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82e0f83d43
* Bump API patch number and header version number to 40 for this update. * There is a major build change in this release. We are now using the Ruby-based ``asciidoctor'' implementation, rather than the Python-based ``asciidoc'' implementation, to process the specification. While the actual specification markup changes were minimal, this requires a new set of build tools and a very different installation process, especially because we now use an experimental direct-to-PDF backend for Asciidoctor instead of Docbook->dblatex->PDF. It is no longer possible to build the Specification using asciidoc. See doc/specs/vulkan/README.adoc for some guidance on installing the new toolchain components. * There are some minor rendering issues in the PDF output due to teething problems with the asciidoctor toolchain, especially with mathematical equations. We are aware of these and working on them. Github Issues: * Updated sample code for the <<sparsememory-examples-basic,sparse resource binding example>> (public issue 97). * Modify line and point clipping behavior in the <<vertexpostproc-clipping, Primitive Clipping>> section to allow for pop-free behavior. The ability to check for which behavior is implemented may be added a future feature or extension (public issue 113). * Unify the discussions of implicit ordering throughout the spec, in particular in the new sections <<drawing-primitive-order, Primitive Order>>, <<primrast-order, Rasterization Order>>, and <<synchronization-implicit, Implicit Synchronization Guarantees>>; the discussion of <<synchronization-submission-order, submission order>>; and references elsewhere to these sections (public issue 133). * Clarify \<\<descriptorsets-compatibility,Pipeline Layout Compatibility>> language and introduce the term ``identically defined'' (public issue 164). * Add a dependency to the +VK_EXT_debug_marker+ extension that's needed to reuse the object type enum from +VK_EXT_debug_report+, and moves the definition of that enum into +VK_EXT_debug_report+ where it should be (public issue 409). * Remove redundant valid usage statement from slink:VkImageBlit (public issue 421). * Update GL_KHR_vulkan_glsl to allow the ternary operator to result in a specialization constant (public issue 424). * Fix valid usage for flink:VkPipelineShaderStageCreateInfo (public issue 426). * Correct typo in New Objects list for <<VK_EXT_debug_report>> (public issue 447). Internal Issues: * Moved to asciidoctor for spec builds (internal issue 121). * Update style guide to describe where to put new extensions-specific asciidoc files, and what to name them (internal issue 626). * Add src/spec/indexExt.py to autogenerate registry index entries linking into the 1.0-extensions specification, instead of maintaining the index manually. (internal issue 642). * Autogenerate extension dependencies and lists of all extensions and all KHR extensions from the "supported" attributes in +vk.xml+. Execute +make config/extDependency.sh+ from +doc/specs/vulkan+ when a supported extension is added to vk.xml, to regenerate the dependency script. The consequence is that specifying a single extension to the +makeExt+ script will automatically enable all extensions it depends on as well, and that the +makeAllExts+ and +makeKHR+ scripts do not need to be updated when a new extension is supported (internal issue 648). * Put extension appendices all at the same asciidoc section level, so KHR WSI extensions show up in the HTML index (internal issue 648). Other Issues: * Imbed images in the generated HTML specs instead of loading them from the images/ directory. * Fix missing EXT in extension name (ename:VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME). * Add new +VK_EXT_SMPTE_2086_metadata+ extension. * In the <<platformCreateSurface_xlib,Xlib Surface>> section of the +VK_KHR_xlib_surface+ specification, add language warning users that they always need to call code:XinitThreads. * Use the term "presentable image" (rather than "swapchain image") consistently in +VK_KHR_swapchain+ and related extensions, and add a glossary term defining it. * Relocate the valid usage for samples of flink:vkGetPhysicalDeviceSparseImageFormatProperties2KHR::pname:pFormatInfo to be below the flink:VkPhysicalDeviceSparseImageFormatInfo2KHR structure.
521 lines
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521 lines
25 KiB
Plaintext
// Copyright (c) 2015-2017 The Khronos Group Inc.
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// Copyright notice at https://www.khronos.org/registry/speccopyright.html
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[[fxvertex]]
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= Fixed-Function Vertex Processing
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Some implementations have specialized fixed-function hardware for fetching
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and format-converting vertex input data from buffers, rather than performing
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the fetch as part of the vertex shader.
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Vulkan includes a vertex attribute fetch stage in the graphics pipeline in
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order to take advantage of this.
