Jon Leech 82e0f83d43 Change log for February 10, 2017 Vulkan 1.0.40 spec update:
* 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.
2017-02-10 20:37:39 -08:00

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// Copyright (c) 2015-2017 The Khronos Group Inc.
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
[[geometry]]
= Geometry Shading
The geometry shader operates on a group of vertices and their associated
data assembled from a single input primitive, and emits zero or more output
primitives and the group of vertices and their associated data required for
each output primitive.
Geometry shading is enabled when a geometry shader is included in the
pipeline.
[[geometry-input]]
== Geometry Shader Input Primitives
Each geometry shader invocation has access to all vertices in the primitive
(and their associated data), which are presented to the shader as an array
of inputs.
The input primitive type expected by the geometry shader is specified with
an code:OpExecutionMode instruction in the geometry shader, and must: be
compatible with the primitive topology used by primitive assembly (if
tessellation is not in use) or must: match the type of primitive generated
by the tessellation primitive generator (if tessellation is in use).
Compatibility is defined below, with each input primitive type.
The input primitive types accepted by a geometry shader are:
Points::
Geometry shaders that operate on points use an code:OpExecutionMode
instruction specifying the code:InputPoints input mode.
Such a shader is valid only when the pipeline primitive topology is
code:VK_PRIMITIVE_TOPOLOGY_POINT_LIST (if tessellation is not in use) or if
tessellation is in use and the tessellation evaluation shader uses
code:PointMode.
There is only a single input vertex available for each geometry shader
invocation.
However, inputs to the geometry shader are still presented as an array, but
this array has a length of one.
Lines::
Geometry shaders that operate on line segments are generated by including an
code:OpExecutionMode instruction with the code:InputLines mode.
Such a shader is valid only for the code:VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
and code:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP primitive topologies (if
tessellation is not in use) or if tessellation is in use and the
tessellation mode is code:Isolines.
There are two input vertices available for each geometry shader invocation.
The first vertex refers to the vertex at the beginning of the line segment
and the second vertex refers to the vertex at the end of the line segment.
Lines with Adjacency::
Geometry shaders that operate on line segments with adjacent vertices are
generated by including an code:OpExecutionMode instruction with the
code:InputLinesAdjacency mode.
Such a shader is valid only for the
code:VK_PRIMITIVE_TOPOLOGY_LINES_WITH_ADJACENCY and
code:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY primitive topologies
and must: not be used when tessellation is in use.
+
In this mode, there are four vertices available for each geometry shader
invocation.
The second vertex refers to attributes of the vertex at the beginning of the
line segment and the third vertex refers to the vertex at the end of the
line segment.
The first and fourth vertices refer to the vertices adjacent to the
beginning and end of the line segment, respectively.
Triangles::
Geometry shaders that operate on triangles are created by including an
code:OpExecutionMode instruction with the code:Triangles mode.
Such a shader is valid when the pipeline topology is
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, or
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN (if tessellation is not in use) or
when tessellation is in use and the tessellation mode is code:Triangles or
code:Quads.
+
In this mode, there are three vertices available for each geometry shader
invocation.
The first, second, and third vertices refer to attributes of the first,
second, and third vertex of the triangle, respectively.
Triangles with Adjacency::
Geometry shaders that operate on triangles with adjacent vertices are
created by including an code:OpExecutionMode instruction with the
code:InputTrianglesAdjacency mode.
Such a shader is valid when the pipeline topology is
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLES_WITH_ADJACENCY or
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, and must: not be
used when tessellation is in use.
+
In this mode, there are six vertices available for each geometry shader
invocation.
The first, third and fifth vertices refer to attributes of the first, second
and third vertex of the triangle, respectively.
The second, fourth and sixth vertices refer to attributes of the vertices
adjacent to the edges from the first to the second vertex, from the second
to the third vertex, and from the third to the first vertex, respectively.
[[geometry-output]]
== Geometry Shader Output Primitives
A geometry shader generates primitives in one of three output modes: points,
line strips, or triangle strips.
The primitive mode is specified in the shader using an code:OpExecutionMode
instruction with the code:OutputPoints, code:OutputLineStrip or
code:OutputTriangleStrip modes, respectively.
Each geometry shader must: include exactly one output primitive mode.
The vertices output by the geometry shader are assembled into points, lines,
or triangles based on the output primitive type and the resulting primitives
are then further processed as described in <<primsrast>>.
If the number of vertices emitted by the geometry shader is not sufficient
to produce a single primitive, vertices corresponding to incomplete
primitives are not processed by subsequent pipeline stages.
The number of vertices output by the geometry shader is limited to a maximum
count specified in the shader.
The maximum output vertex count is specified in the shader using an
code:OpExecutionMode instruction with the mode set to code:OutputVertices
and the maximum number of vertices that will be produced by the geometry
shader specified as a literal.
Each geometry shader must: specify a maximum output vertex count.
[[geometry-invocations]]
== Multiple Invocations of Geometry Shaders
Geometry shaders can: be invoked more than one time for each input
primitive.
This is known as _geometry shader instancing_ and is requested by including
an code:OpExecutionMode instruction with code:mode specified as
code:Invocations and the number of invocations specified as an integer
literal.
In this mode, the geometry shader will execute [eq]#n# times for each input
primitive, where [eq]#n# is the number of invocations specified in the
code:OpExecutionMode instruction.
The instance number is available to each invocation as a built-in input
using code:InvocationId.
[[geometry-ordering]]
== Geometry Shader Primitive Ordering
Limited guarantees are provided for the relative ordering of primitives
produced by a geometry shader, as they pertain to <<drawing-primitive-order,
primitive order>>.
* For instanced geometry shaders, the output primitives generated from
each input primitive are passed to subsequent pipeline stages using the
invocation number to order the primitives, from least to greatest.
* All output primitives generated from a given input primitive are passed
to subsequent pipeline stages before any output primitives generated
from subsequent input primitives.