1180 lines
53 KiB
Plaintext
1180 lines
53 KiB
Plaintext
// Copyright (c) 2015-2016 The Khronos Group Inc.
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// Copyright notice at https://www.khronos.org/registry/speccopyright.html
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[[interfaces]]
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= Shader Interfaces
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When a pipeline is created, the set of shaders specified in the
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corresponding stext:Vk*PipelineCreateInfo structure are implicitly linked
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at a number of different interfaces.
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* <<interfaces-iointerfaces,Shader Input and Output Interface>>
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* <<interfaces-vertexinput,Vertex Input Interface>>
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* <<interfaces-fragmentoutput,Fragment Output Interface>>
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* <<interfaces-inputattachment,Fragment Input Attachment Interface>>
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* <<interfaces-resources,Shader Resource Interface>>
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[[interfaces-iointerfaces]]
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== Shader Input and Output Interfaces
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When multiple stages are present in a pipeline, the outputs of one
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stage form an interface with the inputs of the next stage. When such an
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interface involves a shader, shader outputs are matched against the inputs
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of the next stage, and shader inputs are matched against the outputs of the
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previous stage.
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There are two classes of variables that can: be matched between shader
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stages, built-in variables and user-defined variables. Each class has a
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different set of matching criteria. Generally, when non-shader stages are
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between shader stages, the user-defined variables, and most built-in
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variables, form an interface between the shader stages.
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The variables forming the input or output _interfaces_ are listed as
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operands to the code:OpEntryPoint instruction and are declared with the
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code:Input or code:Output storage classes, respectively, in the SPIR-V
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module.
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[[interfaces-iointerfaces-builtin]]
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=== Built-in Interface Block
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Shader <<interfaces-builtin-variables,built-in>> variables meeting the
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following requirements define the _built-in interface block_. They must: be:
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* explicitly declared (there are no implicit built-ins),
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* identified with a code:BuiltIn decoration,
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* form object types as described in the
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<<interfaces-builtin-variables,Built-in Variables>> section, and
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* declared in a block whose top-level members are the built-ins.
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Built-ins only participate in interface matching if they are declared
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in such a block. They mustnot: have any code:Location or code:Component
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decorations.
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There must: be no more than one built-in interface block per shader per
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interface.
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[[interfaces-iointerfaces-user]]
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=== User-defined Variable Interface
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The remaining variables listed by code:OpEntryPoint with the code:Input or
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code:Output storage class form the _user-defined variable interface_.
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These variables must: be identified with a code:Location decoration and
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can: also be identified with a code:Component decoration.
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[[interfaces-iointerfaces-matching]]
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=== Interface Matching
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A user-defined output variable is considered
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to match an input variable in the subsequent stage if the two variables
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are declared with the same code:Location and code:Component decoration
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and match in type and decoration, except that
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<<shaders-interpolation-decorations,interpolation decorations>> are not
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required: to match. For the purposes of interface
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matching, variables declared without a code:Component decoration are
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considered to have a code:Component decoration of zero.
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Variables or block members declared as structures are considered to match
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in type if and only if the structure members match in type, decoration,
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number, and declaration order. Variables or block members declared as arrays
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are considered to match in type only if both declarations specify the
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same element type and size.
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Tessellation control shader per-vertex output variables and blocks, and
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tessellation control, tessellation evaluation, and geometry shader
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per-vertex input variables and blocks are required to be declared as
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arrays, with each element representing input or output values for a
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single vertex of a multi-vertex primitive. For the purposes of interface
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matching, the outermost array dimension of such variables and blocks
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is ignored.
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At an interface between two non-fragment shader stages, the built-in
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interface block must: match exactly, as described above. At an interface
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involving the fragment shader inputs, the presence or absence of any
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built-in output does not affect the interface matching.
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Any input value to a shader stage is well-defined as long as the preceding
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stages writes to a matching output, as described above.
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Additionally, scalar and vector inputs are well-defined if there
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is a corresponding output satisfying all of the following conditions:
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* the input and output match exactly in decoration,
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* the output is a vector with the same basic type and has
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at least as many components as the input, and
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* the common component type of the input and output is
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32-bit integer or floating-point (64-bit component types are excluded).
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In this case, the components of the input will be taken from the first
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components of the output, and any extra components of the output
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will be ignored.
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[[interfaces-iointerfaces-locations]]
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=== Location Assignment
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This section describes how many locations are consumed by a given
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type. As mentioned above, geometry shader inputs, tessellation control
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shader inputs and outputs, and tessellation evaluation inputs all have
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an additional level of arrayness relative to other shader inputs and
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outputs. This outer array level is removed from the type before considering
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how many locations the type consumes.
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The code:Location value specifies an interface slot comprised of a
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32-bit four-component vector conveyed between stages. The code:Component
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specifies <<interfaces-iointerfaces-components,components>> within
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these vector locations. Only types with widths of 32 or 64 are supported in
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shader interfaces.
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Inputs and outputs of the following types consume a single interface
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location:
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* 32-bit scalar and vector types, and
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* 64-bit scalar and 2-component vector types.
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64-bit three- and four-component vectors consume two consecutive locations.
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If a declared input or output is an array of size _n_ and each element
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takes _m_ locations, it will be assigned _m_ × _n_ consecutive locations
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starting with the location specified.
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If the declared input or output is an _n_ × _m_ 32- or 64-bit matrix,
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it will be assigned multiple locations starting with the location specified.
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The number of locations assigned for each matrix will be the same
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as for an _n_-element array of _m_-component vectors.
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The layout of a structure type used as an code:Input or code:Output depends
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on whether it is also a code:Block (i.e. has a code:Block decoration).
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If it is a not a code:Block, then the structure type must: have a
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code:Location decoration. Its members are assigned consecutive locations
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in their declaration order, with the first member assigned to the
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location specified for the structure type. The members, and their nested
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types, mustnot: themselves have code:Location decorations.
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If the structure type is a code:Block but without a code:Location, then
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each of its members must: have a code:Location decoration. If it is a
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code:Block with a code:Location decoration, then its first member is
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assigned to the location specified for the code:Block, any member with
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its own code:Location decoration is assigned that location, and otherwise
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each subsequent member is assigned consecutive locations in declaration
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order.
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The locations consumed by block and structure members are determined
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by applying the rules above in a depth-first traversal of the instantiated
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members as though the structure or block member were declared as an input or
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output variable of the same type.
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Any two inputs listed as operands on the same code:OpEntryPoint mustnot: be
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assigned the same location, either explicitly or implicitly.
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Any two outputs listed as operands on the same code:OpEntryPoint mustnot:
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be assigned the same location, either explicitly or implicitly.
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The number of input and output locations available for a shader input
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or output interface are limited, and dependent on the shader stage
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as described in <<interfaces-iointerfaces-limits>>.
