866 lines
32 KiB
Plaintext
866 lines
32 KiB
Plaintext
// Copyright (c) 2015-2016 The Khronos Group Inc.
|
|
// Copyright notice at https://www.khronos.org/registry/speccopyright.html
|
|
|
|
// The asciidoc [glossary] template cannot contain subsections.
|
|
// The abbreviations and prefixes probably belong in the upcoming
|
|
// API/extension-writing-guidelines appendix, anyway.
|
|
|
|
[glossary]
|
|
= Glossary
|
|
|
|
The terms defined in this section are used consistently throughout this
|
|
Specification and may be used with or without capitalization.
|
|
|
|
Accessible (Descriptor Binding)::
|
|
A descriptor binding is accessible to a shader stage if that stage is
|
|
included in the pname:stageFlags of the descriptor binding. Descriptors
|
|
using that binding can: only be used by stages in which they are
|
|
accessible.
|
|
|
|
Adjacent Vertex::
|
|
A vertex in an adjacency primitive topology that is not part of a given
|
|
primitive, but is accessible in geometry shaders.
|
|
|
|
Aliased Range (Memory)::
|
|
A range of a device memory allocation that is bound to multiple
|
|
resources simultaneously.
|
|
|
|
API Order::
|
|
A set of ordering rules that govern how primitives in draw commands
|
|
affect the framebuffer.
|
|
|
|
Aspect (Image)::
|
|
An image may: contain multiple kinds, or aspects, of data for each
|
|
pixel, where each aspect is used in a particular way by the pipeline and
|
|
may: be stored differently or separately from other aspects.
|
|
For example, the color components of an image format make up the color
|
|
aspect of the image, and may: be used as a framebuffer color attachment.
|
|
Some operations, like depth testing, operate only on specific aspects of
|
|
an image.
|
|
Others operations, like image/buffer copies, only operate on one
|
|
aspect at a time.
|
|
|
|
Attachment (Render Pass)::
|
|
A zero-based integer index name used in render pass creation to refer to
|
|
a framebuffer attachment that is accessed by one or more subpasses. The
|
|
index also refers to an attachment description which includes
|
|
information about the properties of the image view that will later be
|
|
attached.
|
|
|
|
Available::
|
|
See Memory Dependency.
|
|
|
|
Back-Facing::
|
|
See Facingness.
|
|
|
|
Batch::
|
|
A single structure submitted to a queue as part of a
|
|
<<devsandqueues-submission, queue submission command>>, describing a set
|
|
of queue operations to execute.
|
|
|
|
Backwards Compatibility::
|
|
A given version of the API is backwards compatible with an earlier
|
|
version if an application, relying only on valid behavior and
|
|
functionality defined by the earlier specification, is able to correctly
|
|
run against each version without any modification. This assumes no
|
|
active attempt by that application to not run when it detects a
|
|
different version.
|
|
|
|
Full Compatibility::
|
|
A given version of the API is fully compatible with another version if
|
|
an application, relying only on valid behavior and functionality defined
|
|
by either of those specifications, is able to correctly run against each
|
|
version without any modification. This assumes no active attempt by that
|
|
application to not run when it detects a different version.
|
|
|
|
Binding (Memory)::
|
|
An association established between a range of a resource object and a
|
|
range of a memory object. These associations determine the memory
|
|
locations affected by operations performed on elements of a resource
|
|
object. Memory bindings are established using the
|
|
flink:vkBindBufferMemory command for non-sparse buffer objects, using
|
|
the flink:vkBindImageMemory command for non-sparse image objects, and
|
|
using the flink:vkQueueBindSparse command for sparse resources.
|
|
|
|
Blend Constant::
|
|
Four floating point (RGBA) values used as an input to blending.
|
|
|
|
Blending::
|
|
Arithmetic operations between a fragment color value and a value in a
|
|
color attachment that produce a final color value to be written to the
|
|
attachment.
|
|
|
|
Buffer::
|
|
A resource that represents a linear array of data in device memory.
|
|
Represented by a sname:VkBuffer object.
|
|
|
|
Buffer View::
|
|
An object that represents a range of a specific buffer, and state that
|
|
controls how the contents are interpreted. Represented by a
|
|
sname:VkBufferView object.
|
|
|
|
Built-In Variable::
|
|
A variable decorated in a shader, where the decoration makes the
|
|
variable take values provided by the execution environment or values
|
|
that are generated by fixed-function pipeline stages.
