1213 lines
51 KiB
Plaintext
1213 lines
51 KiB
Plaintext
// Copyright (c) 2015-2018 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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[[shaders]]
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= Shaders
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A shader specifies programmable operations that execute for each vertex,
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control point, tessellated vertex, primitive, fragment, or workgroup in the
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corresponding stage(s) of the graphics and compute pipelines.
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Graphics pipelines include vertex shader execution as a result of
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<<drawing,primitive assembly>>, followed, if enabled, by tessellation
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control and evaluation shaders operating on
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<<drawing-primitive-topologies-patches,patches>>, geometry shaders, if
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enabled, operating on primitives, and fragment shaders, if present,
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operating on fragments generated by <<primsrast,Rasterization>>.
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In this specification, vertex, tessellation control, tessellation evaluation
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and geometry shaders are collectively referred to as vertex processing
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stages and occur in the logical pipeline before rasterization.
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The fragment shader occurs logically after rasterization.
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Only the compute shader stage is included in a compute pipeline.
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Compute shaders operate on compute invocations in a workgroup.
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Shaders can: read from input variables, and read from and write to output
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variables.
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Input and output variables can: be used to transfer data between shader
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stages, or to allow the shader to interact with values that exist in the
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execution environment.
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Similarly, the execution environment provides constants that describe
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capabilities.
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Shader variables are associated with execution environment-provided inputs
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and outputs using _built-in_ decorations in the shader.
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The available decorations for each stage are documented in the following
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subsections.
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[[shader-modules]]
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== Shader Modules
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[open,refpage='VkShaderModule',desc='Opaque handle to a shader module object',type='handles']
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--
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_Shader modules_ contain _shader code_ and one or more entry points.
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Shaders are selected from a shader module by specifying an entry point as
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part of <<pipelines,pipeline>> creation.
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The stages of a pipeline can: use shaders that come from different modules.
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The shader code defining a shader module must: be in the SPIR-V format, as
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described by the <<spirvenv,Vulkan Environment for SPIR-V>> appendix.
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Shader modules are represented by sname:VkShaderModule handles:
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include::../api/handles/VkShaderModule.txt[]
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--
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[open,refpage='vkCreateShaderModule',desc='Creates a new shader module object',type='protos']
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--
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To create a shader module, call:
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include::../api/protos/vkCreateShaderModule.txt[]
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* pname:device is the logical device that creates the shader module.
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* pname:pCreateInfo is a pointer to an instance of the
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sname:VkShaderModuleCreateInfo structure.
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* pname:pAllocator controls host memory allocation as described in the
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<<memory-allocation, Memory Allocation>> chapter.
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* pname:pShaderModule points to a slink:VkShaderModule handle in which the
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resulting shader module object is returned.
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Once a shader module has been created, any entry points it contains can: be
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used in pipeline shader stages as described in <<pipelines-compute,Compute
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Pipelines>> and <<pipelines-graphics,Graphics Pipelines>>.
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ifdef::VK_NV_glsl_shader[]
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If the shader stage fails to compile ename:VK_ERROR_INVALID_SHADER_NV will
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be generated and the compile log will be reported back to the application by
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`<<VK_EXT_debug_report>>` if enabled.
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endif::VK_NV_glsl_shader[]
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include::../validity/protos/vkCreateShaderModule.txt[]
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--
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[open,refpage='VkShaderModuleCreateInfo',desc='Structure specifying parameters of a newly created shader module',type='structs']
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--
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The sname:VkShaderModuleCreateInfo structure is defined as:
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include::../api/structs/VkShaderModuleCreateInfo.txt[]
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:flags is reserved for future use.
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* pname:codeSize is the size, in bytes, of the code pointed to by
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pname:pCode.
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* pname:pCode points to code that is used to create the shader module.
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The type and format of the code is determined from the content of the
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memory addressed by pname:pCode.
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.Valid Usage
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****
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* [[VUID-VkShaderModuleCreateInfo-codeSize-01085]]
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pname:codeSize must: be greater than 0
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ifndef::VK_NV_glsl_shader[]
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* [[VUID-VkShaderModuleCreateInfo-codeSize-01086]]
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pname:codeSize must: be a multiple of 4
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* [[VUID-VkShaderModuleCreateInfo-pCode-01087]]
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pname:pCode must: point to valid SPIR-V code, formatted and packed as
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described by the <<spirv-spec,Khronos SPIR-V Specification>>
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* [[VUID-VkShaderModuleCreateInfo-pCode-01088]]
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pname:pCode must: adhere to the validation rules described by the
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<<spirvenv-module-validation, Validation Rules within a Module>> section
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of the <<spirvenv-capabilities,SPIR-V Environment>> appendix
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endif::VK_NV_glsl_shader[]
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ifdef::VK_NV_glsl_shader[]
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* [[VUID-VkShaderModuleCreateInfo-pCode-01376]]
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If pname:pCode points to SPIR-V code, pname:codeSize must: be a multiple
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of 4
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* [[VUID-VkShaderModuleCreateInfo-pCode-01377]]
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pname:pCode must: point to either valid SPIR-V code, formatted and
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packed as described by the <<spirv-spec,Khronos SPIR-V Specification>>
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or valid GLSL code which must: be written to the +GL_KHR_vulkan_glsl+
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extension specification
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* [[VUID-VkShaderModuleCreateInfo-pCode-01378]]
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If pname:pCode points to SPIR-V code, that code must: adhere to the
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validation rules described by the <<spirvenv-module-validation,
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Validation Rules within a Module>> section of the
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<<spirvenv-capabilities,SPIR-V Environment>> appendix
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* [[VUID-VkShaderModuleCreateInfo-pCode-01379]]
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If pname:pCode points to GLSL code, it must: be valid GLSL code written
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to the +GL_KHR_vulkan_glsl+ GLSL extension specification
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endif::VK_NV_glsl_shader[]
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* [[VUID-VkShaderModuleCreateInfo-pCode-01089]]
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pname:pCode must: declare the code:Shader capability for SPIR-V code
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* [[VUID-VkShaderModuleCreateInfo-pCode-01090]]
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pname:pCode must: not declare any capability that is not supported by
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the API, as described by the <<spirvenv-module-validation,
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Capabilities>> section of the <<spirvenv-capabilities,SPIR-V
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Environment>> appendix
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* [[VUID-VkShaderModuleCreateInfo-pCode-01091]]
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If pname:pCode declares any of the capabilities listed as optional: in
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the <<spirvenv-capabilities-table,SPIR-V Environment>> appendix, the
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corresponding feature(s) must: be enabled.
