeline order) controls the
|
|
code:Layer that is used.
|
|
Outputs in previous shader stages are not used, even if the last stage fails
|
|
to write the code:Layer.
|
|
endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
+
|
|
If the last active vertex processing stage shader entry point's interface
|
|
does not include a variable decorated with code:Layer, then the first layer
|
|
is used.
|
|
If a vertex processing stage shader entry point's interface includes a
|
|
variable decorated with code:Layer, it must: write the same value to
|
|
code:Layer for all output vertices of a given primitive.
|
|
If the code:Layer value is less than 0 or greater than or equal to the
|
|
number of layers in the framebuffer, then primitives may: still be
|
|
rasterized, fragment shaders may: be executed, and the framebuffer values
|
|
for all layers are undefined:.
|
|
+
|
|
The code:Layer decoration must: be used only within
|
|
ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation evaluation,
|
|
endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
geometry, and fragment shaders.
|
|
+
|
|
In a
|
|
ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation evaluation, or
|
|
endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
geometry shader, any variable decorated with code:Layer must: be declared
|
|
using the code:Output storage class.
|
|
ifdef::VK_NV_viewport_array2[]
|
|
If such a variable is also decorated with code:ViewportRelativeNV, then the
|
|
code:ViewportIndex is added to the layer that is used for rendering and that
|
|
is made available in the fragment shader.
|
|
If the shader writes to a variable decorated code:ViewportMaskNV, then the
|
|
layer selected has a different value for each viewport a primitive is
|
|
rendered to.
|
|
endif::VK_NV_viewport_array2[]
|
|
+
|
|
In a fragment shader, a variable decorated with code:Layer contains the
|
|
layer index of the primitive that the fragment invocation belongs to.
|
|
+
|
|
In a fragment shader, any variable decorated with code:Layer must: be
|
|
declared using the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:Layer must: be declared as a scalar 32-bit
|
|
integer.
|
|
|
|
ifdef::VK_NV_mesh_shader[]
|
|
[[interfaces-builtin-variables-layerpv]]
|
|
code:LayerPerViewNV::
|
|
|
|
Decorating a variable with the code:LayerPerViewNV built-in decoration will
|
|
make that variable contain the per-view layer information.
|
|
The per-view layer has the same semantics as code:Layer, for each view.
|
|
+
|
|
The code:LayerPerViewNV must: only be used within mesh shaders.
|
|
+
|
|
Any variable decorated with code:LayerPerViewNV must: be declared using the
|
|
code:Output storage class, and must: also be decorated with the
|
|
code:PerViewNV decoration.
|
|
+
|
|
Any variable decorated with code:LayerPerViewNV must: be declared as an
|
|
array of scalar 32-bit integer values.
|
|
endif::VK_NV_mesh_shader[]
|
|
|
|
code:LocalInvocationId::
|
|
|
|
Decorating a variable with the code:LocalInvocationId built-in decoration
|
|
will make that variable contain the location of the current
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh, or
|
|
endif::VK_NV_mesh_shader[]
|
|
compute shader invocation within the local workgroup.
|
|
Each component ranges from zero through to the size of the workgroup in that
|
|
dimension minus one.
|
|
+
|
|
The code:LocalInvocationId decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh, or
|
|
endif::VK_NV_mesh_shader[]
|
|
compute shaders.
|
|
+
|
|
The variable decorated with code:LocalInvocationId must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
The variable decorated with code:LocalInvocationId must: be declared as a
|
|
three-component vector of 32-bit integers.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
If the size of the workgroup in a particular dimension is one, then the
|
|
code:LocalInvocationId in that dimension will be zero.
|
|
If the workgroup is effectively two-dimensional, then
|
|
code:LocalInvocationId.z will be zero.
|
|
If the workgroup is effectively one-dimensional, then both
|
|
code:LocalInvocationId.y and code:LocalInvocationId.z will be zero.
|
|
====
|
|
|
|
code:LocalInvocationIndex::
|
|
|
|
Decorating a variable with the code:LocalInvocationIndex built-in decoration
|
|
will make that variable contain a one-dimensional representation of
|
|
code:LocalInvocationId.
|
|
This is computed as:
|
|
+
|
|
[source,c++]
|
|
----
|
|
LocalInvocationIndex =
|
|
LocalInvocationId.z * WorkgroupSize.x * WorkgroupSize.y +
|
|
LocalInvocationId.y * WorkgroupSize.x +
|
|
LocalInvocationId.x;
|
|
----
|
|
+
|
|
The code:LocalInvocationIndex decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh, or
|
|
endif::VK_NV_mesh_shader[]
|
|
compute shaders.
|
|
+
|
|
The variable decorated with code:LocalInvocationIndex must: be declared
|
|
using the code:Input storage class.
|
|
+
|
|
The variable decorated with code:LocalInvocationIndex must: be declared as a
|
|
scalar 32-bit integer.
|
|
|
|
ifdef::VK_NV_mesh_shader[]
|
|
[[interfaces-builtin-variables-meshviewcount]]
|
|
code:MeshViewCountNV::
|
|
|
|
Decorating a variable with the code:MeshViewCountNV built-in decoration will
|
|
make that variable contain the number of views processed by the current mesh
|
|
or task shader invocations.
|
|
+
|
|
The code:MeshViewCountNV decoration must: only be used in task and mesh
|
|
shaders.
|
|
+
|
|
Any variable decorated with code:MeshViewCountNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:MeshViewCountNV must: be declared as a
|
|
scalar 32-bit integer.
|
|
|
|
[[interfaces-builtin-variables-meshviewindices]]
|
|
code:MeshViewIndicesNV::
|
|
|
|
Decorating a variable with the code:MeshViewIndicesNV built-in decoration
|
|
will make that variable contain the mesh view indices.
|
|
The mesh view indices is an array of values where each element holds the
|
|
view number of one of the views being processed by the current mesh or task
|
|
shader invocations.
|
|
The array elements with indices great than or equal to code:MeshViewCountNV
|
|
are undefined.
|
|
If the value of code:MeshViewIndicesNV[i] is [eq]#j#, then any outputs
|
|
decorated with code:PerViewNV will take on the value of array element
|
|
[eq]#i# when processing primitives for view index [eq]#j#.
|
|
+
|
|
The code:MeshViewIndicesNV decoration must: only be used in task and mesh
|
|
shaders.
|
|
+
|
|
Any variable decorated with code:MeshViewIndicesNV must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:MeshViewIndicesNV must: be declared as an
|
|
array of scalar 32-bit integers.