|
|
|
|
Built-In Interface Block::
|
|
A block defined in a shader that contains only variables decorated with
|
|
built-in decorations, and is used to match against other shader
|
|
stages.
|
|
|
|
Clip Coordinates::
|
|
The homogeneous coordinate space that vertex positions
|
|
(code:Position decoration) are written in by vertex processing stages.
|
|
|
|
Clip Distance::
|
|
A built-in output from vertex processing stages that defines a clip
|
|
half-space against which the primitive is clipped.
|
|
|
|
Clip Volume::
|
|
The intersection of the view volume with all clip half-spaces.
|
|
|
|
Color Attachment::
|
|
A subpass attachment point, or image view, that is the target of
|
|
fragment color outputs and blending.
|
|
|
|
Combined Image Sampler::
|
|
A descriptor type that includes both a sampled image and a sampler.
|
|
|
|
Command Buffer::
|
|
An object that records commands to be submitted to a queue. Represented
|
|
by a sname:VkCommandBuffer object.
|
|
|
|
Command Pool::
|
|
An object that command buffer memory is allocated from, and that owns
|
|
that memory. Command pools aid multithreaded performance by enabling
|
|
different threads to use different allocators, without internal
|
|
synchronization on each use. Represented by a sname:VkCommandPool
|
|
object.
|
|
|
|
Compatible Allocator::
|
|
When allocators are compatible, allocations from each allocator can: be
|
|
freed by the other allocator.
|
|
|
|
Compatible Image Formats::
|
|
When formats are compatible, images created with one of the formats can:
|
|
have image views created from it using any of the compatible formats.
|
|
|
|
Compatible Queues::
|
|
Queues within a queue family. Compatible queues have identical
|
|
properties.
|
|
|
|
Component (Format)::
|
|
A distinct part of a format. Depth, stencil, and color channels
|
|
(e.g. R, G, B, A), are all separate components.
|
|
|
|
Compressed Texel Block::
|
|
An element of an image having a block-compressed format, comprising a
|
|
rectangular block of texel values that are encoded as a single value in
|
|
memory. Compressed texel blocks of a particular block-compressed format
|
|
have a corresponding width, height, and depth that define the dimensions
|
|
of these elements in units of texels, and a size in bytes of the encoding
|
|
in memory.
|
|
|
|
Cull Distance::
|
|
A built-in output from vertex processing stages that defines a cull
|
|
half-space where the primitive is rejected if all vertices have a
|
|
negative value for the same cull distance.
|
|
|
|
Cull Volume::
|
|
The intersection of the view volume with all cull half-spaces.
|
|
|
|
Decoration (SPIR-V)::
|
|
Auxiliary information such as built-in variables, stream numbers,
|
|
invariance, interpolation type, relaxed precision, etc., added to
|
|
variables or structure-type members through decorations.
|
|
|
|
Depth/Stencil Attachment::
|
|
A subpass attachment point, or image view, that is the target of depth
|
|
and/or stencil test operations and writes.
|
|
|
|
Depth/Stencil Format::
|
|
A elink:VkFormat that includes depth and/or stencil components.
|
|
|
|
Depth/Stencil Image (or ImageView)::
|
|
A sname:VkImage (or sname:VkImageView) with a depth/stencil format.
|
|
|
|
Derivative Group::
|
|
A set of fragment shader invocations that cooperate to compute derivatives,
|
|
including implicit derivatives for sampled image operations.
|
|
|
|
Descriptor::
|
|
Information about a resource or resource view written into a descriptor
|
|
set that is used to access the resource or view from a shader.
|
|
|
|
Descriptor Binding::
|
|
An entry in a descriptor set layout corresponding to zero or more
|
|
descriptors of a single descriptor type in a set. Defined by a
|
|
slink:VkDescriptorSetLayoutBinding structure.
|
|
|
|
Descriptor Pool::
|
|
An object that descriptor sets are allocated from, and that owns the
|
|
storage of those descriptor sets. Descriptor pools aid multithreaded
|
|
performance by enabling different threads to use different allocators,
|
|
without internal synchronization on each use. Represented by a
|
|
sname:VkDescriptorPool object.
|
|
|
|
Descriptor Set::
|
|
An object that resource descriptors are written into via the API, and
|
|
that can: be bound to a command buffer such that the descriptors
|
|
contained within it can: be accessed from shaders. Represented by a
|
|
sname:VkDescriptorSet object.