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****
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include::../validity/structs/VkShaderModuleCreateInfo.txt[]
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--
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[open,refpage='VkShaderModuleCreateFlags',desc='Reserved for future use',type='enums']
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--
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include::../api/flags/VkShaderModuleCreateFlags.txt[]
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sname:VkShaderModuleCreateFlags is a bitmask type for setting a mask, but is
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currently reserved for future use.
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--
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ifdef::VK_EXT_validation_cache[]
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include::VK_EXT_validation_cache/shader-module-validation-cache.txt[]
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endif::VK_EXT_validation_cache[]
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[open,refpage='vkDestroyShaderModule',desc='Destroy a shader module',type='protos']
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--
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To destroy a shader module, call:
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include::../api/protos/vkDestroyShaderModule.txt[]
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* pname:device is the logical device that destroys the shader module.
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* pname:shaderModule is the handle of the shader module to destroy.
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* pname:pAllocator controls host memory allocation as described in the
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<<memory-allocation, Memory Allocation>> chapter.
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A shader module can: be destroyed while pipelines created using its shaders
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are still in use.
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.Valid Usage
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****
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* [[VUID-vkDestroyShaderModule-shaderModule-01092]]
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If sname:VkAllocationCallbacks were provided when pname:shaderModule was
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created, a compatible set of callbacks must: be provided here
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* [[VUID-vkDestroyShaderModule-shaderModule-01093]]
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If no sname:VkAllocationCallbacks were provided when pname:shaderModule
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was created, pname:pAllocator must: be `NULL`
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****
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include::../validity/protos/vkDestroyShaderModule.txt[]
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--
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[[shaders-execution]]
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== Shader Execution
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At each stage of the pipeline, multiple invocations of a shader may: execute
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simultaneously.
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Further, invocations of a single shader produced as the result of different
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commands may: execute simultaneously.
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The relative execution order of invocations of the same shader type is
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undefined:.
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Shader invocations may: complete in a different order than that in which the
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primitives they originated from were drawn or dispatched by the application.
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However, fragment shader outputs are written to attachments in
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<<primrast-order,rasterization order>>.
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The relative execution order of invocations of different shader types is
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largely undefined:.
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However, when invoking a shader whose inputs are generated from a previous
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pipeline stage, the shader invocations from the previous stage are
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guaranteed to have executed far enough to generate input values for all
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required inputs.
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[[shaders-execution-memory-ordering]]
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== Shader Memory Access Ordering
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The order in which image or buffer memory is read or written by shaders is
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largely undefined:.
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For some shader types (vertex, tessellation evaluation, and in some cases,
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fragment), even the number of shader invocations that may: perform loads and
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stores is undefined:.
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In particular, the following rules apply:
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* <<shaders-vertex-execution,Vertex>> and
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<<shaders-tessellation-evaluation-execution,tessellation evaluation>>
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shaders will be invoked at least once for each unique vertex, as defined
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in those sections.
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* <<shaders-fragment-execution,Fragment>> shaders will be invoked zero or
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more times, as defined in that section.
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* The relative execution order of invocations of the same shader type is
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undefined:.
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A store issued by a shader when working on primitive B might complete
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prior to a store for primitive A, even if primitive A is specified prior
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to primitive B. This applies even to fragment shaders; while fragment
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shader outputs are always written to the framebuffer in
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<<primrast-order, rasterization order>>, stores executed by fragment
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shader invocations are not.
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* The relative execution order of invocations of different shader types is
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largely undefined:.
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[NOTE]
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.Note
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====
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The above limitations on shader invocation order make some forms of
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synchronization between shader invocations within a single set of primitives
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unimplementable.
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For example, having one invocation poll memory written by another invocation
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assumes that the other invocation has been launched and will complete its
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writes in finite time.
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====
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ifdef::VK_KHR_vulkan_memory_model[]
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The <<memory-model,Memory Model>> appendix defines the terminology and rules
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for how to correctly communicate between shader invocations, such as when a
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write is <<memory-model-visible-to,Visible-To>> a read, and what constitutes
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a <<memory-model-access-data-race,Data Race>>.
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Applications must: not cause a data race.
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endif::VK_KHR_vulkan_memory_model[]
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ifndef::VK_KHR_vulkan_memory_model[]
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Stores issued to different memory locations within a single shader
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invocation may: not be visible to other invocations, or may: not become
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visible in the order they were performed.
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The code:OpMemoryBarrier instruction can: be used to provide stronger
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ordering of reads and writes performed by a single invocation.
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code:OpMemoryBarrier guarantees that any memory transactions issued by the
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shader invocation prior to the instruction complete prior to the memory
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transactions issued after the instruction.
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Memory barriers are needed for algorithms that require multiple invocations
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to access the same memory and require the operations to be performed in a
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partially-defined relative order.
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For example, if one shader invocation does a series of writes, followed by
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an code:OpMemoryBarrier instruction, followed by another write, then the
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results of the series of writes before the barrier become visible to other
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shader invocations at a time earlier or equal to when the results of the
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final write become visible to those invocations.
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In practice it means that another invocation that sees the results of the
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final write would also see the previous writes.
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Without the memory barrier, the final write may: be visible before the
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previous writes.
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Writes that are the result of shader stores through a variable decorated
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with code:Coherent automatically have available writes to the same buffer,
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buffer view, or image view made visible to them, and are themselves
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automatically made available to access by the same buffer, buffer view, or
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image view.
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Reads that are the result of shader loads through a variable decorated with
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code:Coherent automatically have available writes to the same buffer, buffer
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view, or image view made visible to them.
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The order that coherent writes to different locations become available is
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undefined:, unless enforced by a memory barrier instruction or other memory
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dependency.
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[NOTE]
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.Note
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====
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Explicit memory dependencies must: still be used to guarantee availability
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and visibility for access via other buffers, buffer views, or image views.
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====
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The built-in atomic memory transaction instructions can: be used to read and
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write a given memory address atomically.
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While built-in atomic functions issued by multiple shader invocations are
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executed in undefined: order relative to each other, these functions perform
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both a read and a write of a memory address and guarantee that no other
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memory transaction will write to the underlying memory between the read and
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write.
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Atomic operations ensure automatic availability and visibility for writes
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and reads in the same way as those to code:Coherent variables.
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[NOTE]
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.Note
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====
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Memory accesses performed on different resource descriptors with the same
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memory backing may: not be well-defined even with the code:Coherent
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decoration or via atomics, due to things such as image layouts or ownership
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of the resource - as described in the <<synchronization, Synchronization and
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Cache Control>> chapter.
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====
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[NOTE]
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.Note
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====
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Atomics allow shaders to use shared global addresses for mutual exclusion or
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as counters, among other uses.
