832 lines
30 KiB
Plaintext
832 lines
30 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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// The asciidoc [glossary] template cannot contain subsections.
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// The abbreviations and prefixes probably belong in the upcoming
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// API/extension-writing-guidelines appendix, anyway.
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[glossary]
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= Glossary
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The terms defined in this section are used consistently throughout this
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Specification and may be used with or without capitalization.
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Accessible (Descriptor Binding)::
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A descriptor binding is accessible to a shader stage if that stage is
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included in the pname:stageFlags of the descriptor binding. Descriptors
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using that binding can: only be used by stages in which they are
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accessible.
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Adjacent Vertex::
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A vertex in an adjacency primitive topology that is not part of a given
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primitive, but is accessible in geometry shaders.
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Aliased Range (Memory)::
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A range of a device memory allocation that is bound to multiple
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resources simultaneously.
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API Order::
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A set of ordering rules that govern how primitives in draw commands
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affect the framebuffer.
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Attachment (Render Pass)::
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A zero-based integer index name used in render pass creation to refer to
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a framebuffer attachment that is accessed by one or more subpasses. The
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index also refers to an attachment description which includes
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information about the properties of the image view that will later be
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attached.
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Available::
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See Memory Dependency.
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Back-Facing::
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See Facingness.
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Batch::
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A collection of command buffers that are submitted to a queue, and
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corresponding semaphores to wait and signal. Corresponds to an instance
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of the slink:VkSubmitInfo structure.
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Backwards Compatibility::
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A given version of the API is backwards compatible with an earlier
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version if an application, relying only on valid behavior and
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functionality defined by the earlier specification, is able to correctly
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run against each version without any modification. This assumes no
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active attempt by that application to not run when it detects a
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different version.
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Full Compatibility::
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A given version of the API is fully compatible with another version if
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an application, relying only on valid behavior and functionality defined
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by either of those specifications, is able to correctly run against each
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version without any modification. This assumes no active attempt by that
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application to not run when it detects a different version.
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Binding (Memory)::
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An association established between a range of a resource object and a
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range of a memory object. These associations determine the memory
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locations affected by operations performed on elements of a resource
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object. Memory bindings are established using the
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flink:vkBindBufferMemory command for non-sparse buffer objects, using
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the flink:vkBindImageMemory command for non-sparse image objects, and
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using the flink:vkQueueBindSparse command for sparse resources.
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Blend Constant::
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Four floating point (RGBA) values used as an input to blending.
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Blending::
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Arithmetic operations between a fragment color value and a value in a
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color attachment that produce a final color value to be written to the
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attachment.
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Buffer::
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A resource that represents a linear array of data in device memory.
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Represented by a sname:VkBuffer object.
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Buffer View::
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An object that represents a range of a specific buffer, and state that
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controls how the contents are interpreted. Represented by a
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sname:VkBufferView object.
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Built-In Variable::
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A variable decorated in a shader, where the decoration makes the
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variable take values provided by the execution environment or values
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that are generated by fixed-function pipeline stages.
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Built-In Interface Block::
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A block defined in a shader that contains only variables decorated with
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built-in decorations, and is used to match against other shader
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stages.
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Clip Coordinates::
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The homogeneous coordinate space that vertex positions
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(code:Position decoration) are written in by vertex processing stages.
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Clip Distance::
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A built-in output from vertex processing stages that defines a clip
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half-space against which the primitive is clipped.
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Clip Volume::
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The intersection of the view volume with all clip half-spaces.
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Color Attachment::
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A subpass attachment point, or image view, that is the target of
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fragment color outputs and blending.
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Combined Image Sampler::
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A descriptor type that includes both a sampled image and a sampler.
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Command Buffer::
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An object that records commands to be submitted to a queue. Represented
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by a sname:VkCommandBuffer object.
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Command Pool::
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An object that command buffer memory is allocated from, and that owns
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that memory. Command pools aid multithreaded performance by enabling
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different threads to use different allocators, without internal
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synchronization on each use. Represented by a sname:VkCommandPool
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object.
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Compatible Allocator::
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When allocators are compatible, allocations from each allocator can: be
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freed by the other allocator.