|
|
endif::VK_NV_mesh_shader[]
|
|
|
|
ifdef::VK_VERSION_1_1[]
|
|
|
|
code:NumSubgroups::
|
|
|
|
Decorating a variable with the code:NumSubgroups built-in decoration will
|
|
make that variable contain the number of subgroups in the local workgroup.
|
|
+
|
|
The code:NumSubgroups decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh, or
|
|
endif::VK_NV_mesh_shader[]
|
|
compute shaders.
|
|
+
|
|
The variable decorated with code:NumSubgroups must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The object decorated with code:NumSubgroups must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
endif::VK_VERSION_1_1[]
|
|
|
|
code:NumWorkgroups::
|
|
|
|
Decorating a variable with the code:NumWorkgroups built-in decoration will
|
|
make that variable contain the number of local workgroups that are part of
|
|
the dispatch that the invocation belongs to.
|
|
Each component is equal to the values of the workgroup count parameters
|
|
passed into the dispatch commands.
|
|
+
|
|
The code:NumWorkgroups decoration must: be used only within compute shaders.
|
|
+
|
|
The variable decorated with code:NumWorkgroups must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:NumWorkgroups must: be declared as a
|
|
three-component vector of 32-bit integers.
|
|
|
|
ifdef::VK_NV_ray_tracing[]
|
|
[[interfaces-builtin-variables-objectraydirection]]
|
|
code:ObjectRayDirectionNV::
|
|
|
|
A variable decorated with the code:ObjectRayDirectionNV decoration will
|
|
specify the direction of the ray being processed, in object space.
|
|
+
|
|
The code:ObjectRayDirectionNV decoration must: only be used within
|
|
intersection, any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:ObjectRayDirectionNV must: be declared
|
|
using the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:ObjectRayDirectionNV must: be declared as a
|
|
three-component vector of 32-bit floating-point values.
|
|
|
|
[[interfaces-builtin-variables-objectrayorigin]]
|
|
code:ObjectRayOriginNV::
|
|
|
|
A variable decorated with the code:ObjectRayOriginNV decoration will specify
|
|
the origin of the ray being processed, in object space.
|
|
+
|
|
The code:ObjectRayOriginNV decoration must: only be used within
|
|
intersection, any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:ObjectRayOriginNV must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:ObjectRayOriginNV must: be declared as a
|
|
three-component vector of 32-bit floating-point values.
|
|
|
|
[[interfaces-builtin-variables-objecttoworld]]
|
|
code:ObjectToWorldNV::
|
|
|
|
A variable decorated with the code:ObjectToWorldNV decoration will contain
|
|
the current object-to-world transformation matrix, which is determined by
|
|
the instance of the current intersection.
|
|
+
|
|
The code:ObjectToWorldNV decoration must: only be used within intersection,
|
|
any-hit, and closest hit shaders.
|
|
+
|
|
Any variable decorated with code:ObjectToWorldNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:ObjectToWorldNV must: be declared as a
|
|
matrix with four columns of three-component vectors of 32-bit floating-point
|
|
values.
|
|
endif::VK_NV_ray_tracing[]
|
|
|
|
code:PatchVertices::
|
|
|
|
Decorating a variable with the code:PatchVertices built-in decoration will
|
|
make that variable contain the number of vertices in the input patch being
|
|
processed by the shader.
|
|
A single tessellation control or tessellation evaluation shader can: read
|
|
patches of differing sizes, so the value of the code:PatchVertices variable
|
|
may: differ between patches.
|
|
+
|
|
The code:PatchVertices decoration must: be used only within tessellation
|
|
control and tessellation evaluation shaders.
|
|
+
|
|
The variable decorated with code:PatchVertices must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:PatchVertices must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
code:PointCoord::
|
|
|
|
Decorating a variable with the code:PointCoord built-in decoration will make
|
|
that variable contain the coordinate of the current fragment within the
|
|
point being rasterized, normalized to the size of the point with origin in
|
|
the upper left corner of the point, as described in
|
|
<<primsrast-points-basic,Basic Point Rasterization>>.
|
|
If the primitive the fragment shader invocation belongs to is not a point,
|
|
then the variable decorated with code:PointCoord contains an undefined:
|
|
value.
|
|
+
|
|
The code:PointCoord decoration must: be used only within fragment shaders.
|
|
+
|
|
The variable decorated with code:PointCoord must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:PointCoord must: be declared as
|
|
two-component vector of 32-bit floating-point values.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Depending on how the point is rasterized, code:PointCoord may: never reach
|
|
[eq]#(0,0)# or [eq]#(1,1)#.
|
|
====
|
|
|
|
code:PointSize::
|
|
|
|
Decorating a variable with the code:PointSize built-in decoration will make
|
|
that variable contain the size of point primitives.
|
|
The value written to the variable decorated with code:PointSize by the last
|
|
vertex processing stage in the pipeline is used as the framebuffer-space
|
|
size of points produced by rasterization.
|
|
+
|
|
The code:PointSize decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation control, tessellation evaluation, and geometry shaders.
|
|
+
|
|
In a
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh or
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex shader, any variable decorated with code:PointSize must: be declared
|
|
using the code:Output storage class.
|
|
+
|
|
In a tessellation control, tessellation evaluation, or geometry shader, any
|
|
variable decorated with code:PointSize must: be declared using either the
|
|
code:Input or code:Output storage class.
|
|
+
|
|
Any variable decorated with code:PointSize must: be declared as a scalar
|
|
32-bit floating-point value.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
When code:PointSize decorates a variable in the code:Input storage class, it
|
|
contains the data written to the output variable decorated with
|
|
code:PointSize from the previous shader stage.
|
|
====
|
|
|
|
code:Position::
|
|
|
|
Decorating a variable with the code:Position built-in decoration will make
|
|
that variable contain the position of the current vertex.
|
|
In the last vertex processing stage, the value of the variable decorated
|
|
with code:Position is used in subsequent primitive assembly, clipping, and
|
|
rasterization operations.
|
|
+
|
|
The code:Position decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation control, tessellation evaluation, and geometry shaders.
|
|
+
|
|
In a
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh or
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex shader, any variable decorated with code:Position must: be declared
|
|
using the code:Output storage class.
|
|
+
|
|
In a tessellation control, tessellation evaluation, or geometry shader, any
|
|
variable decorated with code:Position must: not be declared in a storage
|
|
class other than code:Input or code:Output.
|
|
+
|
|
Any variable decorated with code:Position must: be declared as a
|
|
four-component vector of 32-bit floating-point values.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
When code:Position decorates a variable in the code:Input storage class, it
|
|
contains the data written to the output variable decorated with
|
|
code:Position from the previous shader stage.