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====
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endif::VK_KHR_vulkan_memory_model[]
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[[shaders-inputs]]
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== Shader Inputs and Outputs
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Data is passed into and out of shaders using variables with input or output
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storage class, respectively.
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User-defined inputs and outputs are connected between stages by matching
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their code:Location decorations.
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Additionally, data can: be provided by or communicated to special functions
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provided by the execution environment using code:BuiltIn decorations.
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In many cases, the same code:BuiltIn decoration can: be used in multiple
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shader stages with similar meaning.
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The specific behavior of variables decorated as code:BuiltIn is documented
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in the following sections.
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ifdef::VK_NV_mesh_shader[]
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[[shaders-task]]
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== Task Shaders
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Task shaders operate in conjunction with the mesh shaders to produce a
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collection of primitives that will be processed by subsequent stages of the
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graphics pipeline.
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Its primary purpose is to create a variable amount of subsequent mesh shader
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invocations.
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Task shaders are invoked via the execution of the
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<<drawing-mesh-shading,programmable mesh shading>> pipeline.
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The task shader has no fixed-function inputs other than variables
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identifying the specific workgroup and invocation.
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The only fixed output of the task shader is a task count, identifying the
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number of mesh shader workgroups to create.
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The task shader can write additional outputs to task memory, which can be
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read by all of the mesh shader workgroups it created.
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=== Task Shader Execution
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Task workloads are formed from groups of work items called workgroups and
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processed by the task shader in the current graphics pipeline.
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A workgroup is a collection of shader invocations that execute the same
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shader, potentially in parallel.
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Task shaders execute in _global workgroups_ which are divided into a number
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of _local workgroups_ with a size that can: be set by assigning a value to
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the code:LocalSize execution mode or via an object decorated by the
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code:WorkgroupSize decoration.
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An invocation within a local workgroup can: share data with other members of
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the local workgroup through shared variables and issue memory and control
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flow barriers to synchronize with other members of the local workgroup.
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[[shaders-mesh]]
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== Mesh Shaders
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Mesh shaders operate in workgroups to produce a collection of primitives
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that will be processed by subsequent stages of the graphics pipeline.
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Each workgroup emits zero or more output primitives and the group of
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vertices and their associated data required for each output primitive.
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Mesh shaders are invoked via the execution of the
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<<drawing-mesh-shading,programmable mesh shading>> pipeline.
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The only inputs available to the mesh shader are variables identifying the
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specific workgroup and invocation and, if applicable, any outputs written to
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task memory by the task shader that spawned the mesh shader's workgroup.
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The mesh shader can operate without a task shader as well.
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The invocations of the mesh shader workgroup write an output mesh,
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comprising a set of primitives with per-primitive attributes, a set of
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vertices with per-vertex attributes, and an array of indices identifying the
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mesh vertices that belong to each primitive.
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The primitives of this mesh are then processed by subsequent graphics
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pipeline stages, where the outputs of the mesh shader form an interface with
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the fragment shader.
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=== Mesh Shader Execution
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Mesh workloads are formed from groups of work items called workgroups and
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processed by the mesh shader in the current graphics pipeline.
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A workgroup is a collection of shader invocations that execute the same
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shader, potentially in parallel.
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Mesh shaders execute in _global workgroups_ which are divided into a number
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of _local workgroups_ with a size that can: be set by assigning a value to
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the code:LocalSize execution mode or via an object decorated by the
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code:WorkgroupSize decoration.
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An invocation within a local workgroup can: share data with other members of
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the local workgroup through shared variables and issue memory and control
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flow barriers to synchronize with other members of the local workgroup.
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The _global workgroups_ may be generated explcitly via the API, or
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implicitly through the task shader's work creation mechanism.
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endif::VK_NV_mesh_shader[]
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[[shaders-vertex]]
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== Vertex Shaders
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Each vertex shader invocation operates on one vertex and its associated
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<<fxvertex-attrib,vertex attribute>> data, and outputs one vertex and
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associated data.
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ifndef::VK_NV_mesh_shader[]
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Graphics pipelines must: include a vertex shader, and the vertex shader
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stage is always the first shader stage in the graphics pipeline.
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endif::VK_NV_mesh_shader[]
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ifdef::VK_NV_mesh_shader[]
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Graphics pipelines using primitive shading must: include a vertex shader,
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and the vertex shader stage is always the first shader stage in the graphics
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pipeline.
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endif::VK_NV_mesh_shader[]
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[[shaders-vertex-execution]]
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=== Vertex Shader Execution
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A vertex shader must: be executed at least once for each vertex specified by
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a draw command.
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ifdef::VK_VERSION_1_1,VK_KHR_multiview[]
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If the subpass includes multiple views in its view mask, the shader may: be
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invoked separately for each view.
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endif::VK_VERSION_1_1,VK_KHR_multiview[]
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During execution, the shader is presented with the index of the vertex and
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instance for which it has been invoked.
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Input variables declared in the vertex shader are filled by the
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implementation with the values of vertex attributes associated with the
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invocation being executed.
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If the same vertex is specified multiple times in a draw command (e.g. by
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including the same index value multiple times in an index buffer) the
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implementation may: reuse the results of vertex shading if it can statically
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determine that the vertex shader invocations will produce identical results.
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[NOTE]
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.Note
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====
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It is implementation-dependent when and if results of vertex shading are
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reused, and thus how many times the vertex shader will be executed.
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This is true also if the vertex shader contains stores or atomic operations
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(see <<features-features-vertexPipelineStoresAndAtomics,
|
|
pname:vertexPipelineStoresAndAtomics>>).
|
|
====
|
|
|
|
|
|
[[shaders-tessellation-control]]
|
|
== Tessellation Control Shaders
|
|
|
|
The tessellation control shader is used to read an input patch provided by
|
|
the application and to produce an output patch.
|
|
Each tessellation control shader invocation operates on an input patch
|
|
(after all control points in the patch are processed by a vertex shader) and
|
|
its associated data, and outputs a single control point of the output patch
|
|
and its associated data, and can: also output additional per-patch data.
|
|
The input patch is sized according to the pname:patchControlPoints member of
|
|
slink:VkPipelineTessellationStateCreateInfo, as part of input assembly.
|
|
The size of the output patch is controlled by the code:OpExecutionMode
|
|
code:OutputVertices specified in the tessellation control or tessellation
|
|
evaluation shaders, which must: be specified in at least one of the shaders.
|
|
The size of the input and output patches must: each be greater than zero and
|
|
less than or equal to
|
|
sname:VkPhysicalDeviceLimits::pname:maxTessellationPatchSize.