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Compatible Image Formats::
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When formats are compatible, images created with one of the formats can:
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have image views created from it using any of the compatible formats.
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Compatible Queues::
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Queues within a queue family. Compatible queues have identical
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properties.
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Compressed Texel Block::
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An element of an image having a block-compressed format, comprising a
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rectangular block of texel values that are encoded as a single value in
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memory. Compressed texel blocks of a particular block-compressed format
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have a corresponding width, height, and depth that define the dimensions
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of these elements in units of texels, and a size in bytes of the encoding
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in memory.
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Cull Distance::
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A built-in output from vertex processing stages that defines a cull
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half-space where the primitive is rejected if all vertices have a
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negative value for the same cull distance.
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Cull Volume::
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The intersection of the view volume with all cull half-spaces.
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Decoration (SPIR-V)::
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Auxiliary information such as built-in variables, stream numbers,
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invariance, interpolation type, relaxed precision, etc., added to
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variables or structure-type members through decorations.
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Depth/Stencil Attachment::
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A subpass attachment point, or image view, that is the target of depth
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and/or stencil test operations and writes.
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Depth/Stencil Format::
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A elink:VkFormat that includes depth and/or stencil components.
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Depth/Stencil Image (or ImageView)::
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A sname:VkImage (or sname:VkImageView) with a depth/stencil format.
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Derivative Group::
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A set of fragment shader invocations that cooperate to compute derivatives,
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including implicit derivatives for sampled image operations.
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Descriptor::
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Information about a resource or resource view written into a descriptor
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set that is used to access the resource or view from a shader.
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Descriptor Binding::
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An entry in a descriptor set layout corresponding to zero or more
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descriptors of a single descriptor type in a set. Defined by a
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slink:VkDescriptorSetLayoutBinding structure.
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Descriptor Pool::
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An object that descriptor sets are allocated from, and that owns the
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storage of those descriptor sets. Descriptor pools aid multithreaded
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performance by enabling different threads to use different allocators,
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without internal synchronization on each use. Represented by a
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sname:VkDescriptorPool object.
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Descriptor Set::
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An object that resource descriptors are written into via the API, and
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that can: be bound to a command buffer such that the descriptors
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contained within it can: be accessed from shaders. Represented by a
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sname:VkDescriptorSet object.
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Descriptor Set Layout::
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An object that defines the set of resources (types and counts) and their
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relative arrangement (in the binding namespace) within a descriptor set.
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Used when allocating descriptor sets and when creating pipeline layouts.
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Represented by a sname:VkDescriptorSetLayout object.
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Device::
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The processor(s) and execution environment that perform tasks requested
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by the application via the Vulkan API.
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Device Memory::
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Memory accessible to the device. Represented by a sname:VkDeviceMemory
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object.
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Device-Local Memory::
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Memory that is connected to the device, and may: be more performant for
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device access than host-local memory.
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Dispatchable Handle::
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A handle of a pointer handle type which may: be used by layers as part
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of intercepting API commands. The first argument to each Vulkan
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command is a dispatchable handle type.
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Dispatching Commands::
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Commands that provoke work using a compute pipeline. Includes
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flink:vkCmdDispatch and flink:vkCmdDispatchIndirect.
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Drawing Commands::
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Commands that provoke work using a graphics pipeline. Includes
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flink:vkCmdDraw, flink:vkCmdDrawIndexed, flink:vkCmdDrawIndirect, and
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flink:vkCmdDrawIndexedIndirect.
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Duration (Command)::
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The _duration_ of a Vulkan command refers to the interval between
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calling the command and its return to the caller.
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Dynamic Storage Buffer::
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A storage buffer whose offset is specified each time the storage buffer
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is bound to a command buffer via a descriptor set.
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Dynamic Uniform Buffer::
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A uniform buffer whose offset is specified each time the uniform buffer
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is bound to a command buffer via a descriptor set.
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Explicitly-Enabled Layer::
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A layer enabled by the application by adding it to the enabled layer
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list in flink:vkCreateInstance or flink:vkCreateDevice.
