553 lines
26 KiB
Plaintext
553 lines
26 KiB
Plaintext
// Copyright (c) 2015-2017 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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[[fxvertex]]
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= Fixed-Function Vertex Processing
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Some implementations have specialized fixed-function hardware for fetching
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and format-converting vertex input data from buffers, rather than performing
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the fetch as part of the vertex shader.
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Vulkan includes a vertex attribute fetch stage in the graphics pipeline in
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order to take advantage of this.
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[[fxvertex-attrib]]
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== Vertex Attributes
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Vertex shaders can: define input variables, which receive _vertex attribute_
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data transferred from one or more sname:VkBuffer(s) by drawing commands.
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Vertex shader input variables are bound to buffers via an indirect binding
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where the vertex shader associates a _vertex input attribute_ number with
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each variable, vertex input attributes are associated to _vertex input
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bindings_ on a per-pipeline basis, and vertex input bindings are associated
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with specific buffers on a per-draw basis via the
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fname:vkCmdBindVertexBuffers command.
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Vertex input attribute and vertex input binding descriptions also contain
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format information controlling how data is extracted from buffer memory and
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converted to the format expected by the vertex shader.
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There are sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributes
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number of vertex input attributes and
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings number of vertex
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input bindings (each referred to by zero-based indices), where there are at
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least as many vertex input attributes as there are vertex input bindings.
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Applications can: store multiple vertex input attributes interleaved in a
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single buffer, and use a single vertex input binding to access those
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attributes.
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In GLSL, vertex shaders associate input variables with a vertex input
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attribute number using the code:location layout qualifier.
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The code:component layout qualifier associates components of a vertex shader
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input variable with components of a vertex input attribute.
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.GLSL example
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[source,glsl]
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---------------------------------------------------
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// Assign location M to variableName
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layout (location=M, component=2) in vec2 variableName;
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// Assign locations [N,N+L) to the array elements of variableNameArray
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layout (location=N) in vec4 variableNameArray[L];
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---------------------------------------------------
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In SPIR-V, vertex shaders associate input variables with a vertex input
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attribute number using the code:Location decoration.
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The code:Component decoration associates components of a vertex shader input
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variable with components of a vertex input attribute.
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The code:Location and code:Component decorations are specified via the
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code:OpDecorate instruction.
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.SPIR-V example
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[source,spirv]
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %9 "variableName"
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OpName %15 "variableNameArray"
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OpDecorate %18 Builtin VertexIndex
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OpDecorate %19 Builtin InstanceIndex
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OpDecorate %9 Location M
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OpDecorate %9 Component 2
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OpDecorate %15 Location N
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...
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeVector %6 2
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%8 = OpTypePointer Input %7
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%9 = OpVariable %8 Input
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%10 = OpTypeVector %6 4
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%11 = OpTypeInt 32 0
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%12 = OpConstant %11 L
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%13 = OpTypeArray %10 %12
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%14 = OpTypePointer Input %13
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%15 = OpVariable %14 Input
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...
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---------------------------------------------------
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[[fxvertex-attrib-location]]
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=== Attribute Location and Component Assignment
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Vertex shaders allow code:Location and code:Component decorations on input
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variable declarations.
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The code:Location decoration specifies which vertex input attribute is used
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to read and interpret the data that a variable will consume.
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The code:Component decoration allows the 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 starting at component N will consume components N, N+1, N+2, ...
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up through its size.
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For single precision types, it is invalid if the sequence of components gets
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larger than 3.
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When a vertex shader input variable declared using a scalar or vector 32-bit
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data type is assigned a location, its value(s) are taken from the components
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of the input attribute specified with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location.
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The components used depend on the type of variable and the code:Component
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decoration specified in the variable declaration, as identified in
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<<fxvertex-attrib-components>>.
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Any 32-bit scalar or vector input will consume a single location.
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For 32-bit data types, missing components are filled in with default values
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as described <<fxvertex-input-extraction,below>>.
