123 lines
2.8 KiB
Plaintext
123 lines
2.8 KiB
Plaintext
Name
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NVX_multiview_per_view_attributes
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Name Strings
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GL_NVX_multiview_per_view_attributes
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Contact
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Jeff Bolz, NVIDIA Corporation (jbolz 'at' nvidia.com)
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Contributors
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Kedarnath Thangudu, NVIDIA Corporation
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Status
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In progress.
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Version
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Last Modified Date: January 20, 2017
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Revision: 1
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Number
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TBD
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Dependencies
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None.
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Overview
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This extension adds per-view builtin attributes corresponding to
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gl_Position and gl_ViewportMask, named gl_PositionPerViewNV[] and
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gl_ViewportMaskPerViewNV[].
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New Procedures and Functions
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None.
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New Tokens
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None.
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Modifications to the OpenGL Shading Language Specification, Version 4.50
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Including the following line in a shader can be used to control the
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language features described in this extension:
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#extension GL_NVX_multiview_per_view_attributes : <behavior>
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where <behavior> is as specified in section 3.3
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New preprocessor #defines are added to the OpenGL Shading Language:
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#define GL_NVX_multiview_per_view_attributes 1
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Modify Section 7.1 (Built-In Language Variables), p. 118
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Add to the list of vertex shader built-ins:
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out gl_PerVertex {
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highp vec4 gl_PositionPerViewNV[];
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highp int gl_ViewportMaskPerViewNV[];
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};
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Add to the list of geometry shader built-ins:
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in gl_PerVertex {
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highp vec4 gl_PositionPerViewNV[];
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} gl_in[];
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out gl_PerVertex {
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highp vec4 gl_PositionPerViewNV[];
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highp int gl_ViewportMaskPerViewNV[];
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};
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Add to the list of tessellation control shader built-ins:
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in gl_PerVertex {
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highp vec4 gl_PositionPerViewNV[];
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} gl_in[gl_MaxPatchVertices];
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out gl_PerVertex {
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highp vec4 gl_PositionPerViewNV[];
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highp int gl_ViewportMaskPerViewNV[];
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} gl_out[];
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Add to the list of tessellation evaluation shader built-ins:
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in gl_PerVertex {
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highp vec4 gl_PositionPerViewNV[];
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} gl_in[gl_MaxPatchVertices];
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out gl_PerVertex {
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highp vec4 gl_PositionPerViewNV[];
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highp int gl_ViewportMaskPerViewNV[];
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};
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Add the following descriptions for gl_PositionPerViewNV[] and
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gl_ViewportMaskPerViewNV[]:
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The output arrays gl_PositionPerViewNV[] and gl_ViewportMaskPerViewNV[]
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are available in vertex, tessellation, and geometry languages to specify
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the position and the viewport mask for each view.
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The input variable gl_PositionPerViewNV[] is available in the tessellation
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and geometry languages to read the per-view positions written by a
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previous shader stage. See the Vulkan API specification for how these
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values are interpreted.
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Errors
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None.
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Revision History
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Revision 1
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- Internal revisions.
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