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[[interfaces-iointerfaces-limits]]
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.Shader Input and Output Locations
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[width="90%",cols="<6,<13",options="header"]
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|=============================
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| Shader Interface | Locations Available
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| vertex input | pname:maxVertexInputAttributes
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| vertex output | pname:maxVertexOutputComponents / 4
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| tessellation control input | pname:maxTessellationControlPerVertexInputComponents / 4
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| tessellation control output | pname:maxTessellationControlPerVertexOutputComponents / 4
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| tessellation evaluation input | pname:maxTessellationEvaluationInputComponents / 4
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| tessellation evaluation output| pname:maxTessellationEvaluationOutputComponents / 4
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| geometry input | pname:maxGeometryInputComponents / 4
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| geometry output | pname:maxGeometryOutputComponents / 4
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| fragment input | pname:maxFragmentInputComponents / 4
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| fragment output | pname:maxFragmentOutputAttachments
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|=============================
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[[interfaces-iointerfaces-components]]
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=== Component Assignment
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The code:Component decoration allows the code:Location to be more
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finely specified for scalars and vectors, down to the individual
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components within a location that are consumed.
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The components within a location are 0, 1, 2, and 3.
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A variable or block member starting at component N
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will consume components N, N+1, N+2, ... up through its size.
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For single precision types, it is invalid if this sequence of
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components gets larger than 3. A scalar 64-bit type will consume
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two of these components in sequence, and a
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two-component 64-bit vector type will consume all four components
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available within a location. A three- or four-component 64-bit vector
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type mustnot: specify a code:Component decoration. A three-component
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64-bit vector type will consume all four components of the first location
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and components 0 and 1 of the second location. This leaves components
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2 and 3 available for other component-qualified declarations.
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A scalar or two-component 64-bit data type mustnot: specify a
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code:Component decoration of 1 or 3.
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A code:Component decoration mustnot: be specified for any type that is
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not a scalar or vector.
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[[interfaces-vertexinput]]
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== Vertex Input Interface
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When the vertex stage is present in a pipeline, the vertex shader input
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variables form an interface with the vertex input attributes. The vertex
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shader input variables are matched by the code:Location and
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code:Component decorations to the vertex input attributes specified
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in the pname:pVertexInputState member of the
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slink:VkGraphicsPipelineCreateInfo structure.
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The vertex shader input variables listed by code:OpEntryPoint with the
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code:Input storage class form the _vertex input interface_. These variables
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must: be identified with a code:Location decoration and can: also be
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identified with a code:Component decoration.
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For the purposes of interface
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matching: variables declared without a code:Component decoration
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are considered to have a code:Component decoration of zero.
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The number of available vertex input locations is given by the
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pname:maxVertexInputAttributes member of the sname:VkPhysicalDeviceLimits
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structure.
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See <<fxvertex-attrib-location>> for details.
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All vertex shader inputs declared as above must: have a corresponding
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attribute and binding in the pipeline.
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[[interfaces-fragmentoutput]]
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== Fragment Output Interface
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When the fragment stage is present in a pipeline, the fragment shader
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outputs form an interface with the output attachments of the current
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subpass. The fragment shader output variables are matched by the
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code:Location and code:Component decorations to the color attachments
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specified in the pname:pColorAttachments array of the
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slink:VkSubpassDescription structure that describes the subpass that the
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fragment shader is executed in.
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The fragment shader output variables listed by code:OpEntryPoint with the
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code:Output storage class form the _fragment output interface_.
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These variables must: be identified with a code:Location decoration.
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They can: also be identified with a code:Component decoration and/or
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an code:Index decoration. For the
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purposes of interface matching: variables declared without a code:Component
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decoration are considered to have a code:Component decoration of zero,
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and variables declared without an code:Index decoration are considered
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to have an code:Index decoration of zero.
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A fragment shader output variable identified with a code:Location decoration
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of _i_ is directed to the color attachment indicated by
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pname:pColorAttachments[_i_], after passing through the blending unit as
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described in <<framebuffer-blending>>, if enabled. Locations are consumed as
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described in <<interfaces-iointerfaces-locations,Location Assignment>>. The
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number of available fragment output locations is given by the
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pname:maxFragmentOutputAttachments member of the
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sname:VkPhysicalDeviceLimits structure.
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Components of the output variables are assigned as described in
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<<interfaces-iointerfaces-components,Component Assignment>>.
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Output components identified as 0, 1, 2, and 3 will be directed
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to the R, G, B, and A inputs to the blending unit, respectively,
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or to the output attachment if blending is disabled.
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If two variables are placed within the same location, they must
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have the same underlying type (floating-point or integer).
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Fragment outputs identified with an code:Index of zero are directed
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to the first input of the blending unit associated with the
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corresponding code:Location. Outputs identified with an code:Index
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of one are directed to the second input of the corresponding
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blending unit.
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No _component aliasing_ of output variables is allowed, that is
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there mustnot: be two output variables which have the same location,
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component, and index, either explicitly declared or implied.
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Output values written by a fragment shader must: be declared with
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either code:OpTypeFloat or code:OpTypeInt, and a Width of 32.
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Composites of these types are also permitted. If the color attachment has a
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signed or unsigned normalized fixed-point format, color values are assumed
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to be floating-point and are converted to fixed-point as described in
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<<fundamentals-fixedfpconv>>; otherwise no type conversion
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is applied. If the type of the values written by the fragment shader do
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not match the format of the corresponding color attachment, the result is
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undefined for those components.
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[[interfaces-inputattachment]]
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== Fragment Input Attachment Interface
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When a fragment stage is present in a pipeline, the fragment shader
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subpass inputs form an interface with the input attachments of the
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current subpass. The fragment shader subpass input variables are
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matched by code:InputAttachmentIndex decorations to the input
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attachments specified in the pname:pInputAttachments array of the
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slink:VkSubpassDescription structure that describes the subpass that
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the fragment shader is executed in.
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The fragment shader input variables listed by code:OpEntryPoint with the
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code:Input storage class and a decoration of code:InputAttachmentIndex
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form the _fragment input attachment interface_. These variables must:
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be declared with a type of code:OpTypeImage and a code:Dim operand
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of code:SubpassData.
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A fragment shader input variable identified with an code:InputAttachmentIndex
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decoration of _i_ reads from the input attachment indicated by
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pname:pInputAttachments[_i_]. If the input variable is declared as
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an array of size N, it consumes N consecutive input attachments, starting
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with the index specified. There mustnot: be more than one input variable
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with the same code:InputAttachmentIndex whether explicitly declared or
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implied by an array declaration. The number of available input attachment
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indices is given by the pname:maxPerStageDescriptorInputAttachments member
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of the sname:VkPhysicalDeviceLimits structure.