|
|
|
|
|
|
[[shaders-tessellation-control-execution]]
|
|
=== Tessellation Control Shader Execution
|
|
|
|
A tessellation control shader is invoked at least once for each _output_
|
|
vertex in a patch.
|
|
ifdef::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
If the subpass includes multiple views in its view mask, the shader may: be
|
|
invoked separately for each view.
|
|
endif::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
|
|
Inputs to the tessellation control shader are generated by the vertex
|
|
shader.
|
|
Each invocation of the tessellation control shader can: read the attributes
|
|
of any incoming vertices and their associated data.
|
|
The invocations corresponding to a given patch execute logically in
|
|
parallel, with undefined: relative execution order.
|
|
However, the code:OpControlBarrier instruction can: be used to provide
|
|
limited control of the execution order by synchronizing invocations within a
|
|
patch, effectively dividing tessellation control shader execution into a set
|
|
of phases.
|
|
Tessellation control shaders will read undefined: values if one invocation
|
|
reads a per-vertex or per-patch attribute written by another invocation at
|
|
any point during the same phase, or if two invocations attempt to write
|
|
different values to the same per-patch output in a single phase.
|
|
|
|
|
|
[[shaders-tessellation-evaluation]]
|
|
== Tessellation Evaluation Shaders
|
|
|
|
The Tessellation Evaluation Shader operates on an input patch of control
|
|
points and their associated data, and a single input barycentric coordinate
|
|
indicating the invocation's relative position within the subdivided patch,
|
|
and outputs a single vertex and its associated data.
|
|
|
|
|
|
[[shaders-tessellation-evaluation-execution]]
|
|
=== Tessellation Evaluation Shader Execution
|
|
|
|
A tessellation evaluation shader is invoked at least once for each unique
|
|
vertex generated by the tessellator.
|
|
ifdef::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
If the subpass includes multiple views in its view mask, the shader may: be
|
|
invoked separately for each view.
|
|
endif::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
|
|
|
|
[[shaders-geometry]]
|
|
== Geometry Shaders
|
|
|
|
The geometry shader operates on a group of vertices and their associated
|
|
data assembled from a single input primitive, and emits zero or more output
|
|
primitives and the group of vertices and their associated data required for
|
|
each output primitive.
|
|
|
|
|
|
[[shaders-geometry-execution]]
|
|
=== Geometry Shader Execution
|
|
|
|
A geometry shader is invoked at least once for each primitive produced by
|
|
the tessellation stages, or at least once for each primitive generated by
|
|
<<drawing,primitive assembly>> when tessellation is not in use.
|
|
A shader can request that the geometry shader runs multiple
|
|
<<geometry-invocations, instances>>.
|
|
A geometry shader is invoked at least once for each instance.
|
|
ifdef::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
If the subpass includes multiple views in its view mask, the shader may: be
|
|
invoked separately for each view.
|
|
endif::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
|
|
|
|
[[shaders-fragment]]
|
|
== Fragment Shaders
|
|
|
|
Fragment shaders are invoked as the result of rasterization in a graphics
|
|
pipeline.
|
|
Each fragment shader invocation operates on a single fragment and its
|
|
associated data.
|
|
With few exceptions, fragment shaders do not have access to any data
|
|
associated with other fragments and are considered to execute in isolation
|
|
of fragment shader invocations associated with other fragments.
|
|
|
|
|
|
[[shaders-fragment-execution]]
|
|
=== Fragment Shader Execution
|
|
|
|
For each fragment generated by rasterization, a fragment shader may: be
|
|
invoked.
|
|
A fragment shader must: not be invoked if the <<fragops-early,Early
|
|
Per-Fragment Tests>> cause it to have no coverage.
|
|
ifdef::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
If the subpass includes multiple views in its view mask, the shader may: be
|
|
invoked separately for each view.
|
|
endif::VK_VERSION_1_1,VK_KHR_multiview[]
|
|
|
|
Furthermore, if it is determined that a fragment generated as the result of
|
|
rasterizing a first primitive will have its outputs entirely overwritten by
|
|
a fragment generated as the result of rasterizing a second primitive in the
|
|
same subpass, and the fragment shader used for the fragment has no other
|
|
side effects, then the fragment shader may: not be executed for the fragment
|
|
from the first primitive.
|
|
|
|
Relative ordering of execution of different fragment shader invocations is
|
|
not defined.
|
|
|
|
For each fragment generated by a primitive, the number of times the fragment
|
|
shader is invoked is implementation-dependent, but must: obey the following
|
|
constraints:
|
|
|
|
* Each covered sample is included in a single fragment shader invocation.
|
|
* When sample shading is not enabled, there is at least one fragment
|
|
shader invocation.
|
|
* When sample shading is enabled, the minimum number of fragment shader
|
|
invocations is as defined in
|
|
ifdef::VK_NV_shading_rate_image[]
|
|
<<primsrast-shading-rate-image,Shading Rate Image>> and
|
|
endif::VK_NV_shading_rate_image[]
|
|
<<primsrast-sampleshading,Sample Shading>>.
|
|
|
|
When there is more than one fragment shader invocation per fragment, the
|
|
association of samples to invocations is implementation-dependent.
|
|
|
|
In addition to the conditions outlined above for the invocation of a
|
|
fragment shader, a fragment shader invocation may: be produced as a _helper
|
|
invocation_.
|
|
A helper invocation is a fragment shader invocation that is created solely
|
|
for the purposes of evaluating derivatives for use in non-helper fragment
|
|
shader invocations.
|
|
Stores and atomics performed by helper invocations must: not have any effect
|
|
on memory, and values returned by atomic instructions in helper invocations
|
|
are undefined:.
|
|
|
|
|
|
[[shaders-fragment-earlytest]]
|
|
=== Early Fragment Tests
|
|
|
|
An explicit control is provided to allow fragment shaders to enable early
|
|
fragment tests.
|
|
If the fragment shader specifies the code:EarlyFragmentTests
|
|
code:OpExecutionMode, the per-fragment tests described in
|
|
<<fragops-early-mode,Early Fragment Test Mode>> are performed prior to
|
|
fragment shader execution.
|
|
Otherwise, they are performed after fragment shader execution.
|
|
|
|
ifdef::VK_EXT_post_depth_coverage[]
|
|
[[shaders-fragment-earlytest-postdepthcoverage]]
|
|
If the fragment shader additionally specifies the code:PostDepthCoverage
|
|
code:OpExecutionMode, the value of a variable decorated with the
|
|
<<interfaces-builtin-variables-samplemask,code:SampleMask>> built-in
|
|
reflects the coverage after the early fragment tests.
|
|
Otherwise, it reflects the coverage before the early fragment tests.
