459 lines
23 KiB
Plaintext
459 lines
23 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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[[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. Vulkan includes a vertex
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attribute fetch stage in the graphics pipeline in order to take advantage of
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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. Vertex input attribute and vertex
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input binding descriptions also contain format information controlling how
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data is extracted from buffer memory and converted to the format expected by
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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
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vertex input bindings (each referred to
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by zero-based indices), where there are at least as many vertex input
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attributes as there are vertex input bindings. Applications can: store
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multiple vertex input attributes interleaved in a single buffer, and use a
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single vertex input binding to access those 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. The
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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,{basebackend@docbook:c: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. The code:Component
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decoration associates components of a vertex shader input variable with
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components of a vertex input attribute. The code:Location and code:Component
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decorations are specified via the code:OpDecorate instruction.
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.SPIR-V example
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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
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input variable declarations. The code:Location decoration specifies which
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vertex input attribute is used to read and interpret the data that
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a variable will consume. The code:Component decoration allows the location
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to be more finely specified for scalars and vectors, down to the
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individual components within a location that are consumed. The
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components within a location are 0, 1, 2, and 3. A variable starting
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at component N will consume components N, N+1, N+2, ... up through
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its size. For single precision types, it is invalid if the sequence
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of components gets larger than 3.
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When a vertex shader input variable declared using a scalar or vector
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32-bit data type is assigned a location, its value(s) are taken from
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the components 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
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code:Component decoration specified in the variable declaration,
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as identified in <<fxvertex-attrib-components>>. Any 32-bit scalar
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or vector input will consume a single location. For 32-bit data types,
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missing components are filled in with default values as described
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<<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
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the 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. Such matrices are
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treated as an array of column vectors with values taken from the input
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attributes identified in <<fxvertex-attrib-matrix>>. The
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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. The code:Component decoration mustnot: 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
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the default value.
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When a vertex shader input variable declared using a scalar or vector
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64-bit data 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. The locations
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and 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-double>>. For 64-bit data types, no default
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attribute values are provided. Input variables mustnot: use more
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components than provided by the attribute. Input attributes which have
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one- or two-component 64-bit formats will consume a single location.
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Input attributes which have three- or four-component 64-bit formats
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will consume two consecutive locations. A 64-bit scalar
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data type will consume two components, and a 64-bit two-component
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vector data type will consume all four components available within
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a location. A three- or four-component 64-bit data type mustnot:
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specify a component. A three-component 64-bit data type will consume
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all four components of the first location and components 0 and 1 of
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the second location. This leaves components 2 and 3 available for
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other component-qualified declarations. A four-component 64-bit
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data type will consume all four components of the first location
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and all four components of the second location. It is invalid for
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a scalar or two-component 64-bit data type to specify a component
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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
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as there are no default values provided for 64-bit data types, and
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there is no data 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. Such matrices are treated as an array
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of column vectors with values taken from the input attributes as shown in
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<<fxvertex-attrib-double>>. Each column vector starts at the location
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immediately following the last location of the previous column vector. The
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number of attributes and components assigned to each matrix is determined by
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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
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is assigned a location, its values are taken from consecutive
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input attributes starting with the corresponding
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sname:VkVertexInputAttributeDescription::pname:location. The number
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of attributes and components assigned to each element are determined
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according to the data type of the array elements and code:Component
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decoration (if any) specified in the declaration of the array, as described
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above. Each element of the array, in order, is assigned to consecutive
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locations, 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. _Location aliasing_ is
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causing two variables to have the same location number. _Component aliasing_
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is assigning the same (or overlapping) component number for
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two location aliases. Location aliasing is allowed only if it does
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not cause component aliasing. Further, when location aliasing, the
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aliases sharing the location must: have the same underlying numerical
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type (floating-point or integer). Failure to meet these requirements
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will result in an invalid pipeline.
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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. The
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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::../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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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::../structs/VkVertexInputBindingDescription.txt[]
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* pname:binding is the binding number that this structure
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describes.
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* pname:stride is the distance in bytes between two
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consecutive elements within the buffer.
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* pname:inputRate specifies
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whether vertex attribute addressing is a function of the vertex index or
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of the instance index. 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::../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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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::../structs/VkVertexInputAttributeDescription.txt[]
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* pname:location is the shader binding location number for this
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attribute.