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[[fxvertex-attrib-components]]
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.Input attribute components accessed by 32-bit input variables
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[width="65%",cols="<5,<3,<3",options="header"]
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|====
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| 32-bit data type | code:Component decoration | Components consumed
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| scalar | 0 or unspecified | (x, o, o, o)
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| scalar | 1 | (o, y, o, o)
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| scalar | 2 | (o, o, z, o)
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| scalar | 3 | (o, o, o, w)
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| two-component vector | 0 or unspecified | (x, y, o, o)
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| two-component vector | 1 | (o, y, z, o)
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| two-component vector | 2 | (o, o, z, w)
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| three-component vector| 0 or unspecified | (x, y, z, o)
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| three-component vector| 1 | (o, y, z, w)
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| four-component vector | 0 or unspecified | (x, y, z, w)
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|====
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Components indicated by `o' are available for use by other input variables
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which are sourced from the same attribute, and if used, are either filled
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with the corresponding component from the input format (if present), or the
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default value.
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When a vertex shader input variable declared using a 32-bit floating point
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matrix type is assigned a location _i_, its values are taken from
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consecutive input attributes starting with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location.
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Such matrices are treated as an array of column vectors with values taken
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from the input attributes identified in <<fxvertex-attrib-matrix>>.
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The sname:VkVertexInputAttributeDescription::pname:format must: be specified
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with a elink:VkFormat that corresponds to the appropriate type of column
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vector.
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The code:Component decoration must: not be used with matrix types.
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[[fxvertex-attrib-matrix]]
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.Input attributes accessed by 32-bit input matrix variables
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[width="100%",cols="<10%,<24%,<21%,<45%",options="header"]
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|====
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| Data type | Column vector type | Locations consumed | Components consumed
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| mat2 | two-component vector | i, i+1 | (x, y, o, o), (x, y, o, o)
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| mat2x3 | three-component vector | i, i+1 | (x, y, z, o), (x, y, z, o)
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| mat2x4 | four-component vector | i, i+1 | (x, y, z, w), (x, y, z, w)
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| mat3x2 | two-component vector | i, i+1, i+2 | (x, y, o, o), (x, y, o, o), (x, y, o, o)
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| mat3 | three-component vector | i, i+1, i+2 | (x, y, z, o), (x, y, z, o), (x, y, z, o)
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| mat3x4 | four-component vector | i, i+1, i+2 | (x, y, z, w), (x, y, z, w), (x, y, z, w)
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| mat4x2 | two-component vector | i, i+1, i+2, i+3 | (x, y, o, o), (x, y, o, o), (x, y, o, o), (x, y, o, o)
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| mat4x3 | three-component vector | i, i+1, i+2, i+3 | (x, y, z, o), (x, y, z, o), (x, y, z, o), (x, y, z, o)
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| mat4 | four-component vector | i, i+1, i+2, i+3 | (x, y, z, w), (x, y, z, w), (x, y, z, w), (x, y, z, w)
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|====
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Components indicated by `o' are available for use by other input variables
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which are sourced from the same attribute, and if used, are either filled
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with the corresponding component from the input (if present), or the default
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value.
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When a vertex shader input variable declared using a scalar or vector 64-bit
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data type is assigned a location _i_, its values are taken from consecutive
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input attributes starting with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location.
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The locations and components used depend on the type of variable and the
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code:Component decoration specified in the variable declaration, as
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identified in <<fxvertex-attrib-double>>.
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For 64-bit data types, no default attribute values are provided.
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Input variables must: not use more components than provided by the
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attribute.
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Input attributes which have one- or two-component 64-bit formats will
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consume a single location.
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Input attributes which have three- or four-component 64-bit formats will
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consume two consecutive locations.
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A 64-bit scalar data type will consume two components, and a 64-bit
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two-component vector data 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 data type must: not specify a component.
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A three-component 64-bit data 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 four-component 64-bit data type will consume all four components of the
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first location and all four components of the second location.