|
|
|
|
Descriptor Set Layout::
|
|
An object that defines the set of resources (types and counts) and their
|
|
relative arrangement (in the binding namespace) within a descriptor set.
|
|
Used when allocating descriptor sets and when creating pipeline layouts.
|
|
Represented by a sname:VkDescriptorSetLayout object.
|
|
|
|
Device::
|
|
The processor(s) and execution environment that perform tasks requested
|
|
by the application via the Vulkan API.
|
|
|
|
Device Memory::
|
|
Memory accessible to the device. Represented by a sname:VkDeviceMemory
|
|
object.
|
|
|
|
Device-Level Object::
|
|
Logical device objects and their child objects For example,
|
|
sname:VkDevice, sname:VkQueue, and sname:VkCommandBuffer objects are
|
|
device-level objects.
|
|
|
|
Device-Local Memory::
|
|
Memory that is connected to the device, and may: be more performant for
|
|
device access than host-local memory.
|
|
|
|
Dispatchable Handle::
|
|
A handle of a pointer handle type which may: be used by layers as part
|
|
of intercepting API commands. The first argument to each Vulkan
|
|
command is a dispatchable handle type.
|
|
|
|
Dispatching Commands::
|
|
Commands that provoke work using a compute pipeline. Includes
|
|
flink:vkCmdDispatch and flink:vkCmdDispatchIndirect.
|
|
|
|
Drawing Commands::
|
|
Commands that provoke work using a graphics pipeline. Includes
|
|
flink:vkCmdDraw, flink:vkCmdDrawIndexed, flink:vkCmdDrawIndirect, and
|
|
flink:vkCmdDrawIndexedIndirect.
|
|
|
|
Duration (Command)::
|
|
The _duration_ of a Vulkan command refers to the interval between
|
|
calling the command and its return to the caller.
|
|
|
|
Dynamic Storage Buffer::
|
|
A storage buffer whose offset is specified each time the storage buffer
|
|
is bound to a command buffer via a descriptor set.
|
|
|
|
Dynamic Uniform Buffer::
|
|
A uniform buffer whose offset is specified each time the uniform buffer
|
|
is bound to a command buffer via a descriptor set.
|
|
|
|
Explicitly-Enabled Layer::
|
|
A layer enabled by the application by adding it to the enabled layer
|
|
list in flink:vkCreateInstance or flink:vkCreateDevice.
|
|
|
|
Event::
|
|
A synchronization primitive that is signaled when execution of previous
|
|
commands complete through a specified set of pipeline stages. Events can
|
|
be waited on by the device and polled by the host. Represented by a
|
|
sname:VkEvent object.
|
|
|
|
Executable State (Command Buffer)::
|
|
A command buffer that has ended recording commands and can: be executed.
|
|
See also Initial State and Recording State.
|
|
|
|
Execution Dependency::
|
|
A dependency that guarantees that certain pipeline stages' work for a
|
|
first set of commands has completed execution before certain pipeline
|
|
stages' work for a second set of commands begins execution. This is
|
|
accomplished via pipeline barriers, subpass dependencies, events, or
|
|
implicit ordering operations.
|
|
|
|
Execution Dependency Chain::
|
|
A sequence of execution dependencies that transitively act as an
|
|
execution dependency.
|
|
|
|
External synchronization::
|
|
A type of synchronization required of the application, where parameters
|
|
defined to be externally synchronized mustnot: be used simultaneously in
|
|
multiple threads.
|
|
|
|
Facingness (Polygon)::
|
|
A classification of a polygon as either front-facing or back-facing,
|
|
depending on the orientation (winding order) of its vertices.
|
|
|
|
Fence::
|
|
A synchronization primitive that is signaled when a set of batches or
|
|
sparse binding operations complete execution on a queue. Fences can: be
|
|
waited on by the host. Represented by a sname:VkFence object.
|
|
|
|
Flatshading::
|
|
A property of a vertex attribute that causes the value from a single
|
|
vertex (the provoking vertex) to be used for all vertices in a
|
|
primitive, and for interpolation of that attribute to return that single
|
|
value unaltered.
|
|
|
|
Fragment Input Attachment Interface::
|
|
A fragment shader entry point's variables with code:UniformConstant storage class
|
|
and a decoration of code:InputAttachmentIndex, which receive values from
|
|
input attachments.