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Event::
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A synchronization primitive that is signaled when execution of previous
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commands complete through a specified set of pipeline stages. Events can
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be waited on by the device and polled by the host. Represented by a
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sname:VkEvent object.
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Executable State (Command Buffer)::
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A command buffer that has ended recording commands and can: be executed.
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See also Initial State and Recording State.
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Execution Dependency::
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A dependency that guarantees that certain pipeline stages' work for a
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first set of commands has completed execution before certain pipeline
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stages' work for a second set of commands begins execution. This is
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accomplished via pipeline barriers, subpass dependencies, events, or
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implicit ordering operations.
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Execution Dependency Chain::
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A sequence of execution dependencies that transitively act as an
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execution dependency.
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External synchronization::
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A type of synchronization required of the application, where parameters
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defined to be externally synchronized mustnot: be used simultaneously in
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multiple threads.
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Facingness (Polygon)::
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A classification of a polygon as either front-facing or back-facing,
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depending on the orientation (winding order) of its vertices.
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Fence::
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A synchronization primitive that is signaled when a set of batches or
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sparse binding operations complete execution on a queue. Fences can: be
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waited on by the host. Represented by a sname:VkFence object.
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Flatshading::
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A property of a vertex attribute that causes the value from a single
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vertex (the provoking vertex) to be used for all vertices in a
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primitive, and for interpolation of that attribute to return that single
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value unaltered.
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Fragment Input Attachment Interface::
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A fragment shader entry point's variables with code:Input storage class
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and a decoration of code:InputAttachmentIndex, which receive values from
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input attachments.
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Fragment Output Interface::
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A fragment shader entry point's variables with code:Output storage
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class, which output to color and/or depth/stencil attachments.
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Framebuffer::
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A collection of image views and a set of dimensions that, in conjunction
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with a render pass, define the inputs and outputs used by drawing
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commands. Represented by a sname:VkFramebuffer object.
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Framebuffer Attachment::
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One of the image views used in a framebuffer.
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Framebuffer Coordinates::
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A coordinate system in which adjacent pixels' coordinates differ by 1 in
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x and/or y, with latexmath:[$(0,0)$] in the upper left corner and pixel
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centers at half-integers.
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Front-Facing::
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See Facingness.
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Global Workgroup::
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A collection of local workgroups dispatched by a single dispatch command.
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Handle::
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An opaque integer or pointer value used to refer to a Vulkan object.
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Each object type has a unique handle type.
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Happen-after::
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A command happens-after a dependency if they are separated by an execution
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dependency chain, with the command included in the destination of the last
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dependency of the chain. A memory barrier makes visible memory writes to
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commands that happen-after it.
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Happen-before::
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A command happens-before a dependency if they are separated by an execution
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dependency chain, with the command included in the source of the first
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dependency of the chain. A memory barrier makes available memory writes of
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commands that happen-before it.
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Helper Invocation::
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A fragment shader invocation that is created solely for the purposes of
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evaluating derivatives for use in non-helper fragment shader
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invocations, and which does not have side effects.
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Host::
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The processor(s) and execution environment that the application runs on,
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and that the Vulkan API is exposed on.
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Host Memory::
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Memory not accessible to the device, used to store implementation data
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structures.
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Host-Accessible Subresource::
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A buffer, or a linear image subresource in either the
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ename:VK_IMAGE_LAYOUT_PREINITIALIZED or ename:VK_IMAGE_LAYOUT_GENERAL
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layout. Host-accessible subresources have a well-defined addressing
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scheme which can be used by the host.
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Host-Local Memory::
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Memory that is not local to the device, and may: be less performant for
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device access than device-local memory.
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Host-Visible Memory::
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Device memory that can: be mapped on the host and can: be read and
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written by the host.
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Image::
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A resource that represents a multi-dimensional formatted interpretation
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of device memory. Represented by a sname:VkImage object.
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Image Subresource::
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A specific mipmap level and layer of an image.
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Image Subresource Range::
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A set of image subresources that are contiguous mipmap levels and
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layers.
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Image View::
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An object that represents an image subresource range of a specific
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image, and state that controls how the contents are interpreted.
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Represented by a sname:VkImageView object.