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[[fxvertex-attrib]]
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== Vertex Attributes
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Vertex shaders can: define input variables, which receive _vertex attribute_
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data transferred from one or more sname:VkBuffer(s) by drawing commands.
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Vertex shader input variables are bound to buffers via an indirect binding
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where the vertex shader associates a _vertex input attribute_ number with
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each variable, vertex input attributes are associated to _vertex input
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bindings_ on a per-pipeline basis, and vertex input bindings are associated
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with specific buffers on a per-draw basis via the
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fname:vkCmdBindVertexBuffers command.
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Vertex input attribute and vertex input binding descriptions also contain
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format information controlling how data is extracted from buffer memory and
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converted to the format expected by the vertex shader.
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There are sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributes
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number of vertex input attributes and
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings number of vertex
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input bindings (each referred to by zero-based indices), where there are at
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least as many vertex input attributes as there are vertex input bindings.
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Applications can: store multiple vertex input attributes interleaved in a
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single buffer, and use a single vertex input binding to access those
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attributes.
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In GLSL, vertex shaders associate input variables with a vertex input
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attribute number using the code:location layout qualifier.
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The code:component layout qualifier associates components of a vertex shader
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input variable with components of a vertex input attribute.
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.GLSL example
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[source,glsl]
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---------------------------------------------------
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// Assign location M to variableName
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layout (location=M, component=2) in vec2 variableName;
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// Assign locations [N,N+L) to the array elements of variableNameArray
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layout (location=N) in vec4 variableNameArray[L];
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---------------------------------------------------
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In SPIR-V, vertex shaders associate input variables with a vertex input
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attribute number using the code:Location decoration.
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The code:Component decoration associates components of a vertex shader input
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variable with components of a vertex input attribute.
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The code:Location and code:Component decorations are specified via the
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code:OpDecorate instruction.
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.SPIR-V example
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[source,spirv]
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %9 "variableName"
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OpName %15 "variableNameArray"
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OpDecorate %18 Builtin VertexIndex
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OpDecorate %19 Builtin InstanceIndex
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OpDecorate %9 Location M
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OpDecorate %9 Component 2
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OpDecorate %15 Location N
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...
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeVector %6 2
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%8 = OpTypePointer Input %7
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%9 = OpVariable %8 Input
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%10 = OpTypeVector %6 4
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%11 = OpTypeInt 32 0
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%12 = OpConstant %11 L
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%13 = OpTypeArray %10 %12
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%14 = OpTypePointer Input %13
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%15 = OpVariable %14 Input
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...
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---------------------------------------------------
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[[fxvertex-attrib-location]]
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=== Attribute Location and Component Assignment
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Vertex shaders allow code:Location and code:Component decorations on input
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variable declarations.
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The code:Location decoration specifies which vertex input attribute is used
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to read and interpret the data that a variable will consume.
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The code:Component decoration allows the location to be more finely
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specified for scalars and vectors, down to the individual components within
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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 starting at component N will consume components N, N+1, N+2, ...
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up through its size.
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For single precision types, it is invalid if the sequence of components gets
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larger than 3.
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When a vertex shader input variable declared using a scalar or vector 32-bit
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data type is assigned a location, its value(s) are taken from the components
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of the input attribute specified with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location.
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The components used depend on the type of variable and the code:Component
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decoration specified in the variable declaration, as identified in
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<<fxvertex-attrib-components>>.
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Any 32-bit scalar or vector input will consume a single location.
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For 32-bit data types, missing components are filled in with default values
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as described <<fxvertex-input-extraction,below>>.
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[[fxvertex-attrib-components]]
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.Input attribute components accessed by 32-bit input variables
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[width="65%",cols="<5,<3,<3",options="header"]
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|====
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| 32-bit data type | code:Component decoration | Components consumed
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| scalar | 0 or unspecified | (x, o, o, o)
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| scalar | 1 | (o, y, o, o)
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| scalar | 2 | (o, o, z, o)
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| scalar | 3 | (o, o, o, w)
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| two-component vector | 0 or unspecified | (x, y, o, o)
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| two-component vector | 1 | (o, y, z, o)
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| two-component vector | 2 | (o, o, z, w)
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| three-component vector| 0 or unspecified | (x, y, z, o)
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| three-component vector| 1 | (o, y, z, w)
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| four-component vector | 0 or unspecified | (x, y, z, w)
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|====
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Components indicated by `o' are available for use by other input variables
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which are sourced from the same attribute, and if used, are either filled
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with the corresponding component from the input format (if present), or the
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default value.