|
|
|
|
Fragment Output Interface::
|
|
A fragment shader entry point's variables with code:Output storage
|
|
class, which output to color and/or depth/stencil attachments.
|
|
|
|
Framebuffer::
|
|
A collection of image views and a set of dimensions that, in conjunction
|
|
with a render pass, define the inputs and outputs used by drawing
|
|
commands. Represented by a sname:VkFramebuffer object.
|
|
|
|
Framebuffer Attachment::
|
|
One of the image views used in a framebuffer.
|
|
|
|
Framebuffer Coordinates::
|
|
A coordinate system in which adjacent pixels' coordinates differ by 1 in
|
|
x and/or y, with latexmath:[$(0,0)$] in the upper left corner and pixel
|
|
centers at half-integers.
|
|
|
|
Front-Facing::
|
|
See Facingness.
|
|
|
|
Global Workgroup::
|
|
A collection of local workgroups dispatched by a single dispatch command.
|
|
|
|
Handle::
|
|
An opaque integer or pointer value used to refer to a Vulkan object.
|
|
Each object type has a unique handle type.
|
|
|
|
Happen-after::
|
|
A command happens-after a dependency if they are separated by an execution
|
|
dependency chain, with the command included in the destination of the last
|
|
dependency of the chain. A memory barrier makes visible memory writes to
|
|
commands that happen-after it.
|
|
|
|
Happen-before::
|
|
A command happens-before a dependency if they are separated by an execution
|
|
dependency chain, with the command included in the source of the first
|
|
dependency of the chain. A memory barrier makes available memory writes of
|
|
commands that happen-before it.
|
|
|
|
Helper Invocation::
|
|
A fragment shader invocation that is created solely for the purposes of
|
|
evaluating derivatives for use in non-helper fragment shader
|
|
invocations, and which does not have side effects.
|
|
|
|
Host::
|
|
The processor(s) and execution environment that the application runs on,
|
|
and that the Vulkan API is exposed on.
|
|
|
|
Host Memory::
|
|
Memory not accessible to the device, used to store implementation data
|
|
structures.
|
|
|
|
Host-Accessible Subresource::
|
|
A buffer, or a linear image subresource in either the
|
|
ename:VK_IMAGE_LAYOUT_PREINITIALIZED or ename:VK_IMAGE_LAYOUT_GENERAL
|
|
layout. Host-accessible subresources have a well-defined addressing
|
|
scheme which can be used by the host.
|
|
|
|
Host-Local Memory::
|
|
Memory that is not local to the device, and may: be less performant for
|
|
device access than device-local memory.
|
|
|
|
Host-Visible Memory::
|
|
Device memory that can: be mapped on the host and can: be read and
|
|
written by the host.
|
|
|
|
Image::
|
|
A resource that represents a multi-dimensional formatted interpretation
|
|
of device memory. Represented by a sname:VkImage object.
|
|
|
|
Image Subresource::
|
|
A specific mipmap level and layer of an image.
|
|
|
|
Image Subresource Range::
|
|
A set of image subresources that are contiguous mipmap levels and
|
|
layers.
|
|
|
|
Image View::
|
|
An object that represents an image subresource range of a specific
|
|
image, and state that controls how the contents are interpreted.
|
|
Represented by a sname:VkImageView object.
|
|
|
|
Immutable Sampler::
|
|
A sampler descriptor provided at descriptor set layout creation time,
|
|
and that is used for that binding in all descriptor sets allocated from
|
|
the layout, and cannot be changed.
|
|
|
|
Implicitly-Enabled Layer::
|
|
A layer enabled by a loader-defined mechanism outside the Vulkan API,
|
|
rather than explicitly by the application during instance or device
|
|
creation.
|
|
|
|
Index Buffer::
|
|
A buffer bound via flink:vkCmdBindIndexBuffer which is the source of
|
|
index values used to fetch vertex attributes for a
|
|
flink:vkCmdDrawIndexed or flink:vkCmdDrawIndexedIndirect command.
|
|
|
|
Indirect Commands::
|
|
Drawing or dispatching commands that source some of their parameters
|
|
from structures in buffer memory. Includes flink:vkCmdDrawIndirect,
|
|
flink:vkCmdDrawIndexedIndirect, and flink:vkCmdDispatchIndirect.