|
|
endif::VK_EXT_post_depth_coverage[]
|
|
|
|
[[shaders-compute]]
|
|
== Compute Shaders
|
|
|
|
Compute shaders are invoked via flink:vkCmdDispatch and
|
|
flink:vkCmdDispatchIndirect commands.
|
|
In general, they have access to similar resources as shader stages executing
|
|
as part of a graphics pipeline.
|
|
|
|
Compute workloads are formed from groups of work items called workgroups and
|
|
processed by the compute shader in the current compute pipeline.
|
|
A workgroup is a collection of shader invocations that execute the same
|
|
shader, potentially in parallel.
|
|
Compute shaders execute in _global workgroups_ which are divided into a
|
|
number of _local workgroups_ with a size that can: be set by assigning a
|
|
value to the code:LocalSize execution mode or via an object decorated by the
|
|
code:WorkgroupSize decoration.
|
|
An invocation within a local workgroup can: share data with other members of
|
|
the local workgroup through shared variables and issue memory and control
|
|
flow barriers to synchronize with other members of the local workgroup.
|
|
|
|
|
|
[[shaders-interpolation-decorations]]
|
|
== Interpolation Decorations
|
|
|
|
Interpolation decorations control the behavior of attribute interpolation in
|
|
the fragment shader stage.
|
|
Interpolation decorations can: be applied to code:Input storage class
|
|
variables in the fragment shader stage's interface, and control the
|
|
interpolation behavior of those variables.
|
|
|
|
Inputs that could be interpolated can: be decorated by at most one of the
|
|
following decorations:
|
|
|
|
* code:Flat: no interpolation
|
|
* code:NoPerspective: linear interpolation (for
|
|
<<line_linear_interpolation,lines>> and
|
|
<<triangle_linear_interpolation,polygons>>)
|
|
ifdef::NV_VK_fragment_shader_barycentric[]
|
|
* code:PerVertexNV: values fetched from shader-specified primitive vertex
|
|
endif::NV_VK_fragment_shader_barycentric[]
|
|
|
|
Fragment input variables decorated with neither code:Flat nor
|
|
code:NoPerspective use perspective-correct interpolation (for
|
|
<<line_perspective_interpolation,lines>> and
|
|
<<triangle_perspective_interpolation,polygons>>).
|
|
|
|
The presence of and type of interpolation is controlled by the above
|
|
interpolation decorations as well as the auxiliary decorations code:Centroid
|
|
and code:Sample.
|
|
|
|
A variable decorated with code:Flat will not be interpolated.
|
|
Instead, it will have the same value for every fragment within a triangle.
|
|
This value will come from a single <<vertexpostproc-flatshading,provoking
|
|
vertex>>.
|
|
A variable decorated with code:Flat can: also be decorated with
|
|
code:Centroid or code:Sample, which will mean the same thing as decorating
|
|
it only as code:Flat.
|
|
|
|
For fragment shader input variables decorated with neither code:Centroid nor
|
|
code:Sample, the assigned variable may: be interpolated anywhere within the
|
|
fragment and a single value may: be assigned to each sample within the
|
|
fragment.
|
|
|
|
If a fragment shader input is decorated with code:Centroid, a single value
|
|
may: be assigned to that variable for all samples in the fragment, but that
|
|
value must: be interpolated to a location that lies in both the fragment and
|
|
in the primitive being rendered, including any of the fragment's samples
|
|
covered by the primitive.
|
|
Because the location at which the variable is interpolated may: be different
|
|
in neighboring fragments, and derivatives may: be computed by computing
|
|
differences between neighboring fragments, derivatives of centroid-sampled
|
|
inputs may: be less accurate than those for non-centroid interpolated
|
|
variables.
|
|
ifdef::VK_NV_shading_rate_image[]
|
|
If
|
|
slink:VkPipelineViewportShadingRateImageStateCreateInfoNV::pname:shadingRateImageEnable
|
|
is enabled, implementations may: estimate derivatives using differencing
|
|
without dividing by the distance between adjacent sample locations when the
|
|
fragment size is larger than one pixel.
|
|
endif::VK_NV_shading_rate_image[]
|
|
ifdef::VK_EXT_post_depth_coverage[]
|
|
The <<shaders-fragment-earlytest-postdepthcoverage,code:PostDepthCoverage>>
|
|
execution mode does not affect the determination of the centroid location.
|
|
endif::VK_EXT_post_depth_coverage[]
|
|
|
|
If a fragment shader input is decorated with code:Sample, a separate value
|
|
must: be assigned to that variable for each covered sample in the fragment,
|
|
and that value must: be sampled at the location of the individual sample.
|
|
When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the fragment
|
|
center must: be used for code:Centroid, code:Sample, and undecorated
|
|
attribute interpolation.
|
|
|
|
Fragment shader inputs that are signed or unsigned integers, integer
|
|
vectors, or any double-precision floating-point type must: be decorated with
|
|
code:Flat.
|
|
|
|
ifdef::VK_AMD_shader_explicit_vertex_parameter[]
|
|
When the `<<VK_AMD_shader_explicit_vertex_parameter>>` device extension is
|
|
enabled inputs can: be also decorated with the code:CustomInterpAMD
|
|
interpolation decoration, including fragment shader inputs that are signed
|
|
or unsigned integers, integer vectors, or any double-precision
|
|
floating-point type.
|
|
Inputs decorated with code:CustomInterpAMD can: only be accessed by the
|
|
extended instruction code:InterpolateAtVertexAMD and allows accessing the
|
|
value of the input for individual vertices of the primitive.
|
|
endif::VK_AMD_shader_explicit_vertex_parameter[]
|
|
|
|
ifdef::VK_NV_fragment_shader_barycentric[]
|
|
[[shaders-interpolation-decorations-pervertexnv]]
|
|
When the pname:fragmentShaderBarycentric feature is enabled, inputs can: be
|
|
also decorated with the code:PerVertexNV interpolation decoration, including
|
|
fragment shader inputs that are signed or unsigned integers, integer
|
|
vectors, or any double-precision floating-point type.
|
|
Inputs decorated with code:PerVertexNV can: only be accessed using an extra
|
|
array dimension, where the extra index identifies one of the vertices of the
|
|
primitive that produced the fragment.
|
|
endif::VK_NV_fragment_shader_barycentric[]
|
|
|
|
ifdef::VK_NVX_raytracing[]
|
|
include::VK_NVX_raytracing/raytracing-shaders.txt[]
|
|
endif::VK_NVX_raytracing[]
|
|
|
|
[[shaders-staticuse]]
|
|
== Static Use
|
|
|
|
A SPIR-V module declares a global object in memory using the code:OpVariable
|
|
instruction, which results in a pointer code:x to that object.