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It is invalid for a scalar or two-component 64-bit data type to specify a
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component of 1 or 3.
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[[fxvertex-attrib-double]]
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.Input attribute locations and components accessed by 64-bit input variables
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[width="100%",cols="<18%,^12%,<25%,^14%,^18%,<13%",options="header"]
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|====
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^.^| Input format | Locations consumed
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^.^| 64-bit data type |code:Location decoration |code:Component decoration ^| 32-bit components consumed
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| R64 | i
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| scalar | i | 0 or unspecified | (x, y, -, -)
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.3+<.^| R64G64 .3+^.^| i
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| scalar | i | 0 or unspecified | (x, y, o, o)
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| scalar | i | 2 | (o, o, z, w)
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| two-component vector | i | 0 or unspecified | (x, y, z, w)
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.5+<.^| R64G64B64 .5+^.^| i, i+1
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| scalar | i | 0 or unspecified | (x, y, o, o), (o, o, -, -)
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| scalar | i | 2 | (o, o, z, w), (o, o, -, -)
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| scalar | i+1 | 0 or unspecified | (o, o, o, o), (x, y, -, -)
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| two-component vector | i | 0 or unspecified | (x, y, z, w), (o, o, -, -)
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| three-component vector | i | unspecified | (x, y, z, w), (x, y, -, -)
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.8+<.^| R64G64B64A64 .8+^.^| i, i+1
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| scalar | i | 0 or unspecified | (x, y, o, o), (o, o, o, o)
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| scalar | i | 2 | (o, o, z, w), (o, o, o, o)
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| scalar | i+1 | 0 or unspecified | (o, o, o, o), (x, y, o, o)
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| scalar | i+1 | 2 | (o, o, o, o), (o, o, z, w)
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| two-component vector | i | 0 or unspecified | (x, y, z, w), (o, o, o, o)
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| two-component vector | i+1 | 0 or unspecified | (o, o, o, o), (x, y, z, w)
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| three-component vector | i | unspecified | (x, y, z, w), (x, y, o, o)
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| four-component vector | i | unspecified | (x, y, z, w), (x, y, z, w)
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|====
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Components indicated by `o' are available for use by other input variables
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which are sourced from the same attribute.
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Components indicated by `-' are not available for input variables as there
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are no default values provided for 64-bit data types, and there is no data
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provided by the input format.
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When a vertex shader input variable declared using a 64-bit floating-point
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matrix type is assigned a location _i_, its values are taken from
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consecutive input attribute locations.
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Such matrices are treated as an array of column vectors with values taken
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from the input attributes as shown in <<fxvertex-attrib-double>>.
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Each column vector starts at the location immediately following the last
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location of the previous column vector.
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The number of attributes and components assigned to each matrix is
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determined by the matrix dimensions and ranges from two to eight locations.
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When a vertex shader input variable declared using an array type is assigned
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a location, its values are taken from consecutive input attributes starting
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with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location.
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The number of attributes and components assigned to each element are
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determined according to the data type of the array elements and
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code:Component decoration (if any) specified in the declaration of the
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array, as described above.
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Each element of the array, in order, is assigned to consecutive locations,
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but all at the same specified component within each location.
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Only input variables declared with the data types and component decorations
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as specified above are supported.
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_Location aliasing_ is causing two variables to have the same location
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number.
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_Component aliasing_ is assigning the same (or overlapping) component number
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for two location aliases.
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Location aliasing is allowed only if it does not cause component aliasing.
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Further, when location aliasing, the aliases sharing the location must: all
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have the same SPIR-V floating-point component type or all have the same
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width integer-type components.
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[[fxvertex-input]]
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== Vertex Input Description
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Applications specify vertex input attribute and vertex input binding
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descriptions as part of graphics pipeline creation.
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The slink:VkGraphicsPipelineCreateInfo::pname:pVertexInputState points to a
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structure of type sname:VkPipelineVertexInputStateCreateInfo.
