Jon Leech 348990517c Change log for September 30, 2016 Vulkan 1.0.29 spec update:
* Bump API patch number and header version number to 29 for this update.

Github Issues:

  * Remove redundant constraint on
    slink:VkCommandBufferInheritanceInfo::pname:queryFlags (public issue
    224).
  * Fix typo and remove link in Note in the
    <<extended-functionality-instance-extensions-and-devices, Instance
    Extensions and Device Extensions>> section (public issue 359).
  * Fix erroneous validation statement for the pname:layout member of
    slink:VkComputePipelineCreateInfo (public issue 362).

Internal Issues:

  * Restore long figure captions using asciidoc sidebar blocks, due to
    restrictions of asciidoc syntax (internal issue 101).
  * Replace most latexmath equations with comparable markup in straight
    asciidoc, which significantly improves time required to fully load and
    process the HTML forms of the Specification. There are known minor font
    and alignment inconsistencies with MathJax and PDF rendering of
    latexmath equations. Please do not file github issues about these. We
    are aware of the inconsistencies and will make refinements over time,
    while the performance improvements are compelling in at least some major
    browsers (internal issue 313).
  * Move handcoded validity statements from +vk.xml+ into the Specification
    body, easing work in the single-branch model. Specify the distinction
    between these explicit statements, and the implicit validity statements
    inferred from vk.xml. Validity statements now appear in two blocks for
    each command and structure - handcoded "Valid Usage" and the implicit
    "Valid Usage (Implicit)" (internal issue 392).
  * Add the +returnedonly="false"+ attribute to WSI output structures,
    removing incorrectly generated implicit validity statements for
    slink:VkDisplayPropertiesKHR, slink:VkDisplayPlanePropertiesKHR,
    slink:VkDisplayModePropertiesKHR, slink:VkDisplayPlaneCapabilitiesKHR,
    slink:VkSurfaceCapabilitiesKHR, and slink:VkSurfaceFormatKHR structures
    (internal issue 486).
  * Update slink:VkImageLayout to require the
    ename:VK_IMAGE_USAGE_SAMPLED_BIT be set for sampled depth/stencil images
    (internal issue 487).
  * Use an explicit format specifier string for the date command invocation
    in the +Makefile+ instead of the shorthand -R option, which doesn't work
    on BSD and MaxOS X date commands (internal issue 500).

Other Issues:

  * Use the terms ``allocation scope'' and ``extension scope'' instead of
    just ``scope'', and add them to the glossary.
2016-09-30 21:13:37 -07:00