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Variables identified with the code:InputAttachmentIndex must: only be
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used by a fragment stage. The basic data type (floating-point,
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integer, unsigned integer) of the subpass input must: match the basic
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format of the corresponding input attachment, or the values of subpass
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loads from these variables are undefined.
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See <<descriptorsets-inputattachment>> for more details.
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[[interfaces-resources]]
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== Shader Resource Interface
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When a shader stage accesses buffer or image resources, as described
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in the <<descriptorsets,Resource Descriptors>> section, the shader
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resource variables must be matched with the
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<<descriptorsets-pipelinelayout,pipeline layout>> that is provided
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at pipeline creation time.
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The set of shader resources that form the _shader resource interface_
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for a stage are the variables statically used by code:OpEntryPoint
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with the storage classes of code:Uniform, code:UniformConstant, and
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code:PushConstant. For the fragment shader, the variables identified by
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operands to code:OpEntryPoint with a storage class of code:Input and a
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decoration of code:InputAttachmentIndex are also included in this interface.
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The shader resource interface can be further broken down into two
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sub-interfaces: the push constant interface and the descriptor
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set interface.
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[[interfaces-resources-pushconst]]
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=== Push Constant Interface
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The shader variables defined with a storage class of code:PushConstant that
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are statically used by the shader entry points for the pipeline
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define the _push constant interface_. They must: be:
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* typed as code:OpTypeStruct,
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* identified with a code:Block decoration, and
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* laid out explicitly using the code:Offset, code:ArrayStride, and
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code:MatrixStride decorations as specified in
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<<interfaces-resources-layout,Offset and Stride Assignment>>.
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There must: be no more than one push constant block statically used per
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shader entry point.
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Each variable in a push constant block must: be placed at an code:Offset
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such that the entire constant value is entirely contained within the
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slink:VkPushConstantRange for each code:OpEntryPoint that uses it, and the
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pname:stageFlags for that range must: specify the appropriate
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elink:VkShaderStageFlagBits for that stage. The code:Offset decoration for
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any variable in a push constant block mustnot: cause the space required for
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that variable to extend outside the range latexmath:[$[0,
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\mathit{maxPushConstantsSize})$].
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Any variable in a push constant block that is declared as an array must:
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only be accessed with dynamically uniform indices.
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[[interfaces-resources-descset]]
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=== Descriptor Set Interface
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The _descriptor set interface_ is comprised of the shader variables with the
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storage classes of code:Uniform, code:UniformConstant, and the variables in
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the <<interfaces-inputattachment,fragment input attachment interface>>,
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that are statically used by the shader entry points for the pipeline.
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These variables must: have code:DescriptorSet and code:Binding decorations
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specified, which are assigned and matched with the
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sname:VkDescriptorSetLayout objects in the pipeline layout as described in
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<<interfaces-resources-setandbinding,DescriptorSet and Binding Assignment>>.
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Variables identified with the code:UniformConstant storage class are used
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only as handles to refer to opaque resources. Such variables must: be typed
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as code:OpTypeImage, code:OpTypeSampler, code:OpTypeSampledImage, or arrays
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of only these types. Variables of type code:OpTypeImage must: have a
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code:Sampled operand of 1 (sampled image) or 2 (storage image).
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Any array of these types must: only be indexed with constant integral
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expressions, except under the following conditions:
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* For arrays of code:OpTypeImage variables with code:Sampled operand of 2,
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if the pname:shaderStorageImageArrayDynamicIndexing feature is enabled
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||
and the shader module declares the code:StorageImageArrayDynamicIndexing
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capability, the array must: only be indexed by dynamically uniform
|
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expressions.
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* For arrays of code:OpTypeSampler, code:OpTypeSampledImage variables, or
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code:OpTypeImage variables with code:Sampled operand of 1,
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||
if the pname:shaderSampledImageArrayDynamicIndexing feature is enabled
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||
and the shader module declares the code:SampledImageArrayDynamicIndexing
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||
capability, the array must: only be indexed by dynamically uniform
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||
expressions.
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||
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The code:Sampled code:Type of an code:OpTypeImage declaration must: match
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||
the same basic data type as the corresponding resource, or the values
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||
obtained by reading or sampling from this image are undefined.
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||
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The code:Image code:Format of an code:OpTypeImage declaration mustnot: be
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||
*Unknown*, for variables which are used for code:OpImageRead or
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||
code:OpImageWrite operations, except under the following conditions:
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||
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||
* For code:OpImageWrite, if the pname:shaderStorageImageWriteWithoutFormat
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feature is enabled and the shader module declares the
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code:StorageImageWriteWithoutFormat capability.
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* For code:OpImageRead, if the pname:shaderStorageImageReadWithoutFormat
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feature is enabled and the shader module declares the
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code:StorageImageReadWithoutFormat capability.
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||
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||
Variables identified with the code:Uniform storage class are used to access
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transparent buffer backed resources. Such variables must: be:
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||
|
||
* typed as code:OpTypeStruct, or arrays of only this type,
|
||
* identified with a code:Block or code:BufferBlock decoration, and
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||
* laid out explicitly using the code:Offset, code:ArrayStride, and
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||
code:MatrixStride decorations as specified in
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<<interfaces-resources-layout,Offset and Stride Assignment>>.
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||
|
||
Any array of these types must: only be indexed with constant integral
|
||
expressions, except under the following conditions.
|
||
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||
* For arrays of code:Block variables, if the
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||
pname:shaderUniformBufferArrayDynamicIndexing feature is enabled and
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||
the shader module declares the code:UniformBufferArrayDynamicIndexing
|
||
capability, the array must: only be indexed by dynamically uniform
|
||
expressions.
|
||
* For arrays of code:BufferBlock variables, if the
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pname:shaderStorageBufferArrayDynamicIndexing feature is enabled and
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||
the shader module declares the code:StorageBufferArrayDynamicIndexing
|
||
capability, the array must: only be indexed by dynamically uniform
|
||
expressions.
|
||
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||
The code:Offset decoration for any variable in a code:Block mustnot:
|
||
cause the space required for that variable to extend outside the
|
||
range latexmath:[$[0, \mathit{maxUniformBufferRange})$]. The code:Offset
|
||
decoration for any variable in a code:BufferBlock mustnot: cause the
|
||
space required for that variable to extend outside the range
|
||
latexmath:[$[0, \mathit{maxStorageBufferRange})$].
|
||
|
||
Variables identified with a storage class of code:Input and a decoration of
|
||
code:InputAttachmentIndex must be declared as described
|
||
<<interfaces-inputattachment,above>>.
|
||
|
||
Each shader variable declaration must: refer to the same type of resource as
|
||
is indicated by the pname:descriptorType. See
|
||
<<interfaces-resources-correspondence,Shader Resource and Descriptor Type
|
||
Correspondence>> for the relationship between shader declarations and
|
||
descriptor types.