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[open,refpage='VkPipelineVertexInputStateCreateInfo',desc='Structure specifying parameters of a newly created pipeline vertex input state',type='structs']
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--
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The sname:VkPipelineVertexInputStateCreateInfo structure is defined as:
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include::../api/structs/VkPipelineVertexInputStateCreateInfo.txt[]
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:flags is reserved for future use.
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* pname:vertexBindingDescriptionCount is the number of vertex binding
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descriptions provided in pname:pVertexBindingDescriptions.
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* pname:pVertexBindingDescriptions is a pointer to an array of
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sname:VkVertexInputBindingDescription structures.
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* pname:vertexAttributeDescriptionCount is the number of vertex attribute
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descriptions provided in pname:pVertexAttributeDescriptions.
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* pname:pVertexAttributeDescriptions is a pointer to an array of
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sname:VkVertexInputAttributeDescription structures.
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.Valid Usage
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****
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* [[VUID-VkPipelineVertexInputStateCreateInfo-vertexBindingDescriptionCount-00613]]
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pname:vertexBindingDescriptionCount must: be less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
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* [[VUID-VkPipelineVertexInputStateCreateInfo-vertexAttributeDescriptionCount-00614]]
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pname:vertexAttributeDescriptionCount must: be less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributes
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* [[VUID-VkPipelineVertexInputStateCreateInfo-binding-00615]]
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For every pname:binding specified by each element of
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pname:pVertexAttributeDescriptions, a
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sname:VkVertexInputBindingDescription must: exist in
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pname:pVertexBindingDescriptions with the same value of pname:binding
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* [[VUID-VkPipelineVertexInputStateCreateInfo-pVertexBindingDescriptions-00616]]
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All elements of pname:pVertexBindingDescriptions must: describe distinct
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binding numbers
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* [[VUID-VkPipelineVertexInputStateCreateInfo-pVertexAttributeDescriptions-00617]]
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All elements of pname:pVertexAttributeDescriptions must: describe
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distinct attribute locations
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****
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include::../validity/structs/VkPipelineVertexInputStateCreateInfo.txt[]
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--
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Each vertex input binding is specified by an instance of the
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sname:VkVertexInputBindingDescription structure.
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[open,refpage='VkVertexInputBindingDescription',desc='Structure specifying vertex input binding description',type='structs']
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--
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The sname:VkVertexInputBindingDescription structure is defined as:
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include::../api/structs/VkVertexInputBindingDescription.txt[]
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* pname:binding is the binding number that this structure describes.
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* pname:stride is the distance in bytes between two consecutive elements
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within the buffer.
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* pname:inputRate is a elink:VkVertexInputRate value specifying whether
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vertex attribute addressing is a function of the vertex index or of the
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instance index.
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.Valid Usage
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****
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* [[VUID-VkVertexInputBindingDescription-binding-00618]]
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pname:binding must: be less than
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
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* [[VUID-VkVertexInputBindingDescription-stride-00619]]
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pname:stride must: be less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindingStride
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****
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include::../validity/structs/VkVertexInputBindingDescription.txt[]
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--
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[open,refpage='VkVertexInputRate',desc='Specify rate at which vertex attributes are pulled from buffers',type='enums']
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--
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Possible values of slink:VkVertexInputBindingDescription::pname:inputRate,
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specifying the rate at which vertex attributes are pulled from buffers, are:
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include::../api/enums/VkVertexInputRate.txt[]
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* ename:VK_VERTEX_INPUT_RATE_VERTEX specifies that vertex attribute
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addressing is a function of the vertex index.
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* ename:VK_VERTEX_INPUT_RATE_INSTANCE specifies that vertex attribute
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addressing is a function of the instance index.
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--
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[open,refpage='VkVertexInputAttributeDescription',desc='Structure specifying vertex input attribute description',type='structs']
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--
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Each vertex input attribute is specified by an instance of the
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sname:VkVertexInputAttributeDescription structure.