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Immutable Sampler::
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A sampler descriptor provided at descriptor set layout creation time,
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and that is used for that binding in all descriptor sets created from
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the layout, and cannot be changed.
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Implicitly-Enabled Layer::
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A layer enabled by a loader-defined mechanism outside the Vulkan API,
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rather than explicitly by the application during instance or device
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creation.
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Index Buffer::
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A buffer bound via flink:vkCmdBindIndexBuffer which is the source of
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index values used to fetch vertex attributes for a
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flink:vkCmdDrawIndexed or flink:vkCmdDrawIndexedIndirect command.
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Indirect Commands::
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Drawing or dispatching commands that source some of their parameters
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from structures in buffer memory. Includes flink:vkCmdDrawIndirect,
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flink:vkCmdDrawIndexedIndirect, and flink:vkCmdDispatchIndirect.
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Initial State (Command Buffer)::
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A command buffer that has not begun recording commands. See also
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Recorded State and Executable State.
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Input Attachment::
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A descriptor type that represents an image view, and supports unfiltered
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read-only access in a shader, only at the fragment's location in the
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view.
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Instance::
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The top-level Vulkan object, which represents the application's
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connection to the implementation. Represented by a sname:VkInstance
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object.
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Internal Synchronization::
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A type of synchronization required of the implementation, where
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parameters not defined to be externally synchronized may: require
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internal mutexing to avoid multithreaded race conditions.
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Invocation (Shader)::
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A single execution of an entry point in a SPIR-V module. For example, a
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single vertex's execution of a vertex shader or a single fragment's
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execution of a fragment shader.
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Invocation Group::
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A set of shader invocations that are executed in parallel and that must:
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execute the same control flow path in order for control flow to be
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considered dynamically uniform.
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Local Workgroup::
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A collection of compute shader invocations invoked by a single dispatch
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command, which share shared memory and can synchronize with each other.
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Logical Device::
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An object that represents the application's interface to the physical
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device. The logical device is the parent of most Vulkan objects.
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Represented by a sname:VkDevice object.
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Logical Operation::
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Bitwise operations between a fragment color value and a value in a color
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attachment, that produce a final color value to be written to the
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attachment.
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Lost Device::
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A state that a logical device may: be in as a result of hardware errors
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or other exceptional conditions.
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Mappable::
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See Host-Visible Memory.
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Memory Dependency::
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A sequence of operations that makes writes available, performs an
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execution dependency between the writes and subsequent accesses, and
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makes available writes visible to later accesses. In order for the
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effects of a write to be coherent with later accesses, it must be made
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available from the old access type and then made visible to the new
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access type.
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Memory Heap::
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A region of memory from which device memory allocations can: be made.
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Memory Type::
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An index used to select a set of memory properties (e.g. mappable,
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cached) for a device memory allocation.
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Mip Tail Region::
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The set of mipmap levels of a sparse residency texture that are too
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small to fill a sparse block, and that must all be bound to memory
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collectively and opaquely.
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Non-Dispatchable Handle::
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A handle of an integer handle type. Handle values may: not be unique,
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even for two objects of the same type.
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Normalized::
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A value that is interpreted as being in the range latexmath:[$[0,1\]$]
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as a result of being implicitly divided by some other value.
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Normalized Device Coordinates::
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A coordinate space after perspective division is applied to clip
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coordinates, and before the viewport transformation converts to
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framebuffer coordinates.
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Overlapped Range (Aliased Range)::
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The aliased range of a device memory allocation that intersects a given
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image subresource of an image or range of a buffer.
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Packed Format::
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A format whose components are stored as a single data element in memory,
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with their relative locations defined within that element.
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Physical Device::
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An object that represents a single device in the system. Represented by
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a sname:VkPhysicalDevice object.
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Pipeline::
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An object that controls how graphics or compute work is executed on the
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device. A pipeline includes one or more shaders, as well as state
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controlling any non-programmable stages of the pipeline. Represented by
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a sname:VkPipeline object.
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Pipeline Barrier::
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An execution and/or memory dependency recorded as an explicit command in
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a command buffer, that forms a dependency between the previous and
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subsequent commands.