|
||
|
||
[[interfaces-resources-correspondence]]
|
||
.Shader Resource and Descriptor Type Correspondence
|
||
[width="90%",cols="<1,<2",options="header"]
|
||
|=============================
|
||
| Resource type | Descriptor Type
|
||
| sampler |VK_DESCRIPTOR_TYPE_SAMPLER
|
||
| sampled image |VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
|
||
| storage image |VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
|
||
| combined image sampler | VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
|
||
| uniform texel buffer | VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
|
||
| storage texel buffer | VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
|
||
| uniform buffer | VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER +
|
||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
|
||
| storage buffer | VK_DESCRIPTOR_TYPE_STORAGE_BUFFER +
|
||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
|
||
| input attachment| VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
|
||
|=============================
|
||
|
||
.Shader Resource and Storage Class Correspondence
|
||
[width="100%",cols="<21%,<22%,<27%,<30%",options="header"]
|
||
|=============================
|
||
| Resource type | Storage Class | Type | Decoration(s)^1^
|
||
| sampler
|
||
| code:UniformConstant | code:OpTypeSampler |
|
||
| sampled image
|
||
| code:UniformConstant | code:OpTypeImage (code:Sampled=1)|
|
||
| storage image
|
||
| code:UniformConstant | code:OpTypeImage (code:Sampled=2) |
|
||
| combined image sampler
|
||
| code:UniformConstant | code:OpTypeSampledImage |
|
||
| uniform texel buffer
|
||
| code:UniformConstant | code:OpTypeImage (code:Dim=code:Buffer, code:Sampled=1) |
|
||
| storage texel buffer
|
||
| code:UniformConstant | code:OpTypeImage (code:Dim=code:Buffer, code:Sampled=2) |
|
||
| uniform buffer
|
||
| code:Uniform | code:OpTypeStruct
|
||
| code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride)
|
||
| storage buffer
|
||
| code:Uniform | code:OpTypeStruct
|
||
| code:BufferBlock, code:Offset, (code:ArrayStride), (code:MatrixStride)
|
||
| input attachment
|
||
| code:Input | code:OpTypeImage (code:Dim=code:SubpassData) | code:InputAttachmentIndex
|
||
|=============================
|
||
1:: in addition to code:DescriptorSet and code:Binding
|
||
|
||
|
||
[[interfaces-resources-setandbinding]]
|
||
=== DescriptorSet and Binding Assignment
|
||
|
||
A variable identified with a code:DescriptorSet decoration of
|
||
latexmath:[$s$] and a code:Binding decoration of latexmath:[$b$] indicates
|
||
that this variable is associated with the slink:VkDescriptorSetLayoutBinding
|
||
that has a pname:binding equal to latexmath:[$b$] in pname:pSetLayouts[_s_]
|
||
that was specified in slink:VkPipelineLayoutCreateInfo.
|
||
|
||
The range of descriptor sets is between zero and
|
||
pname:maxBoundDescriptorSets minus one. If a descriptor set value
|
||
is statically used by an entry point there must: be an associated
|
||
pname:pSetLayout in the corresponding pipeline layout as described in
|
||
<<descriptorsets-pipelinelayout-consistency,Pipeline Layouts consistency>>.
|
||
|
||
If the code:Binding decoration is used with an array, the entire array is
|
||
identified with that binding value. The size of the array declaration must:
|
||
be no larger than the pname:descriptorCount of that
|
||
sname:VkDescriptorSetLayoutBinding. The index of each element of the array
|
||
is referred to as the _arrayElement_. For the purposes of interface matching
|
||
and descriptor set <<descriptorsets-updates,operations>>, if a resource
|
||
variable is not an array, it is treated as if it has an arrayElement of
|
||
zero.
|
||
|
||
The binding can be any 32-bit unsigned integer value, as described in
|
||
<<descriptorsets-setlayout>>. Each descriptor set has its own binding
|
||
name space.
|
||
|
||
There is a limit on the number of resources of each type that can: be
|
||
accessed by a pipeline stage as shown in
|
||
<<interfaces-resources-limits,Shader Resource Limits>>.
|
||
The ``Resources Per Stage'' column gives the limit on the number each type
|
||
of resource that can: be statically used for an entry point in any given
|
||
stage in a pipeline. The ``Resource Types'' column lists which resource
|
||
types are counted against the limit. Some resource types count against
|
||
multiple limits.
|
||
|
||
If multiple entry points in the same pipeline refer to the same set and
|
||
binding, all variable definitions with that code:DescriptorSet and
|
||
code:Binding must have the same basic type.
|
||
|
||
Not all descriptor sets and bindings specified in a pipeline layout need to
|
||
be used in a particular shader stage or pipeline, but if a
|
||
code:DescriptorSet and code:Binding decoration is specified for a variable
|
||
that is statically used in that shader there must: be a pipeline layout
|
||
entry identified with that descriptor set and pname:binding and the
|
||
corresponding pname:stageFlags must: specify the appropriate
|
||
elink:VkShaderStageFlagBits for that stage.
|
||
|
||
|
||
[[interfaces-resources-limits]]
|
||
.Shader Resource Limits
|
||
[width="80%",cols="<35,<23",options="header"]
|
||
|=============================
|
||
| Resources per Stage | Resource Types
|
||
.2+<.^| maxPerStageDescriptorSamplers
|
||
| sampler | combined image sampler
|
||
.3+<.^| maxPerStageDescriptorSampledImages
|
||
| sampled image | combined image sampler | uniform texel buffer
|
||
.2+<.^| maxPerStageDescriptorStorageImages
|
||
| storage image | storage texel buffer
|
||
.2+<.^| maxPerStageDescriptorUniformBuffers
|
||
| uniform buffer | uniform buffer dynamic
|
||
.2+<.^| maxPerStageDescriptorStorageBuffers
|
||
| storage buffer | storage buffer dynamic
|
||
| maxPerStageDescriptorInputAttachments
|
||
| input attachment^1^
|
||
|=============================
|
||
|
||
1::
|
||
Input attachments can: only be used in the fragment shader stage
|
||
|
||
|
||
[[interfaces-resources-layout]]
|
||
=== Offset and Stride Assignment
|
||
|
||
All variables with a storage class of code:PushConstant or code:Uniform must
|
||
be explicitly laid out using the code:Offset, code:ArrayStride, and
|
||
code:MatrixStride decorations. There are two different layouts requirements
|
||
depending on the specific resources.
|
||
|
||
[[interfaces-resources-layout-std140]]
|
||
*Standard Uniform Buffer Layout*
|
||
|
||
Member variables of an code:OpTypeStruct with storage class of
|
||
code:Uniform and a decoration of code:Block (uniform buffers) must: be laid
|
||
out according to the following rules.