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* pname:binding is the binding number which this attribute takes
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its data 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
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to the start of an element in the vertex input binding.
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include::../validity/structs/VkVertexInputAttributeDescription.txt[]
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// refBegin vkCmdBindVertexBuffers Bind vertex buffers to a command buffer
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To bind vertex buffers to a command buffer for use in subsequent draw
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commands, call:
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include::../protos/vkCmdBindVertexBuffers.txt[]
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* pname:commandBuffer is the command buffer into which the command is
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recorded.
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* pname:firstBinding is the index of the first vertex input binding whose
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state is updated by the command.
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* pname:bindingCount is the number of vertex input bindings whose state is
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updated by the command.
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* pname:pBuffers is a pointer to an array of buffer handles.
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* pname:pOffsets is a pointer to an array of buffer offsets.
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The values taken from elements latexmath:[$i$] of pname:pBuffers and
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pname:pOffsets replace the current state for the vertex input binding
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latexmath:[$\mathit{firstBinding}+i$], for latexmath:[$i$] in
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latexmath:[$[0, bindingCount)$]. The vertex input binding is updated to
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start at the offset indicated by pname:pOffsets[i] from the start of the
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buffer pname:pBuffers[i]. All vertex input attributes that use each of these
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bindings will use these updated addresses in their address calculations for
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subsequent draw commands.
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include::../validity/protos/vkCmdBindVertexBuffers.txt[]
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The address of each attribute for each code:vertexIndex and
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code:instanceIndex is calculated as follows:
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- Let attribDesc be the member of
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sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexAttributeDescriptions
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with sname:VkVertexInputAttributeDescription::pname:location equal to
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the vertex input attribute number.
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- Let bindingDesc be the member of
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sname:VkPipelineVertexInputStateCreateInfo::pname:pVertexBindingDescriptions
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with sname:VkVertexInputAttributeDescription::pname:binding equal to
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attribDesc.binding.
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- Let code:vertexIndex be the index of the vertex within the draw (a value
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between pname:firstVertex and pname:firstVertex+pname:vertexCount for
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fname:vkCmdDraw, or a value taken from the index buffer for
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fname:vkCmdDrawIndexed), and let code:instanceIndex be the instance
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number of the draw (a value between pname:firstInstance and
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pname:firstInstance+pname:instanceCount).
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[source,c]
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---------------------------------------------------
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bufferBindingAddress = buffer[binding].baseAddress + offset[binding];
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if (bindingDesc.inputRate == VK_VERTEX_INPUT_RATE_VERTEX)
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vertexOffset = vertexIndex * bindingDesc.stride;
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else
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vertexOffset = instanceIndex * bindingDesc.stride;
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attribAddress = bufferBindingAddress + vertexOffset + attribDesc.offset;
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---------------------------------------------------
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[[fxvertex-input-extraction]]
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For each attribute, raw data is extracted starting at `attribAddress` and is
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converted from the sname:VkVertexInputAttributeDescription's pname:format to
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either to floating-point, unsigned integer, or signed integer based on the
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base type of the format; the base type of the format must: match the base
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type of the input variable in the shader. If pname:format is a packed
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format, `attribAddress` must: be a multiple of the size in bytes of the
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whole attribute data type as described in <<features-formats-packed,Packed
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Formats>>. Otherwise, `attribAddress` must: be a multiple of the size in
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bytes of the component type indicated by pname:format (see
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<<features-formats,Formats>>). If the format does not include G, B, or A
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components, then those are filled with (0,0,1) as needed (using either 1.0f
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or integer 1 based on the format) for attributes that are not 64-bit data
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types. The number of components in the vertex shader input variable need not
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exactly match the number of components in the format. If the vertex shader
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has fewer components, the extra components are discarded.
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[[fxvertex-example]]
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== Example
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To create a graphics pipeline that uses the following vertex description:
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[source,{basebackend@docbook:c++:cpp}]
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---------------------------------------------------
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struct Vertex
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{
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float x, y, z, w;
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uint8_t u, v;
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};
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---------------------------------------------------
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The application could use the following set of structures:
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[source,{basebackend@docbook:c++:cpp}]
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---------------------------------------------------
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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
|
|
};
|
|
---------------------------------------------------
|