|
|
====
|
|
|
|
ifdef::VK_NVX_multiview_per_view_attributes[]
|
|
[[interfaces-builtin-variables-positionperview]]
|
|
code:PositionPerViewNV::
|
|
|
|
Decorating a variable with the code:PositionPerViewNV built-in decoration
|
|
will make that variable contain the position of the current vertex, for each
|
|
view.
|
|
+
|
|
The code:PositionPerViewNV decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation control, tessellation evaluation, and geometry shaders.
|
|
+
|
|
In a vertex shader, any variable decorated with code:PositionPerViewNV must:
|
|
be declared using the code:Output storage class.
|
|
+
|
|
In a tessellation control, tessellation evaluation, or geometry shader, any
|
|
variable decorated with code:PositionPerViewNV must: not be declared in a
|
|
storage class other than input or output.
|
|
+
|
|
Any variable decorated with code:PositionPerViewNV must: be declared as an
|
|
array of four-component vector of 32-bit floating-point values with at least
|
|
as many elements as the maximum view in the subpass's view mask plus one.
|
|
The array must: be indexed by a constant or specialization constant.
|
|
+
|
|
Elements of the array correspond to views in a multiview subpass, and those
|
|
elements corresponding to views in the view mask of the subpass the shader
|
|
is compiled against will be used as the position value for those views.
|
|
For the final vertex processing stage in the pipeline, values written to an
|
|
output variable decorated with code:PositionPerViewNV are used in subsequent
|
|
primitive assembly, clipping, and rasterization operations, as with
|
|
code:Position.
|
|
code:PositionPerViewNV output in an earlier vertex processing stage is
|
|
available as an input in the subsequent vertex processing stage.
|
|
+
|
|
If a shader is compiled against a subpass that has the
|
|
ename:VK_SUBPASS_DESCRIPTION_PER_VIEW_POSITION_X_ONLY_BIT_NVX bit set, then
|
|
the position values for each view must: not differ in any component other
|
|
than the X component.
|
|
If the values do differ, one will be chosen in an implementation-dependent
|
|
manner.
|
|
endif::VK_NVX_multiview_per_view_attributes[]
|
|
|
|
ifdef::VK_NV_mesh_shader[]
|
|
[[interfaces-builtin-variables-primitivecount]]
|
|
code:PrimitiveCountNV::
|
|
+
|
|
Decorating a variable with the code:PrimitiveCountNV decoration will make
|
|
that variable contain the primitive count.
|
|
The primitive count specifies the number of primitives in the output mesh
|
|
produced by the mesh shader that will be processed by subsequent pipeline
|
|
stages.
|
|
+
|
|
The code:PrimitiveCountNV decoration must: only be used in mesh shaders.
|
|
+
|
|
Any variable decorated with code:PrimitiveCountNV must: be declared using
|
|
the code:Output storage class.
|
|
+
|
|
Any variable decorated with code:PrimitiveCountNV must: be declared as a
|
|
scalar 32-bit integer.
|
|
endif::VK_NV_mesh_shader[]
|
|
|
|
code:PrimitiveId::
|
|
|
|
Decorating a variable with the code:PrimitiveId built-in decoration will
|
|
make that variable contain the index of the current primitive.
|
|
+
|
|
The index of the first primitive generated by a drawing command is zero, and
|
|
the index is incremented after every individual point, line, or triangle
|
|
primitive is processed.
|
|
+
|
|
For triangles drawn as points or line segments (see <<primsrast-polygonmode
|
|
, Polygon Mode>>), the primitive index is incremented only once, even if
|
|
multiple points or lines are eventually drawn.
|
|
+
|
|
Variables decorated with code:PrimitiveId are reset to zero between each
|
|
instance drawn.
|
|
+
|
|
Restarting a primitive topology using primitive restart has no effect on the
|
|
value of variables decorated with code:PrimitiveId.
|
|
+
|
|
In tessellation control and tessellation evaluation shaders, it will contain
|
|
the index of the patch within the current set of rendering primitives that
|
|
correspond to the shader invocation.
|
|
+
|
|
In a geometry shader, it will contain the number of primitives presented as
|
|
input to the shader since the current set of rendering primitives was
|
|
started.
|
|
+
|
|
In a fragment shader, it will contain the primitive index written by the
|
|
geometry shader if a geometry shader is present, or with the value that
|
|
would have been presented as input to the geometry shader had it been
|
|
present.
|
|
ifdef::VK_NV_ray_tracing[]
|
|
+
|
|
In an intersection, any-hit, or closest hit shader, it will contain the
|
|
index of the triangle or bounding box being processed.
|
|
endif::VK_NV_ray_tracing[]
|
|
+
|
|
If a geometry shader is present and the fragment shader reads from an input
|
|
variable decorated with code:PrimitiveId, then the geometry shader must:
|
|
write to an output variable decorated with code:PrimitiveId in all execution
|
|
paths.
|
|
ifdef::VK_NV_mesh_shader[]
|
|
+
|
|
If a mesh shader is present and the fragment shader reads from an input
|
|
variable decorated with code:PrimitiveId, then the mesh shader must: write
|
|
to the output variables decorated with code:PrimitiveId in all execution
|
|
paths.
|
|
endif::VK_NV_mesh_shader[]
|
|
+
|
|
The code:PrimitiveId decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
ifdef::VK_NV_ray_tracing[]
|
|
intersection, any-hit, closest hit,
|
|
endif::VK_NV_ray_tracing[]
|
|
fragment, tessellation control, tessellation evaluation, and geometry
|
|
shaders.
|
|
+
|
|
In
|
|
ifdef::VK_NV_ray_tracing[]
|
|
an intersection, any-hit, closest hit,
|
|
endif::VK_NV_ray_tracing[]
|
|
ifndef::VK_NV_ray_tracing[]
|
|
a
|
|
endif::VK_NV_ray_tracing[]
|
|
tessellation control, or tessellation evaluation shader, any variable
|
|
decorated with code:PrimitiveId must: be declared using the code:Input
|
|
storage class.
|
|
+
|
|
In a geometry shader, any variable decorated with code:PrimitiveId must: be
|
|
declared using either the code:Input or code:Output storage class.
|
|
ifdef::VK_NV_mesh_shader[]
|
|
+
|
|
In a mesh shader, any variable decorated with code:PrimitiveId must: be
|
|
declared using the code:Output storage class.
|
|
endif::VK_NV_mesh_shader[]
|
|
+
|
|
In a fragment shader, any variable decorated with code:PrimitiveId must: be
|
|
declared using the code:Input storage class, and either the code:Geometry or
|
|
code:Tessellation capability must: also be declared.