|
||
|
||
* The code:Offset Decoration must be a multiple of its base alignment,
|
||
computed recursively as follows:
|
||
+
|
||
** a scalar of size latexmath:[$N$] has a base alignment of
|
||
latexmath:[$N$]
|
||
** a two-component vector, with components of size latexmath:[$N$], has
|
||
a base alignment of latexmath:[$2N$]
|
||
** a three- or four-component vector, with components of size
|
||
latexmath:[$N$], has a base alignment of latexmath:[$4N$]
|
||
** an array has a base alignment equal to the base alignment of its
|
||
element type, rounded up to a multiple of latexmath:[$16$]
|
||
** a structure has a base alignment equal to the largest base alignment
|
||
of any of its members, rounded up to a multiple of latexmath:[$16$]
|
||
** a row-major matrix of latexmath:[$C$] columns has a base alignment
|
||
equal to the base alignment of vector of latexmath:[$C$] matrix
|
||
components
|
||
** a column-major matrix has a base alignment equal to the base
|
||
alignment of the matrix column type
|
||
+
|
||
* Any code:ArrayStride or code:MatrixStride decoration must: be an integer
|
||
multiple of the base alignment of the array or matrix from above.
|
||
|
||
[NOTE]
|
||
.Note
|
||
====
|
||
The *std140 layout* in GLSL satisfies these rules.
|
||
====
|
||
|
||
[[interfaces-resources-layout-std430]]
|
||
*Standard Storage Buffer Layout*
|
||
|
||
Member variables of an code:OpTypeStruct with a storage class of
|
||
code:PushConstant (push constants), or a storage class of code:Uniform
|
||
with a decoration of code:BufferBlock (storage buffers) must: be laid
|
||
out as <<interfaces-resources-layout-std140,above>>, except
|
||
for array and structure base alignment which do not need to be
|
||
rounded up to a multiple of latexmath:[$16$].
|
||
|
||
[NOTE]
|
||
.Note
|
||
====
|
||
The *std430 layout* in GLSL satisfies these rules.
|
||
====
|
||
|
||
|
||
|
||
[[interfaces-builtin-variables]]
|
||
== Built-In Variables
|
||
|
||
Built-in variables are accessed in shaders by declaring a variable decorated
|
||
using a code:BuiltIn decoration. The meaning of each code:BuiltIn decoration
|
||
is as follows. In the remainder of this section, the name of a built-in is
|
||
used interchangeably with a term equivalent to a variable decorated with
|
||
that particular built-in. Built-ins that represent integer values can: be
|
||
declared as either signed or unsigned 32-bit integers.
|
||
|
||
code:ClipDistance::
|
||
|
||
Variables decorated with the code:ClipDistance decoration provide the
|
||
mechanism for controlling user clipping. Declared as an array, the i^th^
|
||
element of the variable decorated as code:ClipDistance specifies a clip
|
||
distance for plane i. A clip distance of 0 means the vertex is on the plane,
|
||
a positive distance means the vertex is inside the clip half-space, and a
|
||
negative distance means the point is outside the clip half-space.
|
||
+
|
||
The code:ClipDistance array is explicitly sized by the shader.
|
||
+
|
||
The code:ClipDistance decoration can: be applied to array inputs in
|
||
tessellation control, tessellation evaluation and geometry shader stages
|
||
which will contain the values written by the previous stage. It can: be
|
||
applied to outputs in vertex, tessellation evaluation and geometry shaders.
|
||
In the last vertex processing stage, these values will be linearly
|
||
interpolated across the primitive and the portion of the primitive with
|
||
interpolated distances less than 0 will be considered outside the clip
|
||
volume.
|
||
+
|
||
In the fragment shader, the code:ClipDistance decoration can: be applied to
|
||
an array of floating-point input variables and contains the linearly
|
||
interpolated values described above.
|
||
+
|
||
code:ClipDistance mustnot: be used in compute shaders.
|
||
+
|
||
code:ClipDistance must: be declared as an array of 32-bit floating-point
|
||
values.
|
||
|
||
code:CullDistance::
|
||
|
||
A variable decorated as code:CullDistance provides a mechanism for a vertex
|
||
processing stage to reject an entire primitive. code:CullDistance can: be
|
||
applied to an array variable. If any member of this array is assigned a
|
||
negative value for all vertices belonging to a primitive, then the primitive
|
||
is discarded before rasterization. code:CullDistance can: be applied to an
|
||
output variable in the last vertex processing stage (vertex, tessellation
|
||
evaluation or geometry shader).
|
||
+
|
||
If applied to an input variable, that variable will contain the value of the
|
||
corresponding output in the previous shader stage. code:CullDistance
|
||
mustnot: be applied to an input in the vertex shader or to an output in the
|
||
fragment shader, and mustnot: be used in compute shaders.
|
||
+
|
||
In fragment shaders, the values of the code:CullDistance array are linearly
|
||
interpolated across each primitive.
|
||
+
|
||
code:CullDistance must: be declared as an array of 32-bit floating-point
|
||
values.
|
||
|
||
code:FragCoord::
|
||
|
||
This variable contains the framebuffer coordinate
|
||
latexmath:[$(x,y,z,\frac{1}{w})$] of the fragment being processed. The (x,y)
|
||
coordinate (0,0) is the upper left corner of the upper left pixel in the
|
||
framebuffer. The values of the x and y components of code:FragCoord reflect
|
||
the location of the center of the pixel (i.e. fractional values of
|
||
latexmath:[$(0.5,0.5)$]) when sample shading is not enabled, and the
|
||
location of the sample corresponding to the shader invocation when using
|
||
sample shading.
|
||
+
|
||
The z component of code:FragCoord is the interpolated depth value of the
|
||
primitive, and the w component is the interpolated
|
||
latexmath:[$\frac{1}{w}$].
|
||
+
|
||
The code:FragCoord decoration is only supported in fragment shaders. The
|
||
code:Centroid interpolation decoration is ignored on code:FragCoord.
|
||
+
|
||
code:FragCoord must: be declared as a four-component vector of 32-bit
|
||
floating-point values.
|
||
|
||
code:FragDepth::
|
||
|
||
Writing to an output variable decorated with code:FragDepth from the
|
||
fragment shader establishes a new depth value for all samples covered by the
|
||
fragment. This value will be used for depth testing and, if the depth test
|
||
passes, any subsequent write to the depth/stencil attachment. To write to
|
||
code:FragDepth, a shader must: declare the code:DepthReplacing execution
|
||
mode. If a shader declares the code:DepthReplacing execution mode and there
|
||
is an execution path through the shader that does not set code:FragDepth,
|
||
then the fragment's depth value is undefined for executions of the shader
|
||
that take that path.