|
|
A specific entry point in a SPIR-V module is said to _statically use_ that
|
|
object if that entry point's call tree contains a function that contains a
|
|
memory instruction or image instruction with code:x as an code:id operand.
|
|
See the "`Memory Instructions`" and "`Image Instructions`" subsections of
|
|
section 3 "`Binary Form`" of the SPIR-V specification for the complete list
|
|
of SPIR-V memory instructions.
|
|
|
|
Static use is not used to control the behavior of variables with code:Input
|
|
and code:Output storage.
|
|
The effects of those variables are applied based only on whether they are
|
|
present in a shader entry point's interface.
|
|
|
|
[[shaders-invocationgroups]]
|
|
== Invocation and Derivative Groups
|
|
|
|
An _invocation group_ (see the subsection "`Control Flow`" of section 2 of
|
|
the SPIR-V specification) for a compute shader is the set of invocations in
|
|
a single local workgroup.
|
|
For graphics shaders, an invocation group is an implementation-dependent
|
|
subset of the set of shader invocations of a given shader stage which are
|
|
produced by a single drawing command.
|
|
For indirect drawing commands with pname:drawCount greater than one,
|
|
invocations from separate draws are in distinct invocation groups.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Because the partitioning of invocations into invocation groups is
|
|
implementation-dependent and not observable, applications generally need to
|
|
assume the worst case of all invocations in a draw belonging to a single
|
|
invocation group.
|
|
====
|
|
|
|
A _derivative group_ (see the subsection "`Control Flow`" of section 2 of
|
|
the SPIR-V 1.00 Revision 4 specification) for a fragment shader is the set
|
|
of invocations generated by a single primitive (point, line, or triangle),
|
|
including any helper invocations generated by that primitive.
|
|
ifdef::VK_NV_compute_shader_derivatives[]
|
|
A derivative group for a compute shader is a single local workgroup.
|
|
endif::VK_NV_compute_shader_derivatives[]
|
|
Derivatives are undefined: for a sampled image instruction if the
|
|
instruction is in flow control that is not uniform across the derivative
|
|
group.
|
|
|
|
ifdef::VK_VERSION_1_1[]
|
|
[[shaders-subgroup]]
|
|
== Subgroups
|
|
|
|
A _subgroup_ (see the subsection "`Control Flow`" of section 2 of the SPIR-V
|
|
1.3 Revision 1 specification) is a set of invocations that can synchronize
|
|
and share data with each other efficiently.
|
|
An invocation group is partitioned into one or more subgroups.
|
|
|
|
Subgroup operations are divided into various categories as described in
|
|
elink:VkSubgroupFeatureFlagBits.
|
|
|
|
[[shaders-subgroup-basic]]
|
|
=== Basic Subgroup Operations
|
|
|
|
The basic subgroup operations allow two classes of functionality within
|
|
shaders
|
|
- elect and barrier.
|
|
Invocations within a subgroup can: choose a single invocation to perform
|
|
some task for the subgroup as a whole using elect.
|
|
Invocations within a subgroup can: perform a subgroup barrier to ensure the
|
|
ordering of execution or memory accesses within a subgroup.
|
|
Barriers can: be performed on buffer memory accesses, code:WorkgroupLocal
|
|
memory accesses, and image memory accesses to ensure that any results
|
|
written are visible by other invocations within the subgroup.
|
|
An code:OpControlBarrier can: also be used to perform a full execution
|
|
control barrier.
|
|
A full execution control barrier will ensure that each active invocation
|
|
within the subgroup reaches a point of execution before any are allowed to
|
|
continue.
|
|
|
|
[[shaders-subgroup-vote]]
|
|
=== Vote Subgroup Operations
|
|
|
|
The vote subgroup operations allow invocations within a subgroup to compare
|
|
values across a subgroup.
|
|
The types of votes enabled are:
|
|
|
|
* Do all active subgroup invocations agree that an expression is true?
|
|
* Do any active subgroup invocations evaluate an expression to true?
|
|
* Do all active subgroup invocations have the same value of an expression?
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
These operations are useful in combination with control flow in that they
|
|
allow for developers to check whether conditions match across the subgroup
|
|
and choose potentially faster code-paths in these cases.
|
|
====
|
|
|
|
[[shaders-subgroup-arithmetic]]
|
|
=== Arithmetic Subgroup Operations
|
|
|
|
The arithmetic subgroup operations allow invocations to perform scan and
|
|
reduction operations across a subgroup.
|
|
For reduction operations, each invocation in a subgroup will obtain the same
|
|
result of these arithmetic operations applied across the subgroup.
|
|
For scan operations, each invocation in the subgroup will perform an
|
|
inclusive or exclusive scan, cumulatively applying the operation across the
|
|
invocations in a subgroup in linear order.
|
|
The operations supported are add, mul, min, max, and, or, xor.
|
|
|
|
[[shaders-subgroup-ballot]]
|
|
=== Ballot Subgroup Operations
|
|
|
|
The ballot subgroup operations allow invocations to perform more complex
|
|
votes across the subgroup.
|
|
The ballot functionality allows all invocations within a subgroup to provide
|
|
a boolean value and get as a result what each invocation provided as their
|
|
boolean value.
|
|
The broadcast functionality allows values to be broadcast from an invocation
|
|
to all other invocations within the subgroup, given that the invocation to
|
|
be broadcast from is known at pipeline creation time.
|
|
|
|
[[shaders-subgroup-shuffle]]
|
|
=== Shuffle Subgroup Operations
|
|
|
|
The shuffle subgroup operations allow invocations to read values from other
|
|
invocations within a subgroup.
|
|
|
|
[[shaders-subgroup-shuffle-relative]]
|
|
=== Shuffle Relative Subgroup Operations
|
|
|
|
The shuffle relative subgroup operations allow invocations to read values
|
|
from other invocations within the subgroup relative to the current
|
|
invocation in the group.
|
|
The relative operations supported allow data to be shifted up and down
|
|
through the invocations within a subgroup.
|
|
|
|
[[shaders-subgroup-clustered]]
|
|
=== Clustered Subgroup Operations
|
|
|
|
The clustered subgroup operations allow invocations to perform an operation
|
|
among partitions of a subgroup, such that the operation is only performed
|
|
within the subgroup invocations within a partition.
|
|
The partitions for clustered subgroup operations are consecutive
|
|
power-of-two size groups of invocations and the cluster size must: be known
|
|
at pipeline creation time.
|
|
The operations supported are add, mul, min, max, and, or, xor.