|
|
+
|
|
Any variable decorated with code:PrimitiveId must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
When the code:PrimitiveId decoration is applied to an output variable in the
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh shader or
|
|
endif::VK_NV_mesh_shader[]
|
|
geometry shader, the resulting value is seen through the code:PrimitiveId
|
|
decorated input variable in the fragment shader.
|
|
====
|
|
|
|
ifdef::VK_NV_mesh_shader[]
|
|
[[interfaces-builtin-variables-primitiveindices]]
|
|
code:PrimitiveIndicesNV::
|
|
+
|
|
Decorating a variable with the code:PrimitiveIndicesNV decoration will make
|
|
that variable contain the output array of vertex index values.
|
|
Depending on the output primitive type declared using the execution mode,
|
|
the indices are split into groups of one (code:OutputPoints), two
|
|
(code:OutputLinesNV), or three (code:OutputTriangles) indices and each group
|
|
generates a primitive.
|
|
+
|
|
All index values must: be in the range [eq]#[0, N-1]#, where [eq]#N# is the
|
|
value specified by the code:OutputVertices execution mode.
|
|
+
|
|
The code:PrimitiveIndicesNV decoration must: only be used in mesh shaders.
|
|
+
|
|
Any variable decorated with code:PrimitiveIndicesNV must: be declared using
|
|
the code:Output storage class.
|
|
+
|
|
Any variable decorated with code:PrimitiveIndicesNV must: be declared as an
|
|
array of scalar 32-bit integers.
|
|
The array must: be sized according to the primitive type and
|
|
code:OutputPrimitivesNV execution modes, where the size is:
|
|
|
|
* the value specified by code:OutputPrimitivesNV if the execution mode is
|
|
code:OutputPoints,
|
|
* two times the value specified by code:OutputPrimitivesNV if the
|
|
execution mode is code:OutputLinesNV, or
|
|
* three times the value specified by code:OutputPrimitivesNV if the
|
|
execution mode is code:OutputTrianglesNV.
|
|
endif::VK_NV_mesh_shader[]
|
|
|
|
ifdef::VK_NV_ray_tracing[]
|
|
[[interfaces-builtin-variables-raytmax]]
|
|
code:RayTmaxNV::
|
|
|
|
A variable decorated with the code:RayTmaxNV decoration will contain the
|
|
parametric pname:tmax values of the ray being processed.
|
|
The values are independent of the space in which the ray and origin exist.
|
|
+
|
|
The pname:tmax value changes throughout the lifetime of the ray query that
|
|
produced the intersection.
|
|
In the closest hit shader, the value reflects the closest distance to the
|
|
intersected primitive.
|
|
In the any-hit shader, it reflects the distance to the primitive currently
|
|
being intersected.
|
|
In the intersection shader, it reflects the distance to the closest
|
|
primitive intersected so far.
|
|
The value can change in the intersection shader after calling
|
|
code:OpReportIntersectionNV if the corresponding any-hit shader does not
|
|
ignore the intersection.
|
|
In a miss shader, the value is identical to the parameter passed into
|
|
code:OpTraceNV.
|
|
+
|
|
The code:RayTmaxNV decoration must: only be used with the intersection,
|
|
any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:RayTmaxNV must: be declared with the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:RayTmaxNV must: be declared as a scalar
|
|
32-bit floating-point value.
|
|
|
|
[[interfaces-builtin-variables-raytmin]]
|
|
code:RayTminNV::
|
|
|
|
A variable decorated with the code:RayTminNV decoration will contain the
|
|
parametric code:tmin values of the ray being processed.
|
|
The values are independent of the space in which the ray and origin exist.
|
|
+
|
|
The code:tmin value remains constant for the duration of the ray query.
|
|
+
|
|
The code:RayTminNV decoration must: only be used with the intersection,
|
|
any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:RayTminNV must: be declared with the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:RayTminNV must: be declared as a scalar
|
|
32-bit floating-point value.
|
|
endif::VK_NV_ray_tracing[]
|
|
|
|
code:SampleId::
|
|
|
|
Decorating a variable with the code:SampleId built-in decoration will make
|
|
that variable contain the zero-based index of the sample the invocation
|
|
corresponds to.
|
|
code:SampleId ranges from zero to the number of samples in the framebuffer
|
|
minus one.
|
|
If a fragment shader entry point's interface includes an input variable
|
|
decorated with code:SampleId, <<primsrast-sampleshading,Sample Shading>> is
|
|
considered enabled with a pname:minSampleShading value of 1.0.
|
|
+
|
|
The code:SampleId decoration must: be used only within fragment shaders.
|
|
+
|
|
The variable decorated with code:SampleId must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:SampleId must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
[[interfaces-builtin-variables-samplemask]]
|
|
code:SampleMask::
|
|
|
|
Decorating a variable with the code:SampleMask built-in decoration will make
|
|
any variable contain the sample coverage mask for the current fragment
|
|
shader invocation.
|
|
+
|
|
A variable in the code:Input storage class decorated with code:SampleMask
|
|
will contain a bitmask of the set of samples covered by the primitive
|
|
generating the fragment during rasterization.
|
|
It has a sample bit set if and only if the sample is considered covered for
|
|
this fragment shader invocation.
|
|
code:SampleMask[] is an array of integers.
|
|
Bits are mapped to samples in a manner where bit B of mask M
|
|
(`SampleMask[M]`) corresponds to sample [eq]#32 {times} M {plus} B#.
|
|
+
|
|
When state specifies multiple fragment shader invocations for a given
|
|
fragment, the sample mask for any single fragment shader invocation
|
|
specifies the subset of the covered samples for the fragment that correspond
|
|
to the invocation.
|
|
In this case, the bit corresponding to each covered sample will be set in
|
|
exactly one fragment shader invocation.
|
|
|
|
ifdef::VK_EXT_post_depth_coverage[]
|
|
+
|
|
If the
|
|
<<shaders-fragment-earlytest-postdepthcoverage,code:PostDepthCoverage>>
|
|
execution mode is specified, the sample is considered covered if and only if
|
|
the sample is covered by the primitive and the sample passes the
|
|
<<fragops-early,early per-fragment tests>>.
|
|
Otherwise the sample is considered covered if the sample is covered by the
|
|
primitive, regardless of the result of the fragment tests.
|
|
endif::VK_EXT_post_depth_coverage[]
|
|
+
|
|
A variable in the code:Output storage class decorated with code:SampleMask
|
|
is an array of integers forming a bit array in a manner similar an input
|
|
variable decorated with code:SampleMask, but where each bit represents
|
|
coverage as computed by the shader.