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When a vertex shader input variable declared using a 32-bit floating point
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matrix type is assigned a location _i_, its values are taken from
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consecutive input attributes starting with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location.
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Such matrices are treated as an array of column vectors with values taken
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from the input attributes identified in <<fxvertex-attrib-matrix>>.
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The sname:VkVertexInputAttributeDescription::pname:format must: be specified
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with a elink:VkFormat that corresponds to the appropriate type of column
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vector.
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The code:Component decoration must: not be used with matrix types.
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[[fxvertex-attrib-matrix]]
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.Input attributes accessed by 32-bit input matrix variables
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[width="100%",cols="<10%,<24%,<21%,<45%",options="header"]
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|====
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| Data type | Column vector type | Locations consumed | Components consumed
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| mat2 | two-component vector | i, i+1 | (x, y, o, o), (x, y, o, o)
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| mat2x3 | three-component vector | i, i+1 | (x, y, z, o), (x, y, z, o)
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| mat2x4 | four-component vector | i, i+1 | (x, y, z, w), (x, y, z, w)
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| mat3x2 | two-component vector | i, i+1, i+2 | (x, y, o, o), (x, y, o, o), (x, y, o, o)
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| mat3 | three-component vector | i, i+1, i+2 | (x, y, z, o), (x, y, z, o), (x, y, z, o)
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| mat3x4 | four-component vector | i, i+1, i+2 | (x, y, z, w), (x, y, z, w), (x, y, z, w)
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| mat4x2 | two-component vector | i, i+1, i+2, i+3 | (x, y, o, o), (x, y, o, o), (x, y, o, o), (x, y, o, o)
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| mat4x3 | three-component vector | i, i+1, i+2, i+3 | (x, y, z, o), (x, y, z, o), (x, y, z, o), (x, y, z, o)
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| mat4 | four-component vector | i, i+1, i+2, i+3 | (x, y, z, w), (x, y, z, w), (x, y, z, w), (x, y, z, w)
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|====
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Components indicated by `o' are available for use by other input variables
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which are sourced from the same attribute, and if used, are either filled
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with the corresponding component from the input (if present), or the default
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value.
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When a vertex shader input variable declared using a scalar or vector 64-bit
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data type is assigned a location _i_, its values are taken from consecutive
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input attributes starting with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location.
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The locations and components used depend on the type of variable and the
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code:Component decoration specified in the variable declaration, as
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identified in <<fxvertex-attrib-double>>.
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For 64-bit data types, no default attribute values are provided.
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Input variables must: not use more components than provided by the
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attribute.
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Input attributes which have one- or two-component 64-bit formats will
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consume a single location.
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Input attributes which have three- or four-component 64-bit formats will
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consume two consecutive locations.
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A 64-bit scalar data type will consume two components, and a 64-bit
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two-component vector data type will consume all four components available
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within a location.
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A three- or four-component 64-bit data type must: not specify a component.
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A three-component 64-bit data type will consume all four components of the
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first location and components 0 and 1 of the second location.
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This leaves components 2 and 3 available for other component-qualified
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declarations.
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A four-component 64-bit data type will consume all four components of the
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first location and all four components of the second location.
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It is invalid for a scalar or two-component 64-bit data type to specify a
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component of 1 or 3.