|
||
+
|
||
The code:FragDepth decoration is only supported in fragment shaders.
|
||
+
|
||
code:FragDepth must: be declared as a scalar 32-bit floating-point value.
|
||
|
||
code:FrontFacing::
|
||
|
||
The code:FrontFacing decoration can: be applied to an input variable in the
|
||
fragment shader. The value of this variable is non-zero if the current
|
||
fragment is considered to be part of a
|
||
<<primsrast-polygons-basic,front-facing>> primitive and is zero if the
|
||
fragment is considered to be part of a back-facing primitive.
|
||
+
|
||
--
|
||
The code:FrontFacing decoration is not available to shader stages other than
|
||
fragment.
|
||
|
||
code:FrontFacing must: be declared as a scalar 32-bit integer.
|
||
|
||
[NOTE]
|
||
.Note
|
||
====
|
||
In GLSL, code:gl_FrontFacing is declared as a code:bool. To achieve
|
||
similar semantics in SPIR-V, a variable of code:OpTypeBool can: be declared
|
||
and initialized as the result of the code:OpINotEqual operation with the
|
||
operands of the code:FrontFacing variable and an appropriately typed
|
||
constant zero.
|
||
====
|
||
--
|
||
|
||
code:GlobalInvocationID::
|
||
|
||
An input variable decorated with code:GlobalInvocationID will contain the
|
||
location of the current compute shader invocation within the global
|
||
workgroup. The value in this variable is equal to the index of the local
|
||
workgroup multiplied by the size of the local workgroup plus the value of
|
||
code:LocalInvocationID.
|
||
+
|
||
The code:GlobalInvocationID decoration is only supported in compute shaders.
|
||
+
|
||
code:GlobalInvocationID must: be declared as a three-component vector of
|
||
32-bit integers.
|
||
|
||
code:HelperInvocation::
|
||
|
||
This variable is non-zero if the fragment being shaded is a helper
|
||
invocation and zero otherwise. A helper invocation is an invocation of
|
||
the shader that is produced to satisfy internal requirements such as the
|
||
generation of derivatives.
|
||
+
|
||
--
|
||
The code:HelperInvocation decoration is only supported in fragment shaders.
|
||
|
||
code:HelperInvocation must: be declared as a scalar 32-bit integer.
|
||
|
||
[NOTE]
|
||
.Note
|
||
====
|
||
It is very likely that a helper invocation will have a value of
|
||
code:SampleMask fragment shader input value that is zero.
|
||
====
|
||
|
||
[NOTE]
|
||
.Note
|
||
====
|
||
In GLSL, code:HelperInvocation is declared as a code:bool. To achieve
|
||
similar semantics in SPIR-V, a variable of code:OpTypeBool can: be declared
|
||
and initialized as the result of the code:OpINotEqual operation with the
|
||
operands of the code:HelperInvocation variable and an appropriately typed
|
||
constant zero.
|
||
====
|
||
--
|
||
|
||
code:InvocationID::
|
||
|
||
In a geometry shader, an input variable decorated with the code:InvocationID
|
||
decoration contains the index of the current shader invocation, which ranges
|
||
from zero to the number of <<geometry-invocations,instances>> declared
|
||
in the shader. If the instance count of the geometry shader is one or is not
|
||
specified, then code:InvocationID will be zero.
|
||
+
|
||
In tessellation control shaders, and input variable decorated with the
|
||
code:InvocationID decoration contains the index of the output patch vertex
|
||
assigned to the tessellation control shader invocation.
|
||
+
|
||
The code:InvocationID decoration mustnot: be used in vertex, tessellation
|
||
evaluation, fragment, or compute shaders.
|
||
+
|
||
code:InvocationID must: be declared as a scalar 32-bit integer.
|
||
|
||
code:InstanceIndex::
|
||
|
||
The code:InstanceIndex decoration can: be applied to a vertex shader input
|
||
which will be filled with the index of the instance that is being processed
|
||
by the current vertex shader invocation. The value of code:InstanceIndex
|
||
begins at the value of the pname:firstInstance parameter to flink:vkCmdDraw
|
||
or flink:vkCmdDrawIndexed or at the value of the pname:firstInstance member
|
||
of a structure consumed by flink:vkCmdDrawIndirect or
|
||
flink:vkCmdDrawIndexedIndirect.
|
||
+
|
||
The code:InstanceIndex decoration mustnot: be used in any shader stage other
|
||
than vertex.
|
||
+
|
||
code:InstanceIndex must: be declared as a scalar 32-bit integer.
|
||
|
||
code:Layer::
|
||
|
||
The code:Layer decoration can: be applied to an output variable in the
|
||
geometry shader that is written with the framebuffer layer index to which
|
||
the primitive produced by the geometry shader will be directed. If a
|
||
geometry shader entry point's interface does not include an output variable
|
||
decorated with code:Layer, then the first layer is used. If a geometry
|
||
shader entry point's interface includes an output variable decorated with
|
||
code:Layer, it must: write the same value to code:Layer for all output
|
||
vertices of a given primitive. When used in a fragment shader, an input
|
||
variable decorated with code:Layer contains the layer index of the primitive
|
||
that the fragment invocation belongs to.
|
||
+
|
||
The code:Layer decoration is only supported in geometry and fragment
|
||
shaders.
|
||
+
|
||
code:Layer must: be declared as a scalar 32-bit integer.
|
||
|
||
code:LocalInvocationID::
|
||
|
||
This variable contains the location of the current compute shader invocation
|
||
within the local workgroup. The range of possible values for each component
|
||
of LocalInvocationID range from zero through the size of the workgroup (as
|
||
defined by code:LocalSize) in that dimension minus one. If the size of the
|
||
workgroup in a particular dimension is one, then the value of
|
||
LocalInvocationID in that dimension will be zero. That is, if the workgroup
|
||
is effectively two-dimensional, then pname:LocalInvocationID.z will be zero,
|
||
and if the workgroup is one-dimensional, then the values of both
|
||
pname:LocalInvocationID.y and pname:LocalInvocationID.z will be zero.
|
||
+
|
||
The code:LocalInvocationID decoration is only supported in compute shaders.
|
||
+
|
||
code:LocalInvocationID must: be declared as a three-component vector of
|
||
32-bit integers.
|
||
|
||
code:NumWorkGroups::
|
||
|
||
The code:NumWorkGroups decoration can: be applied to a code:uvec3 input
|
||
variable in a compute shader, in which case it will contain the number of
|
||
local workgroups that are part of the dispatch that the invocation belongs
|
||
to. It reflects the values passed to a call to flink:vkCmdDispatch or
|
||
through the structure consumed by the execution of
|
||
flink:vkCmdDispatchIndirect.