|
|
|
|
Initial State (Command Buffer)::
|
|
A command buffer that has not begun recording commands. See also
|
|
Recorded State and Executable State.
|
|
|
|
Input Attachment::
|
|
A descriptor type that represents an image view, and supports unfiltered
|
|
read-only access in a shader, only at the fragment's location in the
|
|
view.
|
|
|
|
Instance::
|
|
The top-level Vulkan object, which represents the application's
|
|
connection to the implementation. Represented by a sname:VkInstance
|
|
object.
|
|
|
|
Instance-Level Object::
|
|
High-level Vulkan objects, which are not logical devices, nor children
|
|
of logical devices. For example, sname:VkInstance and
|
|
sname:VkPhysicalDevice objects are instance-level objects.
|
|
|
|
Internal Synchronization::
|
|
A type of synchronization required of the implementation, where
|
|
parameters not defined to be externally synchronized may: require
|
|
internal mutexing to avoid multithreaded race conditions.
|
|
|
|
Invocation (Shader)::
|
|
A single execution of an entry point in a SPIR-V module. For example, a
|
|
single vertex's execution of a vertex shader or a single fragment's
|
|
execution of a fragment shader.
|
|
|
|
Invocation Group::
|
|
A set of shader invocations that are executed in parallel and that must:
|
|
execute the same control flow path in order for control flow to be
|
|
considered dynamically uniform.
|
|
|
|
Local Workgroup::
|
|
A collection of compute shader invocations invoked by a single dispatch
|
|
command, which share shared memory and can synchronize with each other.
|
|
|
|
Logical Device::
|
|
An object that represents the application's interface to the physical
|
|
device. The logical device is the parent of most Vulkan objects.
|
|
Represented by a sname:VkDevice object.
|
|
|
|
Logical Operation::
|
|
Bitwise operations between a fragment color value and a value in a color
|
|
attachment, that produce a final color value to be written to the
|
|
attachment.
|
|
|
|
Lost Device::
|
|
A state that a logical device may: be in as a result of hardware errors
|
|
or other exceptional conditions.
|
|
|
|
Mappable::
|
|
See Host-Visible Memory.
|
|
|
|
Memory Dependency::
|
|
A sequence of operations that makes writes available, performs an
|
|
execution dependency between the writes and subsequent accesses, and
|
|
makes available writes visible to later accesses. In order for the
|
|
effects of a write to be coherent with later accesses, it must: be made
|
|
available from the old access type and then made visible to the new
|
|
access type.
|
|
|
|
Memory Heap::
|
|
A region of memory from which device memory allocations can: be made.
|
|
|
|
Memory Type::
|
|
An index used to select a set of memory properties (e.g. mappable,
|
|
cached) for a device memory allocation.
|
|
|
|
Mip Tail Region::
|
|
The set of mipmap levels of a sparse residency texture that are too
|
|
small to fill a sparse block, and that must: all be bound to memory
|
|
collectively and opaquely.
|
|
|
|
Non-Dispatchable Handle::
|
|
A handle of an integer handle type. Handle values may: not be unique,
|
|
even for two objects of the same type.
|
|
|
|
Normalized::
|
|
A value that is interpreted as being in the range latexmath:[$[0,1\]$]
|
|
as a result of being implicitly divided by some other value.
|
|
|
|
Normalized Device Coordinates::
|
|
A coordinate space after perspective division is applied to clip
|
|
coordinates, and before the viewport transformation converts to
|
|
framebuffer coordinates.
|
|
|
|
Overlapped Range (Aliased Range)::
|
|
The aliased range of a device memory allocation that intersects a given
|
|
image subresource of an image or range of a buffer.
|
|
|
|
Packed Format::
|
|
A format whose components are stored as a single data element in memory,
|
|
with their relative locations defined within that element.
|
|
|
|
Physical Device::
|
|
An object that represents a single device in the system. Represented by
|
|
a sname:VkPhysicalDevice object.
|
|
|
|
Pipeline::
|
|
An object that controls how graphics or compute work is executed on the
|
|
device. A pipeline includes one or more shaders, as well as state
|
|
controlling any non-programmable stages of the pipeline. Represented by
|
|
a sname:VkPipeline object.
|
|
|
|
Pipeline Barrier::
|
|
An execution and/or memory dependency recorded as an explicit command in
|
|
a command buffer, that forms a dependency between the previous and
|
|
subsequent commands.
