88 lines
2.4 KiB
Plaintext
88 lines
2.4 KiB
Plaintext
include::meta/VK_EXT_vertex_attribute_divisor.txt[]
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*Last Modified Date*::
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2018-02-08
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*IP Status*::
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No known IP claims.
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*Contributors*::
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- Vikram Kushwaha, NVIDIA
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This extension allows instance-rate vertex attributes to be repeated for
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certain number of instances instead of advancing for every instance when
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instanced rendering is enabled.
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=== New Object Types
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None.
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=== New Enum Constants
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Extending elink:VkStructureType:
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** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VERTEX_ATTRIBUTE_DIVISOR_PROPERTIES_EXT
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** ename:VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT
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=== New Enums
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None.
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=== New Structures
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* Extending slink:VkPipelineVertexInputStateCreateInfo:
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** slink:VkPipelineVertexInputDivisorStateCreateInfoEXT
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* slink:VkPhysicalDeviceVertexAttributeDivisorPropertiesEXT
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* slink:VkVertexInputBindingDivisorDescriptionEXT
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=== New Functions
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None.
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=== Issues
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None.
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=== Examples
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To create a vertex binding such that the first binding uses instanced
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rendering and the same attribute is used for every 4 draw instances, an
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application could use the following set of structures:
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[source,c++]
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----------------------------------------
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const VkVertexInputBindingDivisorDescriptionEXT divisorDesc =
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{
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0,
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4
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};
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const VkPipelineVertexInputDivisorStateCreateInfoEXT divisorInfo =
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{
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VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT, // sType
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NULL, // pNext
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1, // vertexBindingDivisorCount
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&divisorDesc // pVertexBindingDivisors
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}
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const VkVertexInputBindingDescription binding =
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{
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0, // binding
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sizeof(Vertex), // stride
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VK_VERTEX_INPUT_RATE_INSTANCE // inputRate
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};
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const VkPipelineVertexInputStateCreateInfo viInfo =
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{
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VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType
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&divisorInfo, // pNext
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...
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};
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//...
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----------------------------------------
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=== Version History
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* Revision 1, 2017-12-04 (Vikram Kushwaha)
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- First Version
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