|
|
Modifying the sample mask by writing zero to a bit of code:SampleMask causes
|
|
the sample to be considered uncovered.
|
|
ifndef::VK_NV_sample_mask_override_coverage[]
|
|
However, setting sample mask bits to one will never enable samples not
|
|
covered by the original primitive.
|
|
endif::VK_NV_sample_mask_override_coverage[]
|
|
ifdef::VK_NV_sample_mask_override_coverage[]
|
|
If this variable is also decorated with code:OverrideCoverageNV, the
|
|
fragment coverage is replaced with the sample mask bits set in the shader
|
|
otherwise the fragment coverage is code:ANDed with the bits of the sample
|
|
mask.
|
|
endif::VK_NV_sample_mask_override_coverage[]
|
|
If the fragment shader is being evaluated at any frequency other than
|
|
per-fragment, bits of the sample mask not corresponding to the current
|
|
fragment shader invocation are ignored.
|
|
This array must: be sized in the fragment shader either implicitly or
|
|
explicitly, to be no larger than the implementation-dependent maximum
|
|
sample-mask (as an array of 32-bit elements), determined by the maximum
|
|
number of samples.
|
|
If a fragment shader entry point's interface includes an output variable
|
|
decorated with code:SampleMask, the sample mask will be undefined: for any
|
|
array elements of any fragment shader invocations that fail to assign a
|
|
value.
|
|
If a fragment shader entry point's interface does not include an output
|
|
variable decorated with code:SampleMask, the sample mask has no effect on
|
|
the processing of a fragment.
|
|
+
|
|
The code:SampleMask decoration must: be used only within fragment shaders.
|
|
+
|
|
Any variable decorated with code:SampleMask must: be declared using either
|
|
the code:Input or code:Output storage class.
|
|
+
|
|
Any variable decorated with code:SampleMask must: be declared as an array of
|
|
32-bit integers.
|
|
|
|
code:SamplePosition::
|
|
|
|
Decorating a variable with the code:SamplePosition built-in decoration will
|
|
make that variable contain the sub-pixel position of the sample being
|
|
shaded.
|
|
The top left of the pixel is considered to be at coordinate [eq]#(0,0)# and
|
|
the bottom right of the pixel is considered to be at coordinate [eq]#(1,1)#.
|
|
|
|
ifdef::VK_EXT_fragment_density_map[]
|
|
If the render pass has a fragment density map attachment, the variable will
|
|
instead contain the sub-fragment position of the sample being shaded.
|
|
The top left of the fragment is considered to be at coordinate [eq]#(0,0)#
|
|
and the bottom right of the fragment is considered to be at coordinate
|
|
[eq]#(1,1)# for any fragment area.
|
|
endif::VK_EXT_fragment_density_map[]
|
|
|
|
If a fragment shader entry point's interface includes an input variable
|
|
decorated with code:SamplePosition, <<primsrast-sampleshading,Sample
|
|
Shading>> is considered enabled with a pname:minSampleShading value of 1.0.
|
|
|
|
+
|
|
The code:SamplePosition decoration must: be used only within fragment
|
|
shaders.
|
|
+
|
|
The variable decorated with code:SamplePosition must: be declared using the
|
|
code:Input storage class.
|
|
ifdef::VK_EXT_sample_locations[]
|
|
If the current pipeline uses <<primrast-samplelocations, custom sample
|
|
locations>> the value of any variable decorated with the code:SamplePosition
|
|
built-in decoration is undefined:.
|
|
endif::VK_EXT_sample_locations[]
|
|
+
|
|
The variable decorated with code:SamplePosition must: be declared as a
|
|
two-component vector of 32-bit floating-point values.
|
|
|
|
ifdef::VK_VERSION_1_1[]
|
|
|
|
code:SubgroupId::
|
|
+
|
|
Decorating a variable with the code:SubgroupId built-in decoration will make
|
|
that variable contain the index of the subgroup within the local workgroup.
|
|
This variable is in range [0, code:NumSubgroups-1].
|
|
+
|
|
The code:SubgroupId decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh or,
|
|
endif::VK_NV_mesh_shader[]
|
|
compute shaders.
|
|
+
|
|
The variable decorated with code:SubgroupId must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:SubgroupId must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
endif::VK_VERSION_1_1[]
|
|
|
|
ifdef::VK_VERSION_1_1,VK_EXT_shader_subgroup_ballot[]
|
|
|
|
[[interfaces-builtin-variables-sgeq]]
|
|
code:SubgroupEqMask::
|
|
+
|
|
Decorating a variable with the code:SubgroupEqMask builtin decoration will
|
|
make that variable contain the _subgroup mask_ of the current subgroup
|
|
invocation.
|
|
The bit corresponding to the code:SubgroupLocalInvocationId is set in the
|
|
variable decorated with code:SubgroupEqMask.
|
|
All other bits are set to zero.
|
|
+
|
|
The variable decorated with code:SubgroupEqMask must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:SubgroupEqMask must: be declared as a
|
|
four-component vector of 32-bit integer values.
|
|
+
|
|
code:SubgroupEqMaskKHR is an alias of code:SubgroupEqMask.
|
|
|
|
[[interfaces-builtin-variables-sgge]]
|
|
code:SubgroupGeMask::
|
|
+
|
|
Decorating a variable with the code:SubgroupGeMask builtin decoration will
|
|
make that variable contain the _subgroup mask_ of the current subgroup
|
|
invocation.
|
|
The bits corresponding to the invocations greater than or equal to
|
|
code:SubgroupLocalInvocationId through code:SubgroupSize-1 are set in the
|
|
variable decorated with code:SubgroupGeMask.
|
|
All other bits are set to zero.
|
|
+
|
|
The variable decorated with code:SubgroupGeMask must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:SubgroupGeMask must: be declared as a
|
|
four-component vector of 32-bit integer values.
|
|
+
|
|
code:SubgroupGeMaskKHR is an alias of code:SubgroupGeMask.
|
|
|
|
[[interfaces-builtin-variables-sggt]]
|
|
code:SubgroupGtMask::
|
|
+
|
|
Decorating a variable with the code:SubgroupGtMask builtin decoration will
|
|
make that variable contain the _subgroup mask_ of the current subgroup
|
|
invocation.
|
|
The bits corresponding to the invocations greater than
|
|
code:SubgroupLocalInvocationId through code:SubgroupSize-1 are set in the
|
|
variable decorated with code:SubgroupGtMask.