|
|
|
|
Pipeline Cache::
|
|
An object that can: be used to collect and retrieve information from
|
|
pipelines as they are created, and can: be populated with previously
|
|
retrieved information in order to accelerate pipeline creation.
|
|
Represented by a sname:VkPipelineCache object.
|
|
|
|
Pipeline Layout::
|
|
An object that defines the set of resources (via a collection of
|
|
descriptor set layouts) and push constants used by pipelines that are
|
|
created using the layout. Used when creating a pipeline and when binding
|
|
descriptor sets and setting push constant values. Represented by a
|
|
sname:VkPipelineLayout object.
|
|
|
|
Point Sampling (Rasterization)::
|
|
A rule that determines whether a fragment sample location is covered by
|
|
a polygon primitive by testing whether the sample location is in the
|
|
interior of the polygon in framebuffer-space, or on the boundary of the
|
|
polygon according to the tie-breaking rules.
|
|
|
|
Preserve Attachment::
|
|
One of a list of attachments in a subpass description that is not read
|
|
or written by the subpass, but that is read or written on earlier and
|
|
later subpasses and whose contents must be preserved through this
|
|
subpass.
|
|
|
|
Primary Command Buffer::
|
|
A command buffer that can: execute secondary command buffers, and can:
|
|
be submitted directly to a queue.
|
|
|
|
Primitive Topology::
|
|
State that controls how vertices are assembled into primitives, e.g. as
|
|
lists of triangles, strips of lines, etc..
|
|
|
|
Provoking Vertex::
|
|
The vertex in a primitive from which flatshaded attribute values are
|
|
taken. This is generally the ``first'' vertex in the primitive, and
|
|
depends on the primitive topology.
|
|
|
|
Push Constants::
|
|
A small bank of values writable via the API and accessible in shaders.
|
|
Push constants allow the application to set values used in shaders
|
|
without creating buffers or modifying and binding descriptor sets for
|
|
each update.
|
|
|
|
Push Constant Interface::
|
|
The set of variables with code:PushConstant storage class that are
|
|
statically used by a shader entry point, and which receive values
|
|
from push constant commands.
|
|
|
|
Query Pool::
|
|
An object that contains a number of query entries and their associated
|
|
state and results. Represented by a sname:VkQueryPool object.
|
|
|
|
Queue::
|
|
An object that executes command buffers and sparse binding operations on
|
|
a device. Represented by a sname:VkQueue object.
|
|
|
|
Queue Family::
|
|
A set of queues that have common properties and support the same
|
|
functionality, as advertised in slink:VkQueueFamilyProperties.
|
|
|
|
Queue Operation::
|
|
A unit of work to be executed by a specific queue on a device, submitted
|
|
via a <<devsandqueues-submission, queue submission command>>. Each queue
|
|
submission command details the specific queue operations that occur as a
|
|
result of calling that command. Queue operations typically include work
|
|
that is specific to each command, and synchronization tasks.
|
|
|
|
Queue Submission::
|
|
Zero or more batches and an optional fence to be signaled, passed to a
|
|
command for execution on a queue.
|
|
See the <<devsandqueues-submission, Devices and Queues chapter>> for
|
|
more information.
|
|
|
|
Recording State (Command Buffer)::
|
|
A command buffer that is ready to record commands. See also Initial
|
|
State and Executable State.
|
|
|
|
Render Pass::
|
|
An object that represents a set of framebuffer attachments and phases of
|
|
rendering using those attachments. Represented by a sname:VkRenderPass
|
|
object.
|
|
|
|
Render Pass Instance::
|
|
A use of a render pass in a command buffer.
|
|
|
|
Reset (Command Buffer)::
|
|
Resetting a command buffer discards any previously recorded commands
|
|
and puts a command buffer in the initial state.
|
|
|
|
Residency Code::
|
|
An integer value returned by sparse image instructions, indicating
|
|
whether any sparse unbound texels were accessed.
|
|
|
|
Resolve Attachment::
|
|
A subpass attachment point, or image view, that is the target of a
|
|
multisample resolve operation from the corresponding color attachment at
|
|
the end of the subpass.
|
|
|
|
Sampled Image::
|
|
A descriptor type that represents an image view, and supports filtered
|
|
(sampled) and unfiltered read-only acccess in a shader.
