Vulkan-Docs/chapters/geometry.txt

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// Copyright (c) 2015-2018 Khronos Group. This work is licensed under a
// Creative Commons Attribution 4.0 International License; see
// http://creativecommons.org/licenses/by/4.0/
[[geometry]]
= Geometry Shading
The geometry shader operates on a group of vertices and their associated
data assembled from a single input primitive, and emits zero or more output
primitives and the group of vertices and their associated data required for
each output primitive.
Geometry shading is enabled when a geometry shader is included in the
pipeline.
[[geometry-input]]
== Geometry Shader Input Primitives
Each geometry shader invocation has access to all vertices in the primitive
(and their associated data), which are presented to the shader as an array
of inputs.
The input primitive type expected by the geometry shader is specified with
an code:OpExecutionMode instruction in the geometry shader, and must: be
compatible with the primitive topology used by primitive assembly (if
tessellation is not in use) or must: match the type of primitive generated
by the tessellation primitive generator (if tessellation is in use).
Compatibility is defined below, with each input primitive type.
The input primitive types accepted by a geometry shader are:
Points::
Geometry shaders that operate on points use an code:OpExecutionMode
instruction specifying the code:InputPoints input mode.
Such a shader is valid only when the pipeline primitive topology is
code:VK_PRIMITIVE_TOPOLOGY_POINT_LIST (if tessellation is not in use) or if
tessellation is in use and the tessellation evaluation shader uses
code:PointMode.
There is only a single input vertex available for each geometry shader
invocation.
However, inputs to the geometry shader are still presented as an array, but
this array has a length of one.
Lines::
Geometry shaders that operate on line segments are generated by including an
code:OpExecutionMode instruction with the code:InputLines mode.
Such a shader is valid only for the code:VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
and code:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP primitive topologies (if
tessellation is not in use) or if tessellation is in use and the
tessellation mode is code:Isolines.
There are two input vertices available for each geometry shader invocation.
The first vertex refers to the vertex at the beginning of the line segment
and the second vertex refers to the vertex at the end of the line segment.
Lines with Adjacency::
Geometry shaders that operate on line segments with adjacent vertices are
generated by including an code:OpExecutionMode instruction with the
code:InputLinesAdjacency mode.
Such a shader is valid only for the
code:VK_PRIMITIVE_TOPOLOGY_LINES_WITH_ADJACENCY and
code:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY primitive topologies
and must: not be used when tessellation is in use.
+
In this mode, there are four vertices available for each geometry shader
invocation.
The second vertex refers to attributes of the vertex at the beginning of the
line segment and the third vertex refers to the vertex at the end of the
line segment.
The first and fourth vertices refer to the vertices adjacent to the
beginning and end of the line segment, respectively.
Triangles::
Geometry shaders that operate on triangles are created by including an
code:OpExecutionMode instruction with the code:Triangles mode.
Such a shader is valid when the pipeline topology is
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, or
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN (if tessellation is not in use) or
when tessellation is in use and the tessellation mode is code:Triangles or
code:Quads.
+
In this mode, there are three vertices available for each geometry shader
invocation.
The first, second, and third vertices refer to attributes of the first,
second, and third vertex of the triangle, respectively.
Triangles with Adjacency::
Geometry shaders that operate on triangles with adjacent vertices are
created by including an code:OpExecutionMode instruction with the
code:InputTrianglesAdjacency mode.
Such a shader is valid when the pipeline topology is
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLES_WITH_ADJACENCY or
code:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, and must: not be
used when tessellation is in use.
+
In this mode, there are six vertices available for each geometry shader
invocation.
The first, third and fifth vertices refer to attributes of the first, second
and third vertex of the triangle, respectively.
The second, fourth and sixth vertices refer to attributes of the vertices
adjacent to the edges from the first to the second vertex, from the second
to the third vertex, and from the third to the first vertex, respectively.
[[geometry-output]]
== Geometry Shader Output Primitives
A geometry shader generates primitives in one of three output modes: points,
line strips, or triangle strips.
The primitive mode is specified in the shader using an code:OpExecutionMode
instruction with the code:OutputPoints, code:OutputLineStrip or
code:OutputTriangleStrip modes, respectively.