|
||
+
|
||
The code:NumWorkGroups decoration is only supported in compute shaders.
|
||
+
|
||
code:NumWorkGroups must: be declared as a three-component vector of 32-bit
|
||
integers.
|
||
|
||
code:PatchVertices::
|
||
|
||
An input variable decorated with code:PatchVertices in the tessellation
|
||
control or evaluation shader is an integer specifying the number of
|
||
vertices in the input patch being processed by the shader. A single
|
||
tessellation control or evaluation shader can: read patches of differing
|
||
sizes, so the value of the code:PatchVertices variable may: differ between
|
||
patches.
|
||
+
|
||
The code:PatchVertices decoration is only supported in tessellation control
|
||
and evaluation shaders.
|
||
+
|
||
code:PatchVertices must: be declared as scalar 32-bit integer.
|
||
|
||
code:PointCoord::
|
||
|
||
During point rasterization, a variable decorated with code:PointCoord
|
||
contains the coordinate of the current fragment within the point being
|
||
rasterized, normalized to the size of the point with origin in the upper
|
||
left corner of the point, as described in <<primsrast-points-basic,Basic
|
||
Point Rasterization>>. If the primitive the fragment shader invocation
|
||
belongs to is not a point then the value of code:PointCoord is undefined.
|
||
+
|
||
--
|
||
The code:PointCoord decoration is only supported in fragment shaders.
|
||
|
||
code:PointCoord must: be declared as two-component vector of 32-bit
|
||
floating-point values.
|
||
|
||
[NOTE]
|
||
.Note
|
||
====
|
||
Depending on how the point is rasterized, code:PointCoord may: never
|
||
reach (0,0) or (1,1).
|
||
====
|
||
--
|
||
|
||
code:PointSize::
|
||
|
||
The code:PointSize built-in decoration is used to pass the size of point
|
||
primitives between shader stages. It can: be applied to inputs to
|
||
tessellation control and geometry shaders. It can: be applied to output
|
||
variables in vertex, tessellation evaluation and geometry shaders. The value
|
||
written to the variable decorated as code:PointSize by the last vertex
|
||
processing stage in the pipeline is used as the framebuffer space size of
|
||
points produced by rasterization. As an input, it reflects the value written
|
||
to the output decorated with code:PointSize in the previous shader stage.
|
||
+
|
||
The code:PointSize decoration mustnot: be applied to inputs in the vertex
|
||
shader and mustnot: be used in fragment or compute shaders.
|
||
+
|
||
code:PointSize must: be declared as a scalar 32-bit floating-point value.
|
||
|
||
code:Position::
|
||
|
||
The code:Position built-in decoration can: be used on variables declared as
|
||
input to tessellation control, tessellation evaluation and geometry shaders.
|
||
It can: be used on variables declared as outputs in the vertex, tessellation
|
||
control, tessellation evaluation and geometry shaders. As an input, it
|
||
contains the data written to the output variable decorated as code:Position
|
||
in the previous shader stage. As an output, the data written to a variable
|
||
decorated as code:Position is passed to the next shader stage. In the last
|
||
vertex processing stage, the output position is used in subsequent primitive
|
||
assembly, clipping and rasterization operations.
|
||
+
|
||
Variables decorated as code:Position mustnot: be used as inputs in vertex
|
||
shaders and mustnot: be used in fragment or compute shaders.
|
||
+
|
||
code:Position must: be declared as a four-component vector of 32-bit
|
||
floating-point values.
|
||
|
||
code:PrimitiveID::
|
||
|
||
When the code:PrimitiveID decoration is applied to an input variable in the
|
||
tessellation control or tessellation evaluation shader, it will be filled
|
||
with the index of the patch within the current set of rendering primitives
|
||
that corresponds to the shader invocation.
|
||
+
|
||
When the code:PrimitiveID decoration is applied to an input variable in the
|
||
geometry shader, it will be filled with the number of primitives presented
|
||
as input to the geometry shader since the current set of rendering
|
||
primitives was started. When code:PrimitiveID is applied to an output in the
|
||
geometry shader, the resulting value is seen as an input to the fragment
|
||
shader.
|
||
+
|
||
When code:PrimitiveID is applied to an input in the fragment shader, it will
|
||
be filled with the primitive index written by the geometry shader if a
|
||
geometry shader is present, or with the value that would have been presented
|
||
as input to the geometry shader had it been present. If a geometry shader is
|
||
present and the fragment shader reads from an input variable decorated with
|
||
code:PrimitiveID, then the geometry shader must: write to an output variable
|
||
decorated with code:PrimitiveID in all execution paths, otherwise the value
|
||
of the code:PrimitiveID input in the fragment shader is undefined.
|
||
+
|
||
The code:PrimitiveID decoration mustnot: be used in vertex or compute
|
||
shaders. code:PrimitiveID mustnot: be used on output variables in
|
||
tessellation control, tessellation evaluation, or fragment shaders.
|
||
+
|
||
code:PrimitiveID must: be declared as scalar 32-bit integer.
|
||
|
||
code:SampleID::
|
||
|
||
The code:SampleID decoration can: be applied to an integer input variable in
|
||
the fragment shader. This variable will contain the zero-based index of the
|
||
sample the invocation corresponds to. The value of code:SampleID ranges from
|
||
zero to the number of samples in the framebuffer minus one. If a fragment
|
||
shader entry point's interface includes an input variable decorated with
|
||
code:SampleID, per-sample shading is enabled for draws that use that
|
||
fragment shader.
|
||
+
|
||
code:SampleID is not available in shader stages other than fragment.
|
||
+
|
||
code:SampleID must: be declared as a scalar 32-bit integer.
|
||
|
||
code:SampleMask::
|
||
|
||
A fragment input variable decorated with code:SampleMask will contain a
|
||
bitmask of the set of samples covered by the primitive generating the
|
||
fragment during rasterization. It has a sample bit set if and only if the
|
||
sample is considered covered for this fragment shader invocation.
|
||
code:SampleMask[] is an array of integers. Bits are mapped to samples in a
|
||
manner where bit B of mask M (`SampleMask[M]`) corresponds to sample
|
||
latexmath:[$32 \times M + B$].
|
||
+
|
||
When state specifies multiple fragment shader invocations for a given
|
||
fragment, the sample mask for any single fragment shader invocation
|
||
specifies the subset of the covered samples for the fragment that correspond
|
||
to the invocation. In this case, the bit corresponding to each covered
|
||
sample will be set in exactly one fragment shader invocation.
