226 lines
10 KiB
Plaintext
226 lines
10 KiB
Plaintext
// Copyright (c) 2015-2016 The Khronos Group Inc.
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// Copyright notice at https://www.khronos.org/registry/speccopyright.html
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[appendix]
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[[invariance]]
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= Invariance
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The Vulkan specification is not pixel exact.
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It therefore does not guarantee an exact match between images produced by
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different Vulkan implementations.
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However, the specification does specify exact matches, in some cases, for
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images produced by the same implementation.
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The purpose of this appendix is to identify and provide justification for
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those cases that require exact matches.
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== Repeatability
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The obvious and most fundamental case is repeated issuance of a series of
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Vulkan commands.
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For any given Vulkan and framebuffer state vector, and for any Vulkan
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command, the resulting Vulkan and framebuffer state must: be identical
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whenever the command is executed on that initial Vulkan and framebuffer
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state.
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This repeatability requirement does not apply when using shaders containing
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side effects (image and buffer variable stores and atomic operations),
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because these memory operations are not guaranteed to be processed in a
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defined order.
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ifdef::VK_AMD_rasterization_order[]
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The repeatability requirement does not apply for rendering done using a
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graphics pipeline that uses ename:VK_RASTERIZATION_ORDER_RELAXED_AMD.
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endif::VK_AMD_rasterization_order[]
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One purpose of repeatability is avoidance of visual artifacts when a
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double-buffered scene is redrawn.
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If rendering is not repeatable, swapping between two buffers rendered with
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the same command sequence may: result in visible changes in the image.
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Such false motion is distracting to the viewer.
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Another reason for repeatability is testability.
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Repeatability, while important, is a weak requirement.
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Given only repeatability as a requirement, two scenes rendered with one
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(small) polygon changed in position might differ at every pixel.
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Such a difference, while within the law of repeatability, is certainly not
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within its spirit.
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Additional invariance rules are desirable to ensure useful operation.
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== Multi-pass Algorithms
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Invariance is necessary for a whole set of useful multi-pass algorithms.
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Such algorithms render multiple times, each time with a different Vulkan
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mode vector, to eventually produce a result in the framebuffer.
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Examples of these algorithms include:
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* ``Erasing'' a primitive from the framebuffer by redrawing it, either in
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a different color or using the XOR logical operation.
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* Using stencil operations to compute capping planes.
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== Invariance Rules
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For a given Vulkan device:
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*Rule 1* _For any given Vulkan and framebuffer state vector, and for any
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given Vulkan command, the resulting Vulkan and framebuffer state must: be
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identical each time the command is executed on that initial Vulkan and
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framebuffer state._
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*Rule 2* _Changes to the following state values have no side effects (the
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use of any other state value is not affected by the change):_
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*Required:*
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* _Color and depth/stencil attachment contents_
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* _Scissor parameters (other than enable)_
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* _Write masks (color, depth, stencil)_
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* _Clear values (color, depth, stencil)_
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*Strongly suggested:*
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* _Stencil parameters (other than enable)_
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* _Depth test parameters (other than enable)_
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* _Blend parameters (other than enable)_
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* _Logical operation parameters (other than enable)_
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*Corollary 1* _Fragment generation is invariant with respect to the state
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values listed in Rule 2._
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*Rule 3* _The arithmetic of each per-fragment operation is invariant except
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with respect to parameters that directly control it._
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*Corollary 2* _Images rendered into different color attachments of the same
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framebuffer, either simultaneously or separately using the same command
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sequence, are pixel identical._
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*Rule 4* _Identical pipelines will produce the same result when run multiple
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times with the same input.
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The wording ``Identical pipelines'' means sname:VkPipeline objects that have
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been created with identical SPIR-V binaries and identical state, which are
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then used by commands executed using the same Vulkan state vector.
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Invariance is relaxed for shaders with side effects, such as performing
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stores or atomics._
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*Rule 5* _All fragment shaders that either conditionally or unconditionally
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assign_ code:FragCoord.z _to_ code:FragDepth _are depth-invariant with
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respect to each other, for those fragments where the assignment to_
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code:FragDepth _actually is done._
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If a sequence of Vulkan commands specifies primitives to be rendered with
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shaders containing side effects (image and buffer variable stores and atomic
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operations), invariance rules are relaxed.
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In particular, rule 1, corollary 2, and rule 4 do not apply in the presence
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of shader side effects.