|
|
All other bits are set to zero.
|
|
+
|
|
The variable decorated with code:SubgroupGtMask must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:SubgroupGtMask must: be declared as a
|
|
four-component vector of 32-bit integer values.
|
|
+
|
|
code:SubgroupGtMaskKHR is an alias of code:SubgroupGtMask.
|
|
|
|
[[interfaces-builtin-variables-sgle]]
|
|
code:SubgroupLeMask::
|
|
+
|
|
Decorating a variable with the code:SubgroupLeMask builtin decoration will
|
|
make that variable contain the _subgroup mask_ of the current subgroup
|
|
invocation.
|
|
The bits corresponding to the invocations less than or equal to
|
|
code:SubgroupLocalInvocationId are set in the variable decorated with
|
|
code:SubgroupLeMask.
|
|
All other bits are set to zero.
|
|
+
|
|
The variable decorated with code:SubgroupLeMask must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:SubgroupLeMask must: be declared as a
|
|
four-component vector of 32-bit integer values.
|
|
+
|
|
code:SubgroupLeMaskKHR is an alias of code:SubgroupLeMask.
|
|
|
|
[[interfaces-builtin-variables-sglt]]
|
|
code:SubgroupLtMask::
|
|
+
|
|
Decorating a variable with the code:SubgroupLtMask builtin decoration will
|
|
make that variable contain the _subgroup mask_ of the current subgroup
|
|
invocation.
|
|
The bits corresponding to the invocations less than
|
|
code:SubgroupLocalInvocationId are set in the variable decorated with
|
|
code:SubgroupLtMask.
|
|
All other bits are set to zero.
|
|
+
|
|
The variable decorated with code:SubgroupLtMask must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:SubgroupLtMask must: be declared as a
|
|
four-component vector of 32-bit integer values.
|
|
+
|
|
code:SubgroupLtMaskKHR is an alias of code:SubgroupLtMask.
|
|
|
|
[[interfaces-builtin-variables-sgli]]
|
|
code:SubgroupLocalInvocationId::
|
|
+
|
|
Decorating a variable with the code:SubgroupLocalInvocationId builtin
|
|
decoration will make that variable contain the index of the invocation
|
|
within the subgroup.
|
|
This variable is in range [0,code:SubgroupSize-1].
|
|
+
|
|
The variable decorated with code:SubgroupLocalInvocationId must: be declared
|
|
using the code:Input storage class.
|
|
+
|
|
The variable decorated with code:SubgroupLocalInvocationId must: be declared
|
|
as a scalar 32-bit integer.
|
|
|
|
[[interfaces-builtin-variables-sgs]]
|
|
code:SubgroupSize::
|
|
+
|
|
Decorating a variable with the code:SubgroupSize builtin decoration will
|
|
make that variable contain the implementation-dependent maximum number of
|
|
invocations in a subgroup.
|
|
The maximum number of invocations that an implementation can support per
|
|
subgroup is 128.
|
|
+
|
|
The variable decorated with code:SubgroupSize must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:SubgroupSize must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
endif::VK_VERSION_1_1,VK_EXT_shader_subgroup_ballot[]
|
|
|
|
ifdef::VK_NV_mesh_shader[]
|
|
[[interfaces-builtin-variables-taskcount]]
|
|
code:TaskCountNV::
|
|
+
|
|
Decorating a variable with the code:TaskCountNV decoration will make that
|
|
variable contain the task count.
|
|
The task count specifies the number of subsequent mesh shader workgroups
|
|
that get generated upon completion of the task shader.
|
|
+
|
|
The code:TaskCountNV decoration must: only be used in task shaders.
|
|
+
|
|
Any variable decorated with code:TaskCountNV must: be declared using the
|
|
code:Output storage class.
|
|
+
|
|
Any variable decorated with code:TaskCountNV must: be declared as a scalar
|
|
32-bit integer.
|
|
endif::VK_NV_mesh_shader[]
|
|
|
|
code:TessCoord::
|
|
|
|
Decorating a variable with the code:TessCoord built-in decoration will make
|
|
that variable contain the three-dimensional [eq]#(u,v,w)# barycentric
|
|
coordinate of the tessellated vertex within the patch.
|
|
[eq]#u#, [eq]#v#, and [eq]#w# are in the range [eq]#[0,1]# and vary linearly
|
|
across the primitive being subdivided.
|
|
For the tessellation modes of code:Quads or code:IsoLines, the third
|
|
component is always zero.
|
|
+
|
|
The code:TessCoord decoration must: be used only within tessellation
|
|
evaluation shaders.
|
|
+
|
|
The variable decorated with code:TessCoord must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:TessCoord must: be declared as
|
|
three-component vector of 32-bit floating-point values.
|
|
|
|
code:TessLevelOuter::
|
|
|
|
Decorating a variable with the code:TessLevelOuter built-in decoration will
|
|
make that variable contain the outer tessellation levels for the current
|
|
patch.
|
|
+
|
|
In tessellation control shaders, the variable decorated with
|
|
code:TessLevelOuter can: be written to which controls the tessellation
|
|
factors for the resulting patch.
|
|
These values are used by the tessellator to control primitive tessellation
|
|
and can: be read by tessellation evaluation shaders.
|
|
+
|
|
In tessellation evaluation shaders, the variable decorated with
|
|
code:TessLevelOuter can: read the values written by the tessellation control
|
|
shader.
|
|
+
|
|
The code:TessLevelOuter decoration must: be used only within tessellation
|
|
control and tessellation evaluation shaders.
|
|
+
|
|
In a tessellation control shader, any variable decorated with
|
|
code:TessLevelOuter must: be declared using the code:Output storage class.
|
|
+
|
|
In a tessellation evaluation shader, any variable decorated with
|
|
code:TessLevelOuter must: be declared using the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:TessLevelOuter must: be declared as an
|
|
array of size four, containing 32-bit floating-point values.
|
|
|
|
code:TessLevelInner::
|
|
|
|
Decorating a variable with the code:TessLevelInner built-in decoration will
|
|
make that variable contain the inner tessellation levels for the current
|
|
patch.
|
|
+
|
|
In tessellation control shaders, the variable decorated with
|
|
code:TessLevelInner can: be written to, which controls the tessellation
|
|
factors for the resulting patch.
|
|
These values are used by the tessellator to control primitive tessellation
|
|
and can: be read by tessellation evaluation shaders.
|
|
+
|
|
In tessellation evaluation shaders, the variable decorated with
|
|
code:TessLevelInner can: read the values written by the tessellation control
|
|
shader.