|
|
|
|
Sampler::
|
|
An object that contains state that controls how sampled image data is
|
|
sampled (or filtered) when accessed in a shader. Also a descriptor type
|
|
describing the object. Represented by a sname:VkSampler object.
|
|
|
|
Secondary Command Buffer::
|
|
A command buffer that can: be executed by a primary command buffer, and
|
|
mustnot: be submitted directly to a queue.
|
|
|
|
Self-Dependency::
|
|
A subpass dependency from a subpass to itself, i.e. with
|
|
pname:srcSubpass equal to pname:dstSubpass. A self-dependency is not
|
|
automatically performed during a render pass instance, rather a subset
|
|
of it can: be performed via flink:vkCmdPipelineBarrier during the
|
|
subpass.
|
|
|
|
Semaphore::
|
|
A synchronization primitive that supports signal and wait operations,
|
|
and can: be used to synchronize operations within a queue or across
|
|
queues. Represented by a sname:VkSemaphore object.
|
|
|
|
Shader::
|
|
Instructions selected (via an entry point) from a shader module, which
|
|
are executed in a shader stage.
|
|
|
|
Shader Code::
|
|
A stream of instructions used to describe the operation of a shader.
|
|
|
|
Shader Module::
|
|
A collection of shader code, potentially including several functions and
|
|
entry points, that is used to create shaders in pipelines. Represented
|
|
by a sname:VkShaderModule object.
|
|
|
|
Shader Stage::
|
|
A stage of the graphics or compute pipeline that executes shader code.
|
|
|
|
Side Effect::
|
|
A store to memory or atomic operation on memory from a shader invocation.
|
|
|
|
Sparse Block::
|
|
An element of a sparse resource that can be independently bound to memory.
|
|
Sparse blocks of a particular sparse resource have a corresponding size
|
|
in bytes that they use in the bound memory.
|
|
|
|
Sparse Image Block::
|
|
A sparse block in a sparse partially-resident image. In addition to the
|
|
sparse block size in bytes, sparse image blocks have a corresponding
|
|
width, height, and depth that define the dimensions of these elements
|
|
in units of texels or compressed texel blocks, the latter being used in
|
|
case of sparse images having a block-compressed format.
|
|
|
|
Sparse Unbound Texel::
|
|
A texel read from a region of a sparse texture that does not have
|
|
memory bound to it.
|
|
|
|
Static Use::
|
|
An object in a shader is statically used by a shader entry point if any
|
|
function in the entry point's call tree contains an instruction using
|
|
the object. Static use is used to constrain the set of descriptors used
|
|
by a shader entry point.
|
|
|
|
Storage Buffer::
|
|
A descriptor type that represents a buffer, and supports reads, writes,
|
|
and atomics in a shader.
|
|
|
|
Storage Image::
|
|
A descriptor type that represents an image view, and supports unfiltered
|
|
loads, stores, and atomics in a shader.
|
|
|
|
Storage Texel Buffer::
|
|
A descriptor type that represents a buffer view, and supports
|
|
unfiltered, formatted reads, writes, and atomics in a shader.
|
|
|
|
Subpass::
|
|
A phase of rendering within a render pass, that reads and writes a
|
|
subset of the attachments.
|
|
|
|
Subpass Dependency::
|
|
An execution and/or memory dependency between two subpasses described as
|
|
part of render pass creation, and automatically performed between
|
|
subpasses in a render pass instance. A subpass dependency limits the
|
|
overlap of execution of the pair of subpasses, and can: provide
|
|
guarantees of memory coherence between accesses in the subpasses.
|
|
|
|
Subpass Description::
|
|
Lists of attachment indices for input attachments, color attachments,
|
|
depth/stencil attachment, resolve attachments, and preserve attachments
|
|
used by the subpass in a render pass.
|
|
|
|
Subset (Self-Dependency)::
|
|
A subset of a self-dependency is a pipeline barrier performed during the
|
|
subpass of the self-dependency, and whose stage masks and access masks
|
|
each contain a subset of the bits set in the identically named mask in
|
|
the self-dependency.
|
|
|
|
Texel Coordinate System::
|
|
One of three coordinate systems (normalized, unnormalized, integer) that
|
|
define how texel coordinates are interpreted in an image or a specific
|
|
mipmap level of an image.
|
|
|
|
Uniform Texel Buffer::
|
|
A descriptor type that represents a buffer view, and supports
|
|
unfiltered, formatted, read-only access in a shader.