|
|
|
|
[[shaders-subgroup-quad]]
|
|
=== Quad Subgroup Operations
|
|
|
|
The quad subgroup operations allow clusters of 4 invocations (a quad), to
|
|
share data efficiently with each other.
|
|
ifdef::VK_NV_compute_shader_derivatives[]
|
|
For compute shaders using the code:DerivativeGroupQuadsNV or
|
|
code:DerivativeGroupLinearNV execution modes, each quad corresponds to one
|
|
of the groups of four shader invocations used for
|
|
<<texture-derivatives-compute,derivatives>>.
|
|
The invocations in each quad are ordered to have attribute values of
|
|
P~i0,j0~, P~i1,j0~, P~i0,j1~, and P~i1,j1~, respectively.
|
|
endif::VK_NV_compute_shader_derivatives[]
|
|
|
|
ifdef::VK_NV_shader_subgroup_partitioned[]
|
|
|
|
[[shaders-subgroup-partitioned]]
|
|
=== Partitioned Subgroup Operations
|
|
|
|
The partitioned subgroup operations allow invocations to perform an
|
|
operation among partitions of a subgroup, such that the operation is only
|
|
performed within the subgroup invocations within a partition.
|
|
The partitions for partitioned subgroup operations can: group the
|
|
invocations into arbitrary subsets and can: be computed at runtime.
|
|
The operations supported are add, mul, min, max, and, or, xor.
|
|
|
|
endif::VK_NV_shader_subgroup_partitioned[]
|
|
|
|
endif::VK_VERSION_1_1[]
|
|
|
|
ifdef::VK_EXT_validation_cache[]
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[[shaders-validation-cache]]
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== Validation Cache
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[open,refpage='VkValidationCacheEXT',desc='Opaque handle to a validation cache object',type='handles']
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--
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|
Validation cache objects allow the result of internal validation to be
|
|
reused, both within a single application run and between multiple runs.
|
|
Reuse within a single run is achieved by passing the same validation cache
|
|
object when creating supported Vulkan objects.
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|
Reuse across runs of an application is achieved by retrieving validation
|
|
cache contents in one run of an application, saving the contents, and using
|
|
them to preinitialize a validation cache on a subsequent run.
|
|
The contents of the validation cache objects are managed by the validation
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|
layers.
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Applications can: manage the host memory consumed by a validation cache
|
|
object and control the amount of data retrieved from a validation cache
|
|
object.
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Validation cache objects are represented by sname:VkValidationCacheEXT
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handles:
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|
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include::../api/handles/VkValidationCacheEXT.txt[]
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|
|
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--
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|
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[open,refpage='vkCreateValidationCacheEXT',desc='Creates a new validation cache',type='protos']
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--
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To create validation cache objects, call:
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include::../api/protos/vkCreateValidationCacheEXT.txt[]
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* pname:device is the logical device that creates the validation cache
|
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object.
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* pname:pCreateInfo is a pointer to a slink:VkValidationCacheCreateInfoEXT
|
|
structure that contains the initial parameters for the validation cache
|
|
object.
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* pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
* pname:pValidationCache is a pointer to a slink:VkValidationCacheEXT
|
|
handle in which the resulting validation cache object is returned.
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|
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|
[NOTE]
|
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.Note
|
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====
|
|
Applications can: track and manage the total host memory size of a
|
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validation cache object using the pname:pAllocator.
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|
Applications can: limit the amount of data retrieved from a validation cache
|
|
object in fname:vkGetValidationCacheDataEXT.
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|
Implementations should: not internally limit the total number of entries
|
|
added to a validation cache object or the total host memory consumed.
|
|
====
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Once created, a validation cache can: be passed to the
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fname:vkCreateShaderModule command as part of the
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|
sname:VkShaderModuleCreateInfo pname:pNext chain.
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|
If a sname:VkShaderModuleValidationCacheCreateInfoEXT object is part of the
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|
sname:VkShaderModuleCreateInfo::pname:pNext chain, and its
|
|
pname:validationCache field is not dlink:VK_NULL_HANDLE, the implementation
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|
will query it for possible reuse opportunities and update it with new
|
|
content.
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The use of the validation cache object in these commands is internally
|
|
synchronized, and the same validation cache object can: be used in multiple
|
|
threads simultaneously.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Implementations should: make every effort to limit any critical sections to
|
|
the actual accesses to the cache, which is expected to be significantly
|
|
shorter than the duration of the fname:vkCreateShaderModule command.
|
|
====
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|
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include::../validity/protos/vkCreateValidationCacheEXT.txt[]
|
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--
|
|
|
|
[open,refpage='VkValidationCacheCreateInfoEXT',desc='Structure specifying parameters of a newly created validation cache',type='structs']
|
|
--
|
|
|
|
The sname:VkValidationCacheCreateInfoEXT structure is defined as:
|
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|
|
include::../api/structs/VkValidationCacheCreateInfoEXT.txt[]
|
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|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:flags is reserved for future use.
|
|
* pname:initialDataSize is the number of bytes in pname:pInitialData.
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|
If pname:initialDataSize is zero, the validation cache will initially be
|
|
empty.
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|
* pname:pInitialData is a pointer to previously retrieved validation cache
|
|
data.
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If the validation cache data is incompatible (as defined below) with the
|
|
device, the validation cache will be initially empty.
|
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If pname:initialDataSize is zero, pname:pInitialData is ignored.
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|
|
.Valid Usage
|
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****
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* [[VUID-VkValidationCacheCreateInfoEXT-initialDataSize-01534]]
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|
If pname:initialDataSize is not `0`, it must: be equal to the size of
|
|
pname:pInitialData, as returned by fname:vkGetValidationCacheDataEXT
|
|
when pname:pInitialData was originally retrieved
|
|
* [[VUID-VkValidationCacheCreateInfoEXT-initialDataSize-01535]]
|
|
If pname:initialDataSize is not `0`, pname:pInitialData must: have been
|
|
retrieved from a previous call to fname:vkGetValidationCacheDataEXT
|
|
****
|
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include::../validity/structs/VkValidationCacheCreateInfoEXT.txt[]
|
|
--
|
|
|
|
[open,refpage='VkValidationCacheCreateFlagsEXT',desc='Reserved for future use',type='enums']
|
|
--
|
|
include::../api/flags/VkValidationCacheCreateFlagsEXT.txt[]
|
|
|
|
sname:VkValidationCacheCreateFlagsEXT is a bitmask type for setting a mask,
|
|
but is currently reserved for future use.