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The sname:VkVertexInputAttributeDescription structure is defined as:
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include::../api/structs/VkVertexInputAttributeDescription.txt[]
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* pname:location is the shader binding location number for this attribute.
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* pname:binding is the binding number which this attribute takes its data
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from.
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* pname:format is the size and type of the vertex attribute data.
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* pname:offset is a byte offset of this attribute relative to the start of
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an element in the vertex input binding.
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.Valid Usage
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****
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* [[VUID-VkVertexInputAttributeDescription-location-00620]]
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pname:location must: be less than
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributes
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* [[VUID-VkVertexInputAttributeDescription-binding-00621]]
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pname:binding must: be less than
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
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* [[VUID-VkVertexInputAttributeDescription-offset-00622]]
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pname:offset must: be less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributeOffset
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* [[VUID-VkVertexInputAttributeDescription-format-00623]]
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pname:format must: be allowed as a vertex buffer format, as specified by
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the ename:VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT flag in
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sname:VkFormatProperties::pname:bufferFeatures returned by
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fname:vkGetPhysicalDeviceFormatProperties
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****
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include::../validity/structs/VkVertexInputAttributeDescription.txt[]
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--
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[open,refpage='vkCmdBindVertexBuffers',desc='Bind vertex buffers to a command buffer',type='protos']
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--
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To bind vertex buffers to a command buffer for use in subsequent draw
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commands, call:
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include::../api/protos/vkCmdBindVertexBuffers.txt[]
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* pname:commandBuffer is the command buffer into which the command is
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recorded.
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* pname:firstBinding is the index of the first vertex input binding whose
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state is updated by the command.
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* pname:bindingCount is the number of vertex input bindings whose state is
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updated by the command.
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* pname:pBuffers is a pointer to an array of buffer handles.
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* pname:pOffsets is a pointer to an array of buffer offsets.
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The values taken from elements [eq]#i# of pname:pBuffers and pname:pOffsets
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replace the current state for the vertex input binding
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[eq]#pname:firstBinding {plus} i#, for [eq]#i# in [eq]#[0,
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pname:bindingCount)#.
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The vertex input binding is updated to start at the offset indicated by
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pname:pOffsets[i] from the start of the buffer pname:pBuffers[i].
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All vertex input attributes that use each of these bindings will use these
|
|
updated addresses in their address calculations for subsequent draw
|
|
commands.
|
|
|
|
.Valid Usage
|
|
****
|
|
* [[VUID-vkCmdBindVertexBuffers-firstBinding-00624]]
|
|
pname:firstBinding must: be less than
|
|
sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
|
|
* [[VUID-vkCmdBindVertexBuffers-firstBinding-00625]]
|
|
The sum of pname:firstBinding and pname:bindingCount must: be less than
|
|
or equal to sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
|
|
* [[VUID-vkCmdBindVertexBuffers-pOffsets-00626]]
|
|
All elements of pname:pOffsets must: be less than the size of the
|
|
corresponding element in pname:pBuffers
|
|
* [[VUID-vkCmdBindVertexBuffers-pBuffers-00627]]
|
|
All elements of pname:pBuffers must: have been created with the
|
|
ename:VK_BUFFER_USAGE_VERTEX_BUFFER_BIT flag
|
|
* [[VUID-vkCmdBindVertexBuffers-pBuffers-00628]]
|
|
Each element of pname:pBuffers that is non-sparse must: be bound
|
|
completely and contiguously to a single sname:VkDeviceMemory object
|
|
****
|
|
|
|
include::../validity/protos/vkCmdBindVertexBuffers.txt[]
|
|
--
|
|
|
|
The address of each attribute for each code:vertexIndex and
|
|
code:instanceIndex is calculated as follows:
|
|
|
|
* Let attribDesc be the member of
|
|
sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexAttributeDescriptions
|
|
with sname:VkVertexInputAttributeDescription::pname:location equal to
|
|
the vertex input attribute number.
