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* Update release number to 124. Github Issues: * Fix Makefile SPECREMARK macro to work when not building in a git tree (public issue 992). * Ignore pname:aspectMask for unused attachments in slink:VkSubpassDescription2KHR valid usage statements (public pull request 1028). * Minor markup / spelling fixes (public pull requests 1035, 1045). Internal Issues: * Fix markup in Valid Usage statement for slink:VkCreateFramebuffer (internal issue 1823). * Add a new <<synchronization-signal-operation-order, _signal operation order_>> section to the synchronization chapter which describes in detail the ordering guarantees provided by the API between fence and semaphore signal operations (internal merge request 3368). * Move generated `appendix/meta/` files into the Makefile GENERATED directory (internal merge request 3381). New Extensions * `<<VK_KHR_shader_clock>>` * `<<VK_KHR_timeline_semaphore>>`
129 lines
4.4 KiB
Plaintext
129 lines
4.4 KiB
Plaintext
include::{generated}/meta/VK_NV_fragment_shader_barycentric.txt[]
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*Last Modified Date*::
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2018-08-03
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*IP Status*::
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No known IP claims.
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*Interactions and External Dependencies*::
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- Requires the `SPV_NV_fragment_shader_barycentric` SPIR-V extension.
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- Requires the `GL_NV_fragment_shader_barycentric` extension for GLSL
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source languages.
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*Contributors*::
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- Pat Brown, NVIDIA
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- Daniel Koch, NVIDIA
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This extension adds support for the following SPIR-V extension in Vulkan:
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* {spirv}/NV/SPV_NV_fragment_shader_barycentric.html[`SPV_NV_fragment_shader_barycentric`]
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The extension provides access to three additional fragment shader variable
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decorations in SPIR-V:
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* code:PerVertexNV, which indicates that a fragment shader input will not
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have interpolated values, but instead must be accessed with an extra
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array index that identifies one of the vertices of the primitive
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producing the fragment
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* code:BaryCoordNV, which indicates that the variable is a three-component
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floating-point vector holding barycentric weights for the fragment
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produced using perspective interpolation
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* code:BaryCoordNoPerspNV, which indicates that the variable is a
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three-component floating-point vector holding barycentric weights for
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the fragment produced using linear interpolation
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When using GLSL source-based shader languages, the following variables from
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`GL_NV_fragment_shader_barycentric` maps to these SPIR-V built-in
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decorations:
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* `in vec3 gl_BaryCoordNV;` -> code:BaryCoordNV
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* `in vec3 gl_BaryCoordNoPerspNV;` -> code:BaryCoordNoPerspNV
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GLSL variables declared using the code:__pervertexNV GLSL qualifier are
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expected to be decorated with code:PerVertexNV in SPIR-V.
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=== New Object Types
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None.
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=== New Enum Constants
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* Extending elink:VkStructureType
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** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_BARYCENTRIC_FEATURES_NV
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=== New Enums
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None.
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=== New Structures
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None.
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=== New Functions
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None.
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=== New Built-In Variables
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* <<interfaces-builtin-variables-barycoordnv,code:BaryCoordNV>>
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* <<interfaces-builtin-variables-barycoordnoperspnv,code:BaryCoordNoPerspNV>>
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=== New SPIR-V Decorations
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* <<shaders-interpolation-decorations-pervertexnv,code:PerVertexNV>>
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=== New SPIR-V Capabilities
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* <<spirvenv-capabilities-fragment-barycentric,code:FragmentBarycentricNV>>
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=== Issues
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(1) The AMD_shader_explicit_vertex_parameter extension provides similar
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functionality.
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Why write a new extension, and how is this extension different?
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*RESOLVED*: For the purposes of Vulkan/SPIR-V, we chose to implement a
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separate extension due to several functional differences.
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First, the hardware supporting this extension can provide a three-component
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barycentric weight vector for variables decorated with code:BaryCoordNV,
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while variables decorated with code:BaryCoordSmoothAMD provide only two
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components.
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In some cases, it may be more efficient to explicitly interpolate an
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attribute via:
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float value = (baryCoordNV.x * v[0].attrib +
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baryCoordNV.y * v[1].attrib +
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baryCoordNV.z * v[2].attrib);
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instead of
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float value = (baryCoordSmoothAMD.x * (v[0].attrib - v[2].attrib) +
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baryCoordSmoothAMD.y * (v[1].attrib - v[2].attrib) +
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v[2].attrib);
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Additionally, the semantics of the decoration code:BaryCoordPullModelAMD do
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not appear to map to anything supported by the initial hardware
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implementation of this extension.
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This extension provides a smaller number of decorations than the AMD
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extension, as we expect that shaders could derive variables decorated with
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things like code:BaryCoordNoPerspCentroidAMD with explicit attribute
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interpolation instructions.
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One other relevant difference is that explicit per-vertex attribute access
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using this extension does not require a constant vertex number.
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(2) Why do the built-in SPIR-V decorations for this extension include two
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separate built-ins code:BaryCoordNV and code:BaryCoordNoPerspNV when a
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"`no perspective`" variable could be decorated with code:BaryCoordNV and
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code:NoPerspective?
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*RESOLVED*: The SPIR-V extension for this feature chose to mirror the
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behavior of the GLSL extension, which provides two built-in variables.
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Additionally, it's not clear that its a good idea (or even legal) to have
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two variables using the "`same attribute`", but with different interpolation
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modifiers.
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=== Version History
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* Revision 1, 2018-08-03 (Pat Brown)
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- Internal revisions
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