|
|
--
|
|
|
|
[open,refpage='vkMergeValidationCachesEXT',desc='Combine the data stores of validation caches',type='protos']
|
|
--
|
|
|
|
Validation cache objects can: be merged using the command:
|
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|
|
include::../api/protos/vkMergeValidationCachesEXT.txt[]
|
|
|
|
* pname:device is the logical device that owns the validation cache
|
|
objects.
|
|
* pname:dstCache is the handle of the validation cache to merge results
|
|
into.
|
|
* pname:srcCacheCount is the length of the pname:pSrcCaches array.
|
|
* pname:pSrcCaches is an array of validation cache handles, which will be
|
|
merged into pname:dstCache.
|
|
The previous contents of pname:dstCache are included after the merge.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
The details of the merge operation are implementation dependent, but
|
|
implementations should: merge the contents of the specified validation
|
|
caches and prune duplicate entries.
|
|
====
|
|
|
|
.Valid Usage
|
|
****
|
|
* [[VUID-vkMergeValidationCachesEXT-dstCache-01536]]
|
|
pname:dstCache must: not appear in the list of source caches
|
|
****
|
|
|
|
include::../validity/protos/vkMergeValidationCachesEXT.txt[]
|
|
--
|
|
|
|
[open,refpage='vkGetValidationCacheDataEXT',desc='Get the data store from a validation cache',type='protos']
|
|
--
|
|
|
|
Data can: be retrieved from a validation cache object using the command:
|
|
|
|
include::../api/protos/vkGetValidationCacheDataEXT.txt[]
|
|
|
|
* pname:device is the logical device that owns the validation cache.
|
|
* pname:validationCache is the validation cache to retrieve data from.
|
|
* pname:pDataSize is a pointer to a value related to the amount of data in
|
|
the validation cache, as described below.
|
|
* pname:pData is either `NULL` or a pointer to a buffer.
|
|
|
|
If pname:pData is `NULL`, then the maximum size of the data that can: be
|
|
retrieved from the validation cache, in bytes, is returned in
|
|
pname:pDataSize.
|
|
Otherwise, pname:pDataSize must: point to a variable set by the user to the
|
|
size of the buffer, in bytes, pointed to by pname:pData, and on return the
|
|
variable is overwritten with the amount of data actually written to
|
|
pname:pData.
|
|
|
|
If pname:pDataSize is less than the maximum size that can: be retrieved by
|
|
the validation cache, at most pname:pDataSize bytes will be written to
|
|
pname:pData, and fname:vkGetValidationCacheDataEXT will return
|
|
ename:VK_INCOMPLETE.
|
|
Any data written to pname:pData is valid and can: be provided as the
|
|
pname:pInitialData member of the sname:VkValidationCacheCreateInfoEXT
|
|
structure passed to fname:vkCreateValidationCacheEXT.
|
|
|
|
Two calls to fname:vkGetValidationCacheDataEXT with the same parameters
|
|
must: retrieve the same data unless a command that modifies the contents of
|
|
the cache is called between them.
|
|
|
|
[[validation-cache-header]]
|
|
Applications can: store the data retrieved from the validation cache, and
|
|
use these data, possibly in a future run of the application, to populate new
|
|
validation cache objects.
|
|
The results of validation, however, may: depend on the vendor ID, device ID,
|
|
driver version, and other details of the device.
|
|
To enable applications to detect when previously retrieved data is
|
|
incompatible with the device, the initial bytes written to pname:pData must:
|
|
be a header consisting of the following members:
|
|
|
|
.Layout for validation cache header version ename:VK_VALIDATION_CACHE_HEADER_VERSION_ONE_EXT
|
|
[width="85%",cols="8%,21%,71%",options="header"]
|
|
|====
|
|
| Offset | Size | Meaning
|
|
| 0 | 4 | length in bytes of the entire validation cache header
|
|
written as a stream of bytes, with the least
|
|
significant byte first
|
|
| 4 | 4 | a elink:VkValidationCacheHeaderVersionEXT value
|
|
written as a stream of bytes, with the least
|
|
significant byte first
|
|
| 8 | ename:VK_UUID_SIZE | a layer commit ID expressed as a UUID, which uniquely
|
|
identifies the version of the validation layers used
|
|
to generate these validation results
|
|
|====
|
|
|
|
The first four bytes encode the length of the entire validation cache
|
|
header, in bytes.
|
|
This value includes all fields in the header including the validation cache
|
|
version field and the size of the length field.
|
|
|
|
The next four bytes encode the validation cache version, as described for
|
|
elink:VkValidationCacheHeaderVersionEXT.
|
|
A consumer of the validation cache should: use the cache version to
|
|
interpret the remainder of the cache header.
|
|
|
|
If pname:pDataSize is less than what is necessary to store this header,
|
|
nothing will be written to pname:pData and zero will be written to
|
|
pname:pDataSize.
|
|
|
|
include::../validity/protos/vkGetValidationCacheDataEXT.txt[]
|
|
--
|
|
|
|
[open,refpage='VkValidationCacheHeaderVersionEXT',desc='Encode validation cache version',type='enums',xrefs='vkCreateValdiationCacheEXT vkGetValidationCacheDataEXT']
|
|
--
|
|
Possible values of the second group of four bytes in the header returned by
|
|
flink:vkGetValidationCacheDataEXT, encoding the validation cache version,
|
|
are:
|
|
|
|
include::../api/enums/VkValidationCacheHeaderVersionEXT.txt[]
|
|
|
|
* ename:VK_VALIDATION_CACHE_HEADER_VERSION_ONE_EXT specifies version one
|
|
of the validation cache.
|
|
--
|
|
|
|
[open,refpage='vkDestroyValidationCacheEXT',desc='Destroy a validation cache object',type='protos']
|
|
--
|
|
|
|
To destroy a validation cache, call:
|
|
|
|
include::../api/protos/vkDestroyValidationCacheEXT.txt[]
|
|
|
|
* pname:device is the logical device that destroys the validation cache
|
|
object.
|
|
* pname:validationCache is the handle of the validation cache to destroy.
|
|
* pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
|
|
.Valid Usage
|
|
****
|
|
* [[VUID-vkDestroyValidationCacheEXT-validationCache-01537]]
|
|
If sname:VkAllocationCallbacks were provided when pname:validationCache
|
|
was created, a compatible set of callbacks must: be provided here
|
|
* [[VUID-vkDestroyValidationCacheEXT-validationCache-01538]]
|
|
If no sname:VkAllocationCallbacks were provided when
|
|
pname:validationCache was created, pname:pAllocator must: be `NULL`
|
|
****
|
|
|
|
include::../validity/protos/vkDestroyValidationCacheEXT.txt[]
|
|
--
|
|
endif::VK_EXT_validation_cache[]
|