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[[fxvertex-attrib-double]]
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.Input attribute locations and components accessed by 64-bit input variables
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[width="100%",cols="<18%,^12%,<25%,^14%,^18%,<13%",options="header"]
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|====
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^.^| Input format | Locations consumed
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^.^| 64-bit data type |code:Location decoration |code:Component decoration ^| 32-bit components consumed
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| R64 | i
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| scalar | i | 0 or unspecified | (x, y, -, -)
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.3+<.^| R64G64 .3+^.^| i
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| scalar | i | 0 or unspecified | (x, y, o, o)
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| scalar | i | 2 | (o, o, z, w)
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| two-component vector | i | 0 or unspecified | (x, y, z, w)
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.5+<.^| R64G64B64 .5+^.^| i, i+1
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| scalar | i | 0 or unspecified | (x, y, o, o), (o, o, -, -)
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| scalar | i | 2 | (o, o, z, w), (o, o, -, -)
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| scalar | i+1 | 0 or unspecified | (o, o, o, o), (x, y, -, -)
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| two-component vector | i | 0 or unspecified | (x, y, z, w), (o, o, -, -)
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| three-component vector | i | unspecified | (x, y, z, w), (x, y, -, -)
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.8+<.^| R64G64B64A64 .8+^.^| i, i+1
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| scalar | i | 0 or unspecified | (x, y, o, o), (o, o, o, o)
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| scalar | i | 2 | (o, o, z, w), (o, o, o, o)
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| scalar | i+1 | 0 or unspecified | (o, o, o, o), (x, y, o, o)
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| scalar | i+1 | 2 | (o, o, o, o), (o, o, z, w)
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| two-component vector | i | 0 or unspecified | (x, y, z, w), (o, o, o, o)
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| two-component vector | i+1 | 0 or unspecified | (o, o, o, o), (x, y, z, w)
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| three-component vector | i | unspecified | (x, y, z, w), (x, y, o, o)
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| four-component vector | i | unspecified | (x, y, z, w), (x, y, z, w)
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|====
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Components indicated by `o' are available for use by other input variables
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which are sourced from the same attribute.
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Components indicated by `-' are not available for input variables as there
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are no default values provided for 64-bit data types, and there is no data
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provided by the input format.
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When a vertex shader input variable declared using a 64-bit floating-point
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matrix type is assigned a location _i_, its values are taken from
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consecutive input attribute locations.
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Such matrices are treated as an array of column vectors with values taken
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from the input attributes as shown in <<fxvertex-attrib-double>>.
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Each column vector starts at the location immediately following the last
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location of the previous column vector.
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The number of attributes and components assigned to each matrix is
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determined by the matrix dimensions and ranges from two to eight locations.
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When a vertex shader input variable declared using an array type is assigned
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a location, its values are taken from consecutive input attributes starting
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with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location.
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The number of attributes and components assigned to each element are
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determined according to the data type of the array elements and
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code:Component decoration (if any) specified in the declaration of the
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array, as described above.
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Each element of the array, in order, is assigned to consecutive locations,
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but all at the same specified component within each location.
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Only input variables declared with the data types and component decorations
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as specified above are supported.
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_Location aliasing_ is causing two variables to have the same location
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number.
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_Component aliasing_ is assigning the same (or overlapping) component number
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for two location aliases.
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Location aliasing is allowed only if it does not cause component aliasing.
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Further, when location aliasing, the aliases sharing the location must: all
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have the same SPIR-V floating-point component type or all have the same
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width integer-type components.
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[[fxvertex-input]]
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== Vertex Input Description
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Applications specify vertex input attribute and vertex input binding
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descriptions as part of graphics pipeline creation.
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The slink:VkGraphicsPipelineCreateInfo::pname:pVertexInputState points to a
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structure of type sname:VkPipelineVertexInputStateCreateInfo.
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// refBegin VkPipelineVertexInputStateCreateInfo Structure specifying parameters of a newly created pipeline vertex input state
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The sname:VkPipelineVertexInputStateCreateInfo structure is defined as:
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include::../api/structs/VkPipelineVertexInputStateCreateInfo.txt[]
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
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* pname:flags is reserved for future use.
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* pname:vertexBindingDescriptionCount is the number of vertex binding
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descriptions provided in pname:pVertexBindingDescriptions.
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* pname:pVertexBindingDescriptions is a pointer to an array of
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sname:VkVertexInputBindingDescription structures.
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* pname:vertexAttributeDescriptionCount is the number of vertex attribute
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descriptions provided in pname:pVertexAttributeDescriptions.
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* pname:pVertexAttributeDescriptions is a pointer to an array of
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sname:VkVertexInputAttributeDescription structures.
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.Valid Usage
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****
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* pname:vertexBindingDescriptionCount must: be less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
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* pname:vertexAttributeDescriptionCount must: be less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributes
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* For every pname:binding specified by any given element of
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pname:pVertexAttributeDescriptions, a
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sname:VkVertexInputBindingDescription must: exist in
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pname:pVertexBindingDescriptions with the same value of pname:binding
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* All elements of pname:pVertexBindingDescriptions must: describe distinct
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binding numbers
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* All elements of pname:pVertexAttributeDescriptions must: describe
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distinct attribute locations
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****
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include::../validity/structs/VkPipelineVertexInputStateCreateInfo.txt[]
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Each vertex input binding is specified by an instance of the
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sname:VkVertexInputBindingDescription structure.