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Pipeline Cache::
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An object that can: be used to collect and retrieve information from
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pipelines as they are created, and can: be populated with previously
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retrieved information in order to accelerate pipeline creation.
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Represented by a sname:VkPipelineCache object.
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Pipeline Layout::
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An object that defines the set of resources (via a collection of
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descriptor set layouts) and push constants used by pipelines that are
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created using the layout. Used when creating a pipeline and when binding
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descriptor sets and setting push constant values. Represented by a
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sname:VkPipelineLayout object.
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Point Sampling (Rasterization)::
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A rule that determines whether a fragment sample location is covered by
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a polygon primitive by testing whether the sample location is in the
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interior of the polygon in framebuffer-space, or on the boundary of the
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polygon according to the tie-breaking rules.
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Preserve Attachment::
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One of a list of attachments in a subpass description that is not read
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or written by the subpass, but that is read or written on earlier and
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later subpasses and whose contents must be preserved through this
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subpass.
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Primary Command Buffer::
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A command buffer that can: execute secondary command buffers, and can:
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be submitted directly to a queue.
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Primitive Topology::
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State that controls how vertices are assembled into primitives, e.g. as
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lists of triangles, strips of lines, etc..
|
|
|
|
Provoking Vertex::
|
|
The vertex in a primitive from which flatshaded attribute values are
|
|
taken. This is generally the ``first'' vertex in the primitive, and
|
|
depends on the primitive topology.
|
|
|
|
Push Constants::
|
|
A small bank of values writable via the API and accessible in shaders.
|
|
Push constants allow the application to set values used in shaders
|
|
without creating buffers or modifying and binding descriptor sets for
|
|
each update.
|
|
|
|
Push Constant Interface::
|
|
The set of variables with code:PushConstant storage class that are
|
|
statically used by a shader entry point, and which receive values
|
|
from push constant commands.
|
|
|
|
Query Pool::
|
|
An object that contains a number of query entries and their associated
|
|
state and results. Represented by a sname:VkQueryPool object.
|
|
|
|
Queue::
|
|
An object that executes command buffers and sparse binding operations on
|
|
a device. Represented by a sname:VkQueue object.
|
|
|
|
Queue Family::
|
|
A set of queues that have common properties and support the same
|
|
functionality, as advertised in slink:VkQueueFamilyProperties.
|
|
|
|
Queue Submission::
|
|
An operation that is enqueued for execution on a queue typically as a
|
|
result of the issue of commands of the form ftext:vkQueue*.
|
|
|
|
Recording State (Command Buffer)::
|
|
A command buffer that is ready to record commands. See also Initial
|
|
State and Executable State.
|
|
|
|
Render Pass::
|
|
An object that represents a set of framebuffer attachments and phases of
|
|
rendering using those attachments. Represented by a sname:VkRenderPass
|
|
object.
|
|
|
|
Render Pass Instance::
|
|
A use of a render pass in a command buffer.
|
|
|
|
Reset (Command Buffer)::
|
|
Resetting a command buffer discards any previously recorded commands
|
|
and puts a command buffer in the initial state.
|
|
|
|
Residency Code::
|
|
An integer value returned by sparse image instructions, indicating
|
|
whether any sparse unbound texels were accessed.
|
|
|
|
Resolve Attachment::
|
|
A subpass attachment point, or image view, that is the target of a
|
|
multisample resolve operation from the corresponding color attachment at
|
|
the end of the subpass.
|
|
|
|
Sampled Image::
|
|
A descriptor type that represents an image view, and supports filtered
|
|
(sampled) and unfiltered read-only acccess in a shader.
|
|
|
|
Sampler::
|
|
An object that contains state that controls how sampled image data is
|
|
sampled (or filtered) when accessed in a shader. Also a descriptor type
|
|
describing the object. Represented by a sname:VkSampler object.
|
|
|
|
Secondary Command Buffer::
|
|
A command buffer that can: be executed by a primary command buffer, and
|
|
mustnot: be submitted directly to a queue.
|
|
|
|
Self-Dependency::
|
|
A subpass dependency from a subpass to itself, i.e. with
|
|
pname:srcSubpass equal to pname:dstSubpass. A self-dependency is not
|
|
automatically performed during a render pass instance, rather a subset
|
|
of it can: be performed via flink:vkCmdPipelineBarrier during the
|
|
subpass.