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The following weaker versions of rules 1 and 4 apply to Vulkan commands
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involving shader side effects:
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*Rule 6* _For any given Vulkan and framebuffer state vector, and for any
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given Vulkan command, the contents of any framebuffer state not directly or
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indirectly affected by results of shader image or buffer variable stores or
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atomic operations must: be identical each time the command is executed on
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that initial Vulkan and framebuffer state._
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*Rule 7* _Identical pipelines will produce the same result when run multiple
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times with the same input as long as:_
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* _shader invocations do not use image atomic operations;_
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* _no framebuffer memory is written to more than once by image stores,
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unless all such stores write the same value; and_
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* _no shader invocation, or other operation performed to process the
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sequence of commands, reads memory written to by an image store._
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When any sequence of Vulkan commands triggers shader invocations that
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perform image stores or atomic operations, and subsequent Vulkan commands
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read the memory written by those shader invocations, these operations must:
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be explicitly synchronized.
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== Tessellation Invariance
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When using a pipeline containing tessellation evaluation shaders, the
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fixed-function tessellation primitive generator consumes the input patch
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specified by an application and emits a new set of primitives.
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The following invariance rules are intended to provide repeatability
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guarantees.
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Additionally, they are intended to allow an application with a carefully
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crafted tessellation evaluation shader to ensure that the sets of triangles
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generated for two adjacent patches have identical vertices along shared
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patch edges, avoiding ``cracks'' caused by minor differences in the
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positions of vertices along shared edges.
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*Rule 1* _When processing two patches with identical outer and inner
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tessellation levels, the tessellation primitive generator will emit an
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identical set of point, line, or triangle primitives as long as the pipeline
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used to process the patch primitives has tessellation evaluation shaders
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specifying the same tessellation mode, spacing, vertex order, and point mode
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decorations.
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Two sets of primitives are considered identical if and only if they contain
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the same number and type of primitives and the generated tessellation
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coordinates for the vertex numbered m of the primitive numbered n are
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identical for all values of m and n._
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*Rule 2* _The set of vertices generated along the outer edge of the
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subdivided primitive in triangle and quad tessellation, and the tessellation
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coordinates of each, depends only on the corresponding outer tessellation
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level and the spacing decorations in the tessellation shaders of the
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pipeline._
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*Rule 3* _The set of vertices generated when subdividing any outer primitive
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edge is always symmetric.
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For triangle tessellation, if the subdivision generates a vertex with
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tessellation coordinates of the form (0, x, 1-x), (x, 0, 1-x), or (x, 1-x,
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0), it will also generate a vertex with coordinates of exactly (0, 1-x, x),
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(1-x, 0, x), or (1-x, x, 0), respectively.
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For quad tessellation, if the subdivision generates a vertex with
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coordinates of (x, 0) or (0, x), it will also generate a vertex with
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coordinates of exactly (1-x, 0) or (0, 1-x), respectively.
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For isoline tessellation, if it generates vertices at (0, x) and (1, x)
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where x is not zero, it will also generate vertices at exactly (0, 1-x) and
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(1, 1-x), respectively._
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*Rule 4* _The set of vertices generated when subdividing outer edges in
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triangular and quad tessellation must: be independent of the specific edge
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subdivided, given identical outer tessellation levels and spacing.
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For example, if vertices at (x, 1 - x, 0) and (1-x, x, 0) are generated when
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subdividing the w = 0 edge in triangular tessellation, vertices must: be
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generated at (x, 0, 1-x) and (1-x, 0, x) when subdividing an otherwise
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identical v = 0 edge.
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For quad tessellation, if vertices at (x, 0) and (1-x, 0) are generated when
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subdividing the v = 0 edge, vertices must: be generated at (0, x) and (0,
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1-x) when subdividing an otherwise identical u = 0 edge._
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*Rule 5* _When processing two patches that are identical in all respects
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enumerated in rule 1 except for vertex order, the set of triangles generated
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for triangle and quad tessellation must: be identical except for vertex and
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triangle order.
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For each triangle n1 produced by processing the first patch, there must: be
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a triangle n2 produced when processing the second patch each of whose
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vertices has the same tessellation coordinates as one of the vertices in
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n1._
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*Rule 6* _When processing two patches that are identical in all respects
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enumerated in rule 1 other than matching outer tessellation levels and/or
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vertex order, the set of interior triangles generated for triangle and quad
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tessellation must: be identical in all respects except for vertex and
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triangle order.
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For each interior triangle n1 produced by processing the first patch, there
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must: be a triangle n2 produced when processing the second patch each of
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whose vertices has the same tessellation coordinates as one of the vertices
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in n1.
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A triangle produced by the tessellator is considered an interior triangle if
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none of its vertices lie on an outer edge of the subdivided primitive._
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*Rule 7* _For quad and triangle tessellation, the set of triangles
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connecting an inner and outer edge depends only on the inner and outer
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tessellation levels corresponding to that edge and the spacing decorations._
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*Rule 8* _The value of all defined components of_ code:TessCoord _will be in
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the range [0, 1].
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Additionally, for any defined component x of_ code:TessCoord, _the results
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of computing 1.0-x in a tessellation evaluation shader will be exact.
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If any floating-point values in the range [0, 1] fail to satisfy this
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property, such values must: not be used as tessellation coordinate
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components._
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