|
|
* Let bindingDesc be the member of
|
|
sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexBindingDescriptions
|
|
with sname:VkVertexInputAttributeDescription::pname:binding equal to
|
|
attribDesc.binding.
|
|
* Let code:vertexIndex be the index of the vertex within the draw (a value
|
|
between pname:firstVertex and pname:firstVertex+pname:vertexCount for
|
|
fname:vkCmdDraw, or a value taken from the index buffer for
|
|
fname:vkCmdDrawIndexed), and let code:instanceIndex be the instance
|
|
number of the draw (a value between pname:firstInstance and
|
|
pname:firstInstance+pname:instanceCount).
|
|
|
|
[source,c]
|
|
---------------------------------------------------
|
|
bufferBindingAddress = buffer[binding].baseAddress + offset[binding];
|
|
|
|
if (bindingDesc.inputRate == VK_VERTEX_INPUT_RATE_VERTEX)
|
|
vertexOffset = vertexIndex * bindingDesc.stride;
|
|
else
|
|
vertexOffset = instanceIndex * bindingDesc.stride;
|
|
|
|
attribAddress = bufferBindingAddress + vertexOffset + attribDesc.offset;
|
|
---------------------------------------------------
|
|
|
|
[[fxvertex-input-extraction]]
|
|
For each attribute, raw data is extracted starting at `attribAddress` and is
|
|
converted from the sname:VkVertexInputAttributeDescription's pname:format to
|
|
either to floating-point, unsigned integer, or signed integer based on the
|
|
base type of the format; the base type of the format must: match the base
|
|
type of the input variable in the shader.
|
|
If pname:format is a packed format, `attribAddress` must: be a multiple of
|
|
the size in bytes of the whole attribute data type as described in
|
|
<<features-formats-packed,Packed Formats>>.
|
|
Otherwise, `attribAddress` must: be a multiple of the size in bytes of the
|
|
component type indicated by pname:format (see <<features-formats,Formats>>).
|
|
If the format does not include G, B, or A components, then those are filled
|
|
with [eq]#(0,0,1)# as needed (using either 1.0f or integer 1 based on the
|
|
format) for attributes that are not 64-bit data types.
|
|
The number of components in the vertex shader input variable need not
|
|
exactly match the number of components in the format.
|
|
If the vertex shader has fewer components, the extra components are
|
|
discarded.
|
|
|
|
|
|
[[fxvertex-example]]
|
|
== Example
|
|
|
|
To create a graphics pipeline that uses the following vertex description:
|
|
|
|
[source,c++]
|
|
---------------------------------------------------
|
|
struct Vertex
|
|
{
|
|
float x, y, z, w;
|
|
uint8_t u, v;
|
|
};
|
|
---------------------------------------------------
|
|
|
|
The application could use the following set of structures:
|
|
|
|
[source,c++]
|
|
---------------------------------------------------
|
|
const VkVertexInputBindingDescription binding =
|
|
{
|
|
0, // binding
|
|
sizeof(Vertex), // stride
|
|
VK_VERTEX_INPUT_RATE_VERTEX // inputRate
|
|
};
|
|
|
|
const VkVertexInputAttributeDescription attributes[] =
|
|
{
|
|
{
|
|
0, // location
|
|
binding.binding, // binding
|
|
VK_FORMAT_R32G32B32A32_SFLOAT, // format
|
|
0 // offset
|
|
},
|
|
{
|
|
1, // location
|
|
binding.binding, // binding
|
|
VK_FORMAT_R8G8_UNORM, // format
|
|
4 * sizeof(float) // offset
|
|
}
|
|
};
|
|
|
|
const VkPipelineVertexInputStateCreateInfo viInfo =
|
|
{
|
|
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType
|
|
NULL, // pNext
|
|
0, // flags
|
|
1, // vertexBindingDescriptionCount
|
|
&binding, // pVertexBindingDescriptions
|
|
2, // vertexAttributeDescriptionCount
|
|
&attributes[0] // pVertexAttributeDescriptions
|
|
};
|
|
---------------------------------------------------
|