|
|
|
|
Semaphore::
|
|
A synchronization primitive that supports signal and wait operations,
|
|
and can: be used to synchronize operations within a queue or across
|
|
queues. Represented by a sname:VkSemaphore object.
|
|
|
|
Shader::
|
|
Instructions selected (via an entry point) from a shader module, which
|
|
are executed in a shader stage.
|
|
|
|
Shader Code::
|
|
A stream of instructions used to describe the operation of a shader.
|
|
|
|
Shader Module::
|
|
A collection of shader code, potentially including several functions and
|
|
entry points, that is used to create shaders in pipelines. Represented
|
|
by a sname:VkShaderModule object.
|
|
|
|
Shader Stage::
|
|
A stage of the graphics or compute pipeline that executes shader code.
|
|
|
|
Side Effect::
|
|
A store to memory or atomic operation on memory from a shader invocation.
|
|
|
|
Sparse Block::
|
|
An element of a sparse resource that can be independently bound to memory.
|
|
Sparse blocks of a particular sparse resource have a corresponding size
|
|
in bytes that they use in the bound memory.
|
|
|
|
Sparse Image Block::
|
|
A sparse block in a sparse partially-resident image. In addition to the
|
|
sparse block size in bytes, sparse image blocks have a corresponding
|
|
width, height, and depth that define the dimensions of these elements
|
|
in units of texels or compressed texel blocks, the latter being used in
|
|
case of sparse images having a block-compressed format.
|
|
|
|
Sparse Unbound Texel::
|
|
A texel read from a region of a sparse texture that does not have
|
|
memory bound to it.
|
|
|
|
Static Use::
|
|
An object in a shader is statically used by a shader entry point if any
|
|
function in the entry point's call tree contains an instruction using
|
|
the object. Static use is used to constrain the set of descriptors used
|
|
by a shader entry point.
|
|
|
|
Storage Buffer::
|
|
A descriptor type that represents a buffer, and supports reads, writes,
|
|
and atomics in a shader.
|
|
|
|
Storage Image::
|
|
A descriptor type that represents an image view, and supports unfiltered
|
|
loads, stores, and atomics in a shader.
|
|
|
|
Storage Texel Buffer::
|
|
A descriptor type that represents a buffer view, and supports
|
|
unfiltered, formatted reads, writes, and atomics in a shader.
|
|
|
|
Subpass::
|
|
A phase of rendering within a render pass, that reads and writes a
|
|
subset of the attachments.
|
|
|
|
Subpass Dependency::
|
|
An execution and/or memory dependency between two subpasses described as
|
|
part of render pass creation, and automatically performed between
|
|
subpasses in a render pass instance. A subpass dependency limits the
|
|
overlap of execution of the pair of subpasses, and can: provide
|
|
guarantees of memory coherence between accesses in the subpasses.
|
|
|
|
Subpass Description::
|
|
Lists of attachment indices for input attachments, color attachments,
|
|
depth/stencil attachment, resolve attachments, and preserve attachments
|
|
used by the subpass in a render pass.
|
|
|
|
Subset (Self-Dependency)::
|
|
A subset of a self-dependency is a pipeline barrier performed during the
|
|
subpass of the self-dependency, and whose stage masks and access masks
|
|
each contain a subset of the bits set in the identically named mask in
|
|
the self-dependency.
|
|
|
|
Texel Coordinate System::
|
|
One of three coordinate systems (normalized, unnormalized, integer) that
|
|
define how texel coordinates are interpreted in an image or a specific
|
|
mipmap level of an image.
|
|
|
|
Uniform Texel Buffer::
|
|
A descriptor type that represents a buffer view, and supports
|
|
unfiltered, formatted, read-only access in a shader.
|
|
|
|
Uniform Buffer::
|
|
A descriptor type that represents a buffer, and supports read-only
|
|
access in a shader.
|
|
|
|
Unnormalized::
|
|
A value that is interpreted according to its conventional
|
|
interpretation, and is not normalized.