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// refBegin VkVertexInputBindingDescription Structure specifying vertex input binding description
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The sname:VkVertexInputBindingDescription structure is defined as:
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include::../api/structs/VkVertexInputBindingDescription.txt[]
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* pname:binding is the binding number that this structure describes.
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* pname:stride is the distance in bytes between two consecutive elements
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within the buffer.
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* pname:inputRate specifies whether vertex attribute addressing is a
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function of the vertex index or of the instance index.
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Possible values include:
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+
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--
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// refBegin VkVertexInputRate Specify rate at which vertex attributes are pulled from buffers
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include::../api/enums/VkVertexInputRate.txt[]
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--
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** ename:VK_VERTEX_INPUT_RATE_VERTEX indicates that vertex attribute
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addressing is a function of the vertex index.
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** ename:VK_VERTEX_INPUT_RATE_INSTANCE indicates that vertex attribute
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addressing is a function of the instance index.
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.Valid Usage
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****
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* pname:binding must: be less than
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
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* pname:stride must: be less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindingStride
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****
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include::../validity/structs/VkVertexInputBindingDescription.txt[]
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Each vertex input attribute is specified by an instance of the
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sname:VkVertexInputAttributeDescription structure.
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// refBegin VkVertexInputAttributeDescription Structure specifying vertex input attribute description
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The sname:VkVertexInputAttributeDescription structure is defined as:
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include::../api/structs/VkVertexInputAttributeDescription.txt[]
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* pname:location is the shader binding location number for this attribute.
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* pname:binding is the binding number which this attribute takes its data
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from.
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* pname:format is the size and type of the vertex attribute data.
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* pname:offset is a byte offset of this attribute relative to the start of
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an element in the vertex input binding.
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.Valid Usage
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****
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* pname:location must: be less than
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributes
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* pname:binding must: be less than
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
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* pname:offset must: be less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxVertexInputAttributeOffset
|
|
* pname:format must: be allowed as a vertex buffer format, as specified by
|
|
the ename:VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT flag in
|
|
sname:VkFormatProperties::pname:bufferFeatures returned by
|
|
fname:vkGetPhysicalDeviceFormatProperties
|
|
****
|
|
|
|
include::../validity/structs/VkVertexInputAttributeDescription.txt[]
|
|
|
|
// refBegin vkCmdBindVertexBuffers Bind vertex buffers to a command buffer
|
|
|
|
To bind vertex buffers to a command buffer for use in subsequent draw
|
|
commands, call:
|
|
|
|
include::../api/protos/vkCmdBindVertexBuffers.txt[]
|
|
|
|
* pname:commandBuffer is the command buffer into which the command is
|
|
recorded.
|
|
* pname:firstBinding is the index of the first vertex input binding whose
|
|
state is updated by the command.
|
|
* pname:bindingCount is the number of vertex input bindings whose state is
|
|
updated by the command.
|
|
* pname:pBuffers is a pointer to an array of buffer handles.
|
|
* pname:pOffsets is a pointer to an array of buffer offsets.
|
|
|
|
The values taken from elements [eq]#i# of pname:pBuffers and pname:pOffsets
|
|
replace the current state for the vertex input binding
|
|
[eq]#pname:firstBinding + i#, for [eq]#i# in [eq]#[0, pname:bindingCount)#.
|
|
The vertex input binding is updated to start at the offset indicated by
|
|
pname:pOffsets[i] from the start of the buffer pname:pBuffers[i].
|
|
All vertex input attributes that use each of these bindings will use these
|
|
updated addresses in their address calculations for subsequent draw
|
|
commands.
|
|
|
|
.Valid Usage
|
|
****
|
|
* pname:firstBinding must: be less than
|
|
sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
|
|
* The sum of pname:firstBinding and pname:bindingCount must: be less than
|
|
or equal to sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings
|
|
* All elements of pname:pOffsets must: be less than the size of the
|
|
corresponding element in pname:pBuffers
|
|
* All elements of pname:pBuffers must: have been created with the
|
|
ename:VK_BUFFER_USAGE_VERTEX_BUFFER_BIT flag
|
|
* Each element of pname:pBuffers that is non-sparse must: be bound
|
|
completely and contiguously to a single sname:VkDeviceMemory object
|
|
****
|
|
|
|
include::../validity/protos/vkCmdBindVertexBuffers.txt[]
|
|
|
|
The address of each attribute for each code:vertexIndex and
|
|
code:instanceIndex is calculated as follows:
|
|
|
|
* Let attribDesc be the member of
|
|
sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexAttributeDescriptions
|
|
with sname:VkVertexInputAttributeDescription::pname:location equal to
|
|
the vertex input attribute number.