|
|
|
|
Uniform Buffer::
|
|
A descriptor type that represents a buffer, and supports read-only
|
|
access in a shader.
|
|
|
|
Unnormalized::
|
|
A value that is interpreted according to its conventional
|
|
interpretation, and is not normalized.
|
|
|
|
User-Defined Variable Interface::
|
|
A shader entry point's variables with code:Input or code:Output storage
|
|
class that are not built-in variables.
|
|
|
|
Vertex Input Attribute::
|
|
A graphics pipeline resource that produces input values for the vertex
|
|
shader by reading data from a vertex input binding and converting it to
|
|
the attribute's format.
|
|
|
|
Vertex Input Binding::
|
|
A graphics pipeline resource that is bound to a buffer and includes
|
|
state that affects addressing calculations within that buffer.
|
|
|
|
Vertex Input Interface::
|
|
A vertex shader entry point's variables with code:Input storage class,
|
|
which receive values from vertex input attributes.
|
|
|
|
Vertex Processing Stages::
|
|
A set of shader stages that comprises the vertex shader, tessellation
|
|
control shader, tessellation evaluation shader, and geometry shader
|
|
stages.
|
|
|
|
View Volume::
|
|
A subspace in homogeneous coordinates, corresponding to post-projection
|
|
x and y values between -1 and +1, and z values between 0 and +1.
|
|
|
|
Viewport Transformation::
|
|
A transformation from normalized device coordinates to framebuffer
|
|
coordinates, based on a viewport rectangle and depth range.
|
|
|
|
Visible::
|
|
See Memory Dependency.
|
|
|
|
// To be added per issue 18:
|
|
// Current State <<fundamentals-queueoperation>>
|
|
// Barycentric Coordinates <<primsrast-polygons-basic>>
|
|
// Internal Allocations <<memory-host-allocation-scope>>
|
|
// Unavailable, Available <<queries-operation>>
|
|
// Signaled, Unsignaled <<synchronization-semaphores>> <<synchronization-fences>>
|
|
// Interior Vertices <<tessellation-tessellator-spacing>>
|
|
// Inner Vertices <<tessellation-triangle-tessellation>> <<tessellation-quad-tessellation>>
|
|
// Isolines <<tessellation-isoline-tessellation>>
|
|
// Binding Range <<sparsemem-memory-binding>>
|
|
|
|
|
|
[glossary]
|
|
= Common Abbreviations
|
|
|
|
Abbreviations and acronyms are sometimes used in the Specification and the
|
|
API where they are considered clear and commonplace, and are defined here:
|
|
|
|
Src::
|
|
Source
|
|
|
|
Dst::
|
|
Destination
|
|
|
|
Min::
|
|
Minimum
|
|
|
|
Max::
|
|
Maximum
|
|
|
|
Rect::
|
|
Rectangle
|
|
|
|
Info::
|
|
Information
|
|
|
|
LOD::
|
|
Level of Detail
|
|
|
|
ID::
|
|
Identifier
|
|
|
|
UUID::
|
|
Universally Unique Identifier
|
|
|
|
Op::
|
|
Operation
|
|
|
|
R::
|
|
Red color component
|
|
|
|
G::
|
|
Green color component
|
|
|
|
B::
|
|
Blue color component
|
|
|
|
A::
|
|
Alpha color component
|
|
|
|
|
|
[glossary]
|
|
= Prefixes
|
|
|
|
Prefixes are used in the API to denote specific semantic meaning of
|
|
Vulkan names, or as a label to avoid name clashes, and are explained
|
|
here:
|
|
|
|
VK/Vk/vk::
|
|
Vulkan namespace +
|
|
All types, commands, enumerants and defines in this specification are
|
|
prefixed with these two characters.
|
|
|
|
PFN/pfn::
|
|
Function Pointer +
|
|
Denotes that a type is a function pointer, or that a variable is of a
|
|
pointer type.
|
|
|
|
p::
|
|
Pointer +
|
|
Variable is a pointer.
|
|
|
|
vkCmd::
|
|
Commands that record commands in command buffers +
|
|
These API commands do not result in immediate processing on the device.
|
|
Instead, they record the requested action in a command buffer for
|
|
execution when the command buffer is submitted to a queue.
|
|
|
|
s::
|
|
Structure +
|
|
Used to denote the etext:VK_STRUCTURE_TYPE* member of each structure in
|
|
pname:sType
|