|
|
|
|
User-Defined Variable Interface::
|
|
A shader entry point's variables with code:Input or code:Output storage
|
|
class that are not built-in variables.
|
|
|
|
Vertex Input Attribute::
|
|
A graphics pipeline resource that produces input values for the vertex
|
|
shader by reading data from a vertex input binding and converting it to
|
|
the attribute's format.
|
|
|
|
Vertex Input Binding::
|
|
A graphics pipeline resource that is bound to a buffer and includes
|
|
state that affects addressing calculations within that buffer.
|
|
|
|
Vertex Input Interface::
|
|
A vertex shader entry point's variables with code:Input storage class,
|
|
which receive values from vertex input attributes.
|
|
|
|
Vertex Processing Stages::
|
|
A set of shader stages that comprises the vertex shader, tessellation
|
|
control shader, tessellation evaluation shader, and geometry shader
|
|
stages.
|
|
|
|
View Volume::
|
|
A subspace in homogeneous coordinates, corresponding to post-projection
|
|
x and y values between -1 and +1, and z values between 0 and +1.
|
|
|
|
Viewport Transformation::
|
|
A transformation from normalized device coordinates to framebuffer
|
|
coordinates, based on a viewport rectangle and depth range.
|
|
|
|
Visible::
|
|
See Memory Dependency.
|
|
|
|
// To be added per issue 18:
|
|
// Current State <<fundamentals-queueoperation>>
|
|
// Barycentric Coordinates <<primsrast-polygons-basic>>
|
|
// Internal Allocations <<memory-host-allocation-scope>>
|
|
// Unavailable, Available <<queries-operation>>
|
|
// Signaled, Unsignaled <<synchronization-semaphores>> <<synchronization-fences>>
|
|
// Interior Vertices <<tessellation-tessellator-spacing>>
|
|
// Inner Vertices <<tessellation-triangle-tessellation>> <<tessellation-quad-tessellation>>
|
|
// Isolines <<tessellation-isoline-tessellation>>
|
|
// Binding Range <<sparsemem-memory-binding>>
|
|
|
|
|
|
[glossary]
|
|
= Common Abbreviations
|
|
|
|
Abbreviations and acronyms are sometimes used in the Specification and the
|
|
API where they are considered clear and commonplace, and are defined here:
|
|
|
|
Src::
|
|
Source
|
|
|
|
Dst::
|
|
Destination
|
|
|
|
Min::
|
|
Minimum
|
|
|
|
Max::
|
|
Maximum
|
|
|
|
Rect::
|
|
Rectangle
|
|
|
|
Info::
|
|
Information
|
|
|
|
LOD::
|
|
Level of Detail
|
|
|
|
ID::
|
|
Identifier
|
|
|
|
UUID::
|
|
Universally Unique Identifier
|
|
|
|
Op::
|
|
Operation
|
|
|
|
R::
|
|
Red color component
|
|
|
|
G::
|
|
Green color component
|
|
|
|
B::
|
|
Blue color component
|
|
|
|
A::
|
|
Alpha color component
|
|
|
|
|
|
[glossary]
|
|
= Prefixes
|
|
|
|
Prefixes are used in the API to denote specific semantic meaning of
|
|
Vulkan names, or as a label to avoid name clashes, and are explained
|
|
here:
|
|
|
|
VK/Vk/vk::
|
|
Vulkan namespace +
|
|
All types, commands, enumerants and defines in this specification are
|
|
prefixed with these two characters.
|
|
|
|
PFN/pfn::
|
|
Function Pointer +
|
|
Denotes that a type is a function pointer, or that a variable is of a
|
|
pointer type.
|
|
|
|
p::
|
|
Pointer +
|
|
Variable is a pointer.
|
|
|
|
vkCmd::
|
|
Commands that record commands in command buffers +
|
|
These API commands do not result in immediate processing on the device.
|
|
Instead, they record the requested action in a command buffer for
|
|
execution when the command buffer is submitted to a queue.
|
|
|
|
s::
|
|
Structure +
|
|
Used to denote the etext:VK_STRUCTURE_TYPE* member of each structure in
|
|
pname:sType
|