|
|
+
|
|
The code:TessLevelInner decoration must: be used only within tessellation
|
|
control and tessellation evaluation shaders.
|
|
+
|
|
In a tessellation control shader, any variable decorated with
|
|
code:TessLevelInner must: be declared using the code:Output storage class.
|
|
+
|
|
In a tessellation evaluation shader, any variable decorated with
|
|
code:TessLevelInner must: be declared using the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:TessLevelInner must: be declared as an
|
|
array of size two, containing 32-bit floating-point values.
|
|
|
|
code:VertexIndex::
|
|
|
|
Decorating a variable with the code:VertexIndex built-in decoration will
|
|
make that variable contain the index of the vertex that is being processed
|
|
by the current vertex shader invocation.
|
|
For non-indexed draws, this variable begins at the pname:firstVertex
|
|
parameter to flink:vkCmdDraw or the pname:firstVertex member of a structure
|
|
consumed by flink:vkCmdDrawIndirect and increments by one for each vertex in
|
|
the draw.
|
|
For indexed draws, its value is the content of the index buffer for the
|
|
vertex plus the pname:vertexOffset parameter to flink:vkCmdDrawIndexed or
|
|
the pname:vertexOffset member of the structure consumed by
|
|
flink:vkCmdDrawIndexedIndirect.
|
|
+
|
|
The code:VertexIndex decoration must: be used only within vertex shaders.
|
|
+
|
|
The variable decorated with code:VertexIndex must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:VertexIndex must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
code:VertexIndex starts at the same starting value for each instance.
|
|
====
|
|
|
|
ifdef::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
|
|
[[interfaces-builtin-variables-viewindex]]
|
|
code:ViewIndex::
|
|
|
|
The code:ViewIndex decoration can: be applied to a shader input which will
|
|
be filled with the index of the view that is being processed by the current
|
|
shader invocation.
|
|
+
|
|
If multiview is enabled in the render pass, this value will be one of the
|
|
bits set in the view mask of the subpass the pipeline is compiled against.
|
|
If multiview is not enabled in the render pass, this value will be zero.
|
|
+
|
|
The code:ViewIndex decoration must: not be used within compute shaders.
|
|
+
|
|
The variable decorated with code:ViewIndex must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:ViewIndex must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
endif::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
|
|
[[interfaces-builtin-variables-viewportindex]]
|
|
code:ViewportIndex::
|
|
|
|
Decorating a variable with the code:ViewportIndex built-in decoration will
|
|
make that variable contain the index of the viewport.
|
|
+
|
|
In a
|
|
ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation evaluation, or
|
|
endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
geometry shader, the variable decorated with code:ViewportIndex can be
|
|
written to with the viewport index to which the primitive produced by that
|
|
shader will be directed.
|
|
+
|
|
The selected viewport index is used to select the
|
|
ifndef::VK_NV_scissor_exclusive[]
|
|
viewport transform and
|
|
endif::VK_NV_scissor_exclusive[]
|
|
ifdef::VK_NV_scissor_exclusive[]
|
|
viewport transform, scissor rectangle, and exclusive
|
|
endif::VK_NV_scissor_exclusive[]
|
|
scissor rectangle.
|
|
ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
+
|
|
The last active _vertex processing stage_ (in pipeline order) controls the
|
|
code:ViewportIndex that is used.
|
|
Outputs in previous shader stages are not used, even if the last stage fails
|
|
to write the code:ViewportIndex.
|
|
endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
+
|
|
If the last active vertex processing stage shader entry point's interface
|
|
does not include a variable decorated with code:ViewportIndex, then the
|
|
first viewport is used.
|
|
If a vertex processing stage shader entry point's interface includes a
|
|
variable decorated with code:ViewportIndex, it must: write the same value to
|
|
code:ViewportIndex for all output vertices of a given primitive.
|
|
+
|
|
The code:ViewportIndex decoration must: be used only within
|
|
ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation evaluation,
|
|
endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
geometry, and fragment shaders.
|
|
+
|
|
In a
|
|
ifdef::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation evaluation, or
|
|
endif::VK_NV_viewport_array2,VK_EXT_shader_viewport_index_layer[]
|
|
geometry shader, any variable decorated with code:ViewportIndex must: be
|
|
declared using the code:Output storage class.
|
|
+
|
|
In a fragment shader, the variable decorated with code:ViewportIndex
|
|
contains the viewport index of the primitive that the fragment invocation
|
|
belongs to.
|
|
+
|
|
In a fragment shader, any variable decorated with code:ViewportIndex must:
|
|
be declared using the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:ViewportIndex must: be declared as a scalar
|
|
32-bit integer.
|
|
|
|
ifdef::VK_NV_viewport_array2[]
|
|
[[interfaces-builtin-variables-viewportmask]]
|
|
code:ViewportMaskNV::
|
|
|
|
Decorating a variable with the code:ViewportMaskNV built-in decoration will
|
|
make that variable contain the viewport mask.
|
|
+
|
|
In a
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation evaluation, or geometry shader, the variable decorated
|
|
with code:ViewportMaskNV can be written to with the mask of which viewports
|
|
the primitive produced by that shader will directed.
|
|
+
|
|
The code:ViewportMaskNV variable must: be an array that has
|
|
[eq]#{lceil}(sname:VkPhysicalDeviceLimits::pname:maxViewports / 32){rceil}#
|
|
elements.
|
|
When a shader writes to this variable, bit B of element M controls whether a
|
|
primitive is emitted to viewport [eq]#32 {times} M +B#.
|
|
The viewports indicated by the mask are used to select the
|
|
ifndef::VK_NV_scissor_exclusive[]
|
|
viewport transform and
|
|
endif::VK_NV_scissor_exclusive[]
|
|
ifdef::VK_NV_scissor_exclusive[]
|
|
viewport transform, scissor rectangle, and exclusive
|
|
endif::VK_NV_scissor_exclusive[]
|
|
scissor rectangle that a primitive will be transformed by.
|
|
+
|
|
The last active _vertex processing stage_ (in pipeline order) controls the
|
|
code:ViewportMaskNV that is used.
|
|
Outputs in previous shader stages are not used, even if the last stage fails
|
|
to write the code:ViewportMaskNV.
|
|
When code:ViewportMaskNV is written by the final vertex processing stage,
|
|
any variable decorated with code:ViewportIndex in the fragment shader will
|
|
have the index of the viewport that was used in generating that fragment.
|
|
+
|
|
If a vertex processing stage shader entry point's interface includes a
|
|
variable decorated with code:ViewportMaskNV, it must: write the same value
|
|
to code:ViewportMaskNV for all output vertices of a given primitive.
