Vulkan-Docs/doc/specs/misc/GL_NVX_multiview_per_view_a...

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Name
NVX_multiview_per_view_attributes
Name Strings
GL_NVX_multiview_per_view_attributes
Contact
Jeff Bolz, NVIDIA Corporation (jbolz 'at' nvidia.com)
Contributors
Kedarnath Thangudu, NVIDIA Corporation
Status
In progress.
Version
Last Modified Date: January 20, 2017
Revision: 1
Number
TBD
Dependencies
None.
Overview
This extension adds per-view builtin attributes corresponding to
gl_Position and gl_ViewportMask, named gl_PositionPerViewNV[] and
gl_ViewportMaskPerViewNV[].
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_NVX_multiview_per_view_attributes : <behavior>
where <behavior> is as specified in section 3.3
New preprocessor #defines are added to the OpenGL Shading Language:
#define GL_NVX_multiview_per_view_attributes 1
Modify Section 7.1 (Built-In Language Variables), p. 118
Add to the list of vertex shader built-ins:
out gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
highp int gl_ViewportMaskPerViewNV[];
};
Add to the list of geometry shader built-ins:
in gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
} gl_in[];
out gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
highp int gl_ViewportMaskPerViewNV[];
};
Add to the list of tessellation control shader built-ins:
in gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
} gl_in[gl_MaxPatchVertices];
out gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
highp int gl_ViewportMaskPerViewNV[];
} gl_out[];
Add to the list of tessellation evaluation shader built-ins:
in gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
} gl_in[gl_MaxPatchVertices];
out gl_PerVertex {
highp vec4 gl_PositionPerViewNV[];
highp int gl_ViewportMaskPerViewNV[];
};
Add the following descriptions for gl_PositionPerViewNV[] and
gl_ViewportMaskPerViewNV[]:
The output arrays gl_PositionPerViewNV[] and gl_ViewportMaskPerViewNV[]
are available in vertex, tessellation, and geometry languages to specify
the position and the viewport mask for each view.
The input variable gl_PositionPerViewNV[] is available in the tessellation
and geometry languages to read the per-view positions written by a
previous shader stage. See the Vulkan API specification for how these
values are interpreted.
Errors
None.
Revision History
Revision 1
- Internal revisions.