|
|
* Let bindingDesc be the member of
|
|
sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexBindingDescriptions
|
|
with sname:VkVertexInputAttributeDescription::pname:binding equal to
|
|
attribDesc.binding.
|
|
* Let code:vertexIndex be the index of the vertex within the draw (a value
|
|
between pname:firstVertex and pname:firstVertex+pname:vertexCount for
|
|
fname:vkCmdDraw, or a value taken from the index buffer for
|
|
fname:vkCmdDrawIndexed), and let code:instanceIndex be the instance
|
|
number of the draw (a value between pname:firstInstance and
|
|
pname:firstInstance+pname:instanceCount).
|
|
|
|
[source,c]
|
|
---------------------------------------------------
|
|
bufferBindingAddress = buffer[binding].baseAddress + offset[binding];
|
|
|
|
if (bindingDesc.inputRate == VK_VERTEX_INPUT_RATE_VERTEX)
|
|
vertexOffset = vertexIndex * bindingDesc.stride;
|
|
else
|
|
vertexOffset = instanceIndex * bindingDesc.stride;
|
|
|
|
attribAddress = bufferBindingAddress + vertexOffset + attribDesc.offset;
|
|
---------------------------------------------------
|
|
|
|
[[fxvertex-input-extraction]]
|
|
For each attribute, raw data is extracted starting at `attribAddress` and is
|
|
converted from the sname:VkVertexInputAttributeDescription's pname:format to
|
|
either to floating-point, unsigned integer, or signed integer based on the
|
|
base type of the format; the base type of the format must: match the base
|
|
type of the input variable in the shader.
|
|
If pname:format is a packed format, `attribAddress` must: be a multiple of
|
|
the size in bytes of the whole attribute data type as described in
|
|
<<features-formats-packed,Packed Formats>>.
|
|
Otherwise, `attribAddress` must: be a multiple of the size in bytes of the
|
|
component type indicated by pname:format (see <<features-formats,Formats>>).
|
|
If the format does not include G, B, or A components, then those are filled
|
|
with [eq]#(0,0,1)# as needed (using either 1.0f or integer 1 based on the
|
|
format) for attributes that are not 64-bit data types.
|
|
The number of components in the vertex shader input variable need not
|
|
exactly match the number of components in the format.
|
|
If the vertex shader has fewer components, the extra components are
|
|
discarded.
|
|
|
|
|
|
[[fxvertex-example]]
|
|
== Example
|
|
|
|
To create a graphics pipeline that uses the following vertex description:
|
|
|
|
[source,c++]
|
|
---------------------------------------------------
|
|
struct Vertex
|
|
{
|
|
float x, y, z, w;
|
|
uint8_t u, v;
|
|
};
|
|
---------------------------------------------------
|
|
|
|
The application could use the following set of structures:
|
|
|
|
[source,c++]
|
|
---------------------------------------------------
|
|
const VkVertexInputBindingDescription binding =
|
|
{
|
|
0, // binding
|
|
sizeof(Vertex), // stride
|
|
VK_VERTEX_INPUT_RATE_VERTEX // inputRate
|
|
};
|
|
|
|
const VkVertexInputAttributeDescription attributes[] =
|
|
{
|
|
{
|
|
0, // location
|
|
binding.binding, // binding
|
|
VK_FORMAT_R32G32B32A32_SFLOAT, // format
|
|
0 // offset
|
|
},
|
|
{
|
|
1, // location
|
|
binding.binding, // binding
|
|
VK_FORMAT_R8G8_UNORM, // format
|
|
4 * sizeof(float) // offset
|
|
}
|
|
};
|
|
|
|
const VkPipelineVertexInputStateCreateInfo viInfo =
|
|
{
|
|
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType
|
|
NULL, // pNext
|
|
0, // flags
|
|
1, // vertexBindingDescriptionCount
|
|
&binding, // pVertexBindingDescriptions
|
|
2, // vertexAttributeDescriptionCount
|
|
&attributes[0] // pVertexAttributeDescriptions
|
|
};
|
|
---------------------------------------------------
|