|
|
+
|
|
The code:ViewportMaskNV decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation evaluation, and geometry shaders.
|
|
+
|
|
Any variable decorated with code:ViewportMaskNV must: be declared using the
|
|
code:Output storage class.
|
|
+
|
|
Any variable decorated with code:ViewportMaskNV must: be declared as an
|
|
array of 32-bit integers.
|
|
endif::VK_NV_viewport_array2[]
|
|
|
|
ifdef::VK_NVX_multiview_per_view_attributes+VK_NV_viewport_array2[]
|
|
[[interfaces-builtin-variables-viewportmaskperview]]
|
|
code:ViewportMaskPerViewNV::
|
|
|
|
Decorating a variable with the code:ViewportMaskPerViewNV built-in
|
|
decoration will make that variable contain the mask of viewports primitives
|
|
are broadcast to, for each view.
|
|
+
|
|
The code:ViewportMaskPerViewNV decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
mesh,
|
|
endif::VK_NV_mesh_shader[]
|
|
vertex, tessellation control, tessellation evaluation, and geometry shaders.
|
|
+
|
|
Any variable decorated with code:ViewportMaskPerViewNV must: be declared
|
|
using the code:Output storage class.
|
|
+
|
|
The value written to an element of code:ViewportMaskPerViewNV in the last
|
|
vertex processing stage is a bitmask indicating which viewports the
|
|
primitive will be directed to.
|
|
The primitive will be broadcast to the viewport corresponding to each
|
|
non-zero bit of the bitmask, and that viewport index is used to select the
|
|
ifndef::VK_NV_scissor_exclusive[]
|
|
viewport transform and
|
|
endif::VK_NV_scissor_exclusive[]
|
|
ifdef::VK_NV_scissor_exclusive[]
|
|
viewport transform, scissor rectangle, and exclusive
|
|
endif::VK_NV_scissor_exclusive[]
|
|
scissor rectangle, for each view.
|
|
The same values must: be written to all vertices in a given primitive, or
|
|
else the set of viewports used for that primitive is undefined:.
|
|
+
|
|
Any variable decorated with code:ViewportMaskPerViewNV must: be declared as
|
|
an array of scalar 32-bit integers with at least as many elements as the
|
|
maximum view in the subpass's view mask plus one.
|
|
The array must: be indexed by a constant or specialization constant.
|
|
+
|
|
Elements of the array correspond to views in a multiview subpass, and those
|
|
elements corresponding to views in the view mask of the subpass the shader
|
|
is compiled against will be used as the viewport mask value for those views.
|
|
code:ViewportMaskPerViewNV output in an earlier vertex processing stage is
|
|
not available as an input in the subsequent vertex processing stage.
|
|
+
|
|
Although code:ViewportMaskNV is an array, code:ViewportMaskPerViewNV is not
|
|
a two-dimensional array.
|
|
Instead, code:ViewportMaskPerViewNV is limited to 32 viewports.
|
|
endif::VK_NVX_multiview_per_view_attributes+VK_NV_viewport_array2[]
|
|
|
|
code:WorkgroupId::
|
|
|
|
Decorating a variable with the code:WorkgroupId built-in decoration will
|
|
make that variable contain the global workgroup that the current invocation
|
|
is a member of.
|
|
Each component ranges from a base value to a [eq]#base {plus} count# value,
|
|
based on the parameters passed into the dispatch commands.
|
|
+
|
|
The code:WorkgroupId decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh, or
|
|
endif::VK_NV_mesh_shader[]
|
|
compute shaders.
|
|
+
|
|
The variable decorated with code:WorkgroupId must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
The variable decorated with code:WorkgroupId must: be declared as a
|
|
three-component vector of 32-bit integers.
|
|
|
|
code:WorkgroupSize::
|
|
|
|
Decorating an object with the code:WorkgroupSize built-in decoration will
|
|
make that object contain the dimensions of a local workgroup.
|
|
If an object is decorated with the code:WorkgroupSize decoration, this must:
|
|
take precedence over any execution mode set for code:LocalSize.
|
|
+
|
|
The code:WorkgroupSize decoration must: be used only within
|
|
ifdef::VK_NV_mesh_shader[]
|
|
task, mesh, or
|
|
endif::VK_NV_mesh_shader[]
|
|
compute shaders.
|
|
+
|
|
The object decorated with code:WorkgroupSize must: be a specialization
|
|
constant or a constant.
|
|
+
|
|
The object decorated with code:WorkgroupSize must: be declared as a
|
|
three-component vector of 32-bit integers.
|
|
|
|
ifdef::VK_NV_ray_tracing[]
|
|
[[interfaces-builtin-variables-worldraydirection]]
|
|
code:WorldRayDirectionNV::
|
|
|
|
A variable decorated with the code:WorldRayDirectionNV decoration will
|
|
specify the direction of the ray being processed, in world space.
|
|
+
|
|
The code:WorldRayDirectionNV decoration must: only be used within
|
|
intersection, any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:WorldRayDirectionNV must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:WorldRayDirectionNV must: be declared as a
|
|
three-component vector of 32-bit floating-point values.
|
|
|
|
[[interfaces-builtin-variables-worldrayorigin]]
|
|
code:WorldRayOriginNV::
|
|
|
|
A variable decorated with the code:WorldRayOriginNV decoration will specify
|
|
the origin of the ray being processed, in world space.
|
|
+
|
|
The code:WorldRayOriginNV decoration must: only be used within intersection,
|
|
any-hit, closest hit, and miss shaders.
|
|
+
|
|
Any variable decorated with code:WorldRayOriginNV must: be declared using
|
|
the code:Input storage class.
|
|
+
|
|
Any variable decorated with code:WorldRayOriginNV must: be declared as a
|
|
three-component vector of 32-bit floating-point values.
|
|
|
|
[[interfaces-builtin-variables-worldtoobject]]
|
|
code:WorldToObjectNV::
|
|
|
|
A variable decorated with the code:WorldToObjectNV decoration will contain
|
|
the current world-to-object transformation matrix, which is determined by
|
|
the instance of the current intersection.
|
|
+
|
|
The code:WorldToObjectNV decoration must: only be used within intersection,
|
|
any-hit, and closest hit shaders.
|
|
+
|
|
Any variable decorated with code:WorldToObjectNV must: be declared using the
|
|
code:Input storage class.
|
|
+
|
|
Any variable decorated with code:WorldToObjectNV must: be declared as a
|
|
matrix with four columns of three-component vectors of 32-bit floating-point
|
|
values.
|
|
endif::VK_NV_ray_tracing[]
|