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// Copyright (c) 2015-2016 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[geometry]]
= Geometry Shading
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.
Geometry shading is enabled when a geometry shader is included in the
pipeline.
[[geometry-input]]
== Geometry Shader Input Primitives
Each geometry shader invocation has access to all vertices in the primitive
(and their associated data), which are presented to the shader as an array
of inputs.
The input primitive type expected by the geometry shader is specified with
an code:OpExecutionMode instruction in the geometry shader, and must: be
compatible with the primitive topology used by primitive assembly (if
tessellation is not in use) or must: match the type of primitive generated
by the tessellation primitive generator (if tessellation is in use).
Compatibility is defined below, with each input primitive type.
The input primitive types accepted by a geometry shader are:
Points::
Geometry shaders that operate on points use an code:OpExecutionMode
instruction specifying the code:InputPoints input mode.
Such a shader is valid only when the pipeline primitive topology is
code:VK_PRIMITIVE_TOPOLOGY_POINT_LIST (if tessellation is not in use) or if
tessellation is in use and the tessellation evaluation shader uses
code:PointMode.
There is only a single input vertex available for each geometry shader
invocation.
However, inputs to the geometry shader are still presented as an array, but
this array has a length of one.
Lines::
Geometry shaders that operate on line segments are generated by including an
code:OpExecutionMode instruction with the code:InputLines mode.
Such a shader is valid only for the code:VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
and code:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP primitive topologies (if
tessellation is not in use) or if tessellation is in use and the
tessellation mode is code:Isolines.
There are two input vertices available for each geometry shader invocation.
The first vertex refers to the vertex at the beginning of the line segment
and the second vertex refers to the vertex at the end of the line segment.
Lines with Adjacency::
Geometry shaders that operate on line segments with adjacent vertices are
generated by including an code:OpExecutionMode instruction with the
code:InputLinesAdjacency mode.
Such a shader is valid only for the
code:VK_PRIMITIVE_TOPOLOGY_LINES_WITH_ADJACENCY and
code:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY primitive topologies
and must: not be used when tessellation is in use.
+
In this mode, there are four vertices available for each geometry shader
invocation.
The second vertex refers to attributes of the vertex at the beginning of the
line segment and the third vertex refers to the vertex at the end of the
line segment.
The first and fourth vertices refer to the vertices adjacent to the
beginning and end of the line segment, respectively.
Triangles::
Geometry shaders that operate on triangles are created by including an
code:OpExecutionMode instruction with the code:Triangles mode.
Such a shader is valid when the pipeline topology is
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, or
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN (if tessellation is not in use) or
when tessellation is in use and the tessellation mode is code:Triangles or
code:Quads.
+
In this mode, there are three vertices available for each geometry shader
invocation.
The first, second, and third vertices refer to attributes of the first,
second, and third vertex of the triangle, respectively.
Triangles with Adjacency::
Geometry shaders that operate on triangles with adjacent vertices are
created by including an code:OpExecutionMode instruction with the
code:InputTrianglesAdjacency mode.
Such a shader is valid when the pipeline topology is
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLES_WITH_ADJACENCY or
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, and must: not be
used when tessellation is in use.
+
In this mode, there are six vertices available for each geometry shader
invocation.
The first, third and fifth vertices refer to attributes of the first, second
and third vertex of the triangle, respectively.
The second, fourth and sixth vertices refer to attributes of the vertices
adjacent to the edges from the first to the second vertex, from the second
to the third vertex, and from the third to the first vertex, respectively.
[[geometry-output]]
== Geometry Shader Output Primitives
A geometry shader generates primitives in one of three output modes: points,
line strips, or triangle strips.
The primitive mode is specified in the shader using an code:OpExecutionMode
instruction with the code:OutputPoints, code:OutputLineStrip or
code:OutputTriangleStrip modes, respectively.
Each geometry shader must: include exactly one output primitive mode.
The vertices output by the geometry shader are assembled into points, lines,
or triangles based on the output primitive type and the resulting primitives
are then further processed as described in <<primsrast>>.
If the number of vertices emitted by the geometry shader is not sufficient
to produce a single primitive, vertices corresponding to incomplete
primitives are not processed by subsequent pipeline stages.
The number of vertices output by the geometry shader is limited to a maximum
count specified in the shader.
The maximum output vertex count is specified in the shader using an
code:OpExecutionMode instruction with the mode set to code:OutputVertices
and the maximum number of vertices that will be produced by the geometry
shader specified as a literal.
Each geometry shader must: specify a maximum output vertex count.
[[geometry-invocations]]
== Multiple Invocations of Geometry Shaders
Geometry shaders can: be invoked more than one time for each input
primitive.
This is known as _geometry shader instancing_ and is requested by including
an code:OpExecutionMode instruction with code:mode specified as
code:Invocations and the number of invocations specified as an integer
literal.
In this mode, the geometry shader will execute [eq]#n# times for each input
primitive, where [eq]#n# is the number of invocations specified in the
code:OpExecutionMode instruction.
The instance number is available to each invocation as a built-in input
using code:InvocationId.
[[geometry-ordering]]
== Geometry Shader Primitive Ordering
Limited guarantees are provided for the relative ordering of primitives
produced by a geometry shader.
* For instanced geometry shaders, the output primitives generated from
each input primitive are passed to subsequent pipeline stages using the
invocation number to order the primitives, from least to greatest.
* All output primitives generated from a given input primitive are passed
to subsequent pipeline stages before any output primitives generated
from subsequent input primitives.