|
||
+
|
||
A fragment output variable decorated with code:SampleMask is an array of
|
||
integers forming a bit array in a manner similar an input variable decorated
|
||
with code:SampleMask, but where each bit represents coverage as computed by
|
||
the shader. Modifying the sample mask by writing zero to a bit of
|
||
code:SampleMask causes the sample to be considered uncovered. However,
|
||
setting sample mask bits to one will never enable samples not covered by the
|
||
original primitive. If the fragment shader is being evaluated at any
|
||
frequency other than per-fragment, bits of the sample mask not corresponding
|
||
to the current fragment shader invocation are ignored. This array must: be
|
||
sized in the fragment shader either implicitly or explicitly, to be no
|
||
larger than the implementation-dependent maximum sample-mask (as an array of
|
||
32-bit elements), determined by the maximum number of samples. If a fragment
|
||
shader entry point's interface includes an output variable decorated with
|
||
code:SampleMask, the sample mask will be undefined for any array elements of
|
||
any fragment shader invocations that fail to assign a value. If a fragment
|
||
shader entry point's interface does not include an output variable decorated
|
||
with code:SampleMask, the sample mask has no effect on the processing of a
|
||
fragment.
|
||
+
|
||
The code:SampleMask decoration is only supported in fragment shaders.
|
||
+
|
||
code:SampleMask must: be declared as an array of 32-bit integers.
|
||
|
||
code:SamplePosition::
|
||
|
||
This variable contains the sub-pixel position of the sample being shaded.
|
||
The top left of the pixel is considered to be at coordinate (0,0) and the
|
||
bottom right of the pixel is considered to be at coordinate (1,1). If a
|
||
fragment shader entry point's interface includes an input variable decorated
|
||
with code:SamplePosition, per-sample shading is enabled for draws that use
|
||
that fragment shader.
|
||
+
|
||
The code:SamplePosition decoration is only supported in fragment shaders.
|
||
+
|
||
code:SamplePosition must: be declared as a two-component vector of
|
||
floating-point values.
|
||
|
||
code:TessellationCoord::
|
||
|
||
The code:TessellationCoord is applied to an input variable in tessellation
|
||
evaluation shaders and specifies the three-dimensional (u,v,w) barycentric
|
||
coordinate of the tessellated vertex within the patch. The values of u, v,
|
||
and w are in the range latexmath:[$[0,1\]$] and vary linearly across the
|
||
primitive being subdivided. For the tessellation modes of code:Quads or
|
||
code:IsoLines, the third component is always zero.
|
||
+
|
||
The code:TessellationCoord decoration is only available to tessellation
|
||
evaluation shaders.
|
||
+
|
||
code:TessellationCoord must: be declared as three-component vector of 32-bit
|
||
floating-point values.
|
||
|
||
code:TessellationLevelOuter::
|
||
|
||
The code:TessellationLevelOuter decoration is used in tessellation control
|
||
shaders to decorate an output variable to contain the outer tessellation
|
||
factor for the resulting patch. This value is used by the tessellator
|
||
to control primitive tessellation and can: be read by
|
||
tessellation evaluation shaders. When applied to an input variable in a
|
||
tessellation evaluation shader, the shader can: read the value written by
|
||
the tessellation control shader.
|
||
+
|
||
The code:TessellationLevelOuter decoration is not available outside
|
||
tessellation control and evaluation shaders.
|
||
+
|
||
code:TessellationLevelOuter must: be declared as an array of size two,
|
||
containing 32-bit floating-point values.
|
||
|
||
code:TessellationLevelInner::
|
||
|
||
The code:TessellationLevelInner decoration is used in tessellation control
|
||
shaders to decorate an output variable to contain the inner tessellation
|
||
factor for the resulting patch. This value is used by the tessellator to
|
||
control primitive tessellation and can: be read by
|
||
tessellation evaluation shaders. When applied to an input variable in a
|
||
tessellation evaluation shader, the shader can: read the value written by
|
||
the tessellation control shader.
|
||
+
|
||
The code:TessellationLevelInner decoration is not available outside
|
||
tessellation control and evaluation shaders.
|
||
+
|
||
code:TessellationLevelInner must: be declared as an array of size four,
|
||
containing 32-bit floating-point values.
|
||
|
||
code:VertexIndex::
|
||
|
||
The code:VertexIndex decoration can: be applied to a vertex shader input
|
||
which will be filled with the index of the vertex that is being processed by
|
||
the current vertex shader invocation. For non-indexed draws, the value of
|
||
this variable begins at the value of the pname:firstVertex parameter to
|
||
flink:vkCmdDraw or the pname:firstVertex member of a structure consumed by
|
||
flink:vkCmdDrawIndirect and increments by one for each vertex in the draw.
|
||
For indexed draws, its value is the content of the index buffer for the
|
||
vertex plus the value of the pname:vertexOffset parameter to
|
||
flink:vkCmdDrawIndexed or the pname:vertexOffset member of the structure
|
||
consumed by flink:vkCmdDrawIndexedIndirect.
|
||
+
|
||
The value of code:VertexIndex starts at the same starting value for each
|
||
instance.
|
||
+
|
||
The code:VertexIndex decoration mustnot: be used in any shader stage other
|
||
than vertex.
|
||
+
|
||
code:VertexIndex must: be declared as a 32-bit integer.
|
||
|
||
code:ViewportIndex::
|
||
|
||
The code:ViewportIndex decoration can: be applied to an output variable in
|
||
the geometry shader that is written with the viewport index to which the
|
||
primitive produced by the geometry shader will be directed. The selected
|
||
viewport index is used to select the viewport transform and scissor
|
||
rectangle. If a geometry shader entry point's interface does not include an
|
||
output variable decorated with code:ViewportIndex, then the first viewport
|
||
is used. If a geometry shader entry point's interface includes an output
|
||
variable decorated with code:ViewportIndex, it must: write the same value to
|
||
code:ViewportIndex for all output vertices of a given primitive. When used
|
||
in a fragment shader, an input variable decorated with code:ViewportIndex
|
||
contains the viewport index of the primitive that the fragment invocation
|
||
belongs to.
|
||
+
|
||
The code:ViewportIndex decoration is only supported in geometry and fragment
|
||
shaders.
|
||
+
|
||
code:ViewportIndex must: be declared as a 32-bit integer.
|
||
|
||
code:WorkgroupID::
|
||
|
||
The code:WorkgroupID built-in decoration can: be applied to an input
|
||
variable in the compute shader. It will contain a three dimensional integer
|
||
index of the global workgroup that the current invocation is a member of.
|
||
Each component ranges from zero to the values of the parameters passed into
|
||
flink:vkCmdDispatch or read from the sname:VkDispatchIndirectCommand
|
||
structure read through a call to flink:vkCmdDispatchIndirect.
|
||
+
|
||
The code:WorkGroupID decoration is only supported in compute shaders.
|
||
+
|
||
code:WorkGroupID must: be declared as a three-component vector of 32-bit
|
||
integers.
|