Vulkan-Docs/doc/specs/misc/GL_EXT_device_group.txt

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Name
EXT_device_group
Name Strings
GL_EXT_device_group
Contact
Jeff Bolz, NVIDIA Corporation (jbolz 'at' nvidia.com)
Contributors
Status
Complete.
Version
Last Modified Date: February 17, 2017
Revision: 1
Number
TBD
Dependencies
This extension can be applied to OpenGL GLSL versions 1.40
(#version 140) and higher.
This extension can be applied to OpenGL ES ESSL versions 3.10
(#version 310) and higher.
Overview
This extension adds a builtin input variable containing the device
index.
New Procedures and Functions
None.
New Tokens
None.
Modifications to the OpenGL Shading Language Specification, Version 4.50
Including the following line in a shader can be used to control the
language features described in this extension:
#extension GL_EXT_device_group : <behavior>
where <behavior> is as specified in section 3.3
New preprocessor #defines are added to the OpenGL Shading Language:
#define GL_EXT_device_group 1
Modify Section 7.1 (Built-In Language Variables), p. 118
Add to the list of vertex, tessellation control, tessellation
evaluation, geometry, fragment, and compute shader built-ins:
highp int gl_DeviceIndex;
Add the following description for gl_DeviceIndex:
The input variable gl_DeviceIndex is available in all shading languages
and corresponds to the DeviceIndex SPIR-V input. See the Vulkan API
specification for how this value is interpreted.
Errors
None.
Revision History
Revision 1
- Internal revisions.