Each geometry shader must: include exactly one output primitive mode.
The vertices output by the geometry shader are assembled into points, lines,
or triangles based on the output primitive type and the resulting primitives
are then further processed as described in <<primsrast>>.
If the number of vertices emitted by the geometry shader is not sufficient
to produce a single primitive, vertices corresponding to incomplete
primitives are not processed by subsequent pipeline stages.
The number of vertices output by the geometry shader is limited to a maximum
count specified in the shader.
The maximum output vertex count is specified in the shader using an
code:OpExecutionMode instruction with the mode set to code:OutputVertices
and the maximum number of vertices that will be produced by the geometry
shader specified as a literal.
Each geometry shader must: specify a maximum output vertex count.
[[geometry-invocations]]
== Multiple Invocations of Geometry Shaders
Geometry shaders can: be invoked more than one time for each input
primitive.
This is known as _geometry shader instancing_ and is requested by including
an code:OpExecutionMode instruction with code:mode specified as
code:Invocations and the number of invocations specified as an integer
literal.
In this mode, the geometry shader will execute [eq]#n# times for each input
primitive, where [eq]#n# is the number of invocations specified in the
code:OpExecutionMode instruction.
The instance number is available to each invocation as a built-in input
using code:InvocationId.
[[geometry-ordering]]
== Geometry Shader Primitive Ordering
Limited guarantees are provided for the relative ordering of primitives
produced by a geometry shader, as they pertain to <<drawing-primitive-order,
primitive order>>.
* For instanced geometry shaders, the output primitives generated from
each input primitive are passed to subsequent pipeline stages using the
invocation number to order the primitives, from least to greatest.
* All output primitives generated from a given input primitive are passed
to subsequent pipeline stages before any output primitives generated
from subsequent input primitives.
ifdef::VK_NV_geometry_shader_passthrough[]
[[geometry-passthrough]]
== Geometry Shader Passthrough
A geometry shader that uses the code:PassthroughNV decoration on a variable
in its input interface is considered a _passthrough geometry shader_.
Output primitives in a passthrough geometry shader must: have the same
topology as the input primitive and are not produced by emitting vertices.
The vertices of the output primitive have two different types of attributes,
per-vertex and per-primitive.
Geometry shader input variables with code:PassthroughNV decoration are
considered to produce per-vertex outputs, where values for each output
vertex are copied from the corresponding input vertex.
Any built-in or user-defined geometry shader outputs are considered
per-primitive in a passthrough geometry shader, where a single output value
is copied to all output vertices.
The remainder of this section details the usage of the code:PassthroughNV
decoration and modifications to the interface matching rules when using
passthrough geometry shaders.
[[geometry-passthrough-passthrough]]
=== code:PassthroughNV Decoration
Decorating a geometry shader input variable with the code:PassthroughNV
decoration indicates that values of this input are copied through to the
corresponding vertex of the output primitive.
Input variables and block members which do not have the code:PassthroughNV
decoration are consumed by the geometry shader without being passed through
to subsequent stages.
The code:PassthroughNV decoration must: only be used within a geometry
shader.
Any variable decorated with code:PassthroughNV must: be declared using the
code:Input storage class.
The code:PassthroughNV decoration must: not be used with any of:
* an input primitive type other than code:InputPoints, code:InputLines, or
code:Triangles, as specified by the mode for code:OpExecutionMode.
* an invocation count other than one, as specified by the code:Invocations
mode for code:OpExecutionMode.
* an code:OpEntryPoint which statically uses the code:OpEmitVertex or
code:OpEndPrimitive instructions.
* a variable decorated with the code:InvocationId built-in decoration.
* a variable decorated with the code:PrimitiveId built-in decoration that
is declared using the code:Input storage class.
[[geometry-passthrough-interface]]
=== Passthrough Interface Matching
When a passthrough geometry shader is in use, the
<<interfaces-iointerfaces-matching,Interface Matching>> rules involving the
geometry shader input and output interfaces operate as described in this
section.
For the purposes of matching passthrough geometry shader inputs with outputs
of the previous pipeline stages, the code:PassthroughNV decoration is
ignored.
For the purposes of matching the outputs of the geometry shader with
subsequent pipeline stages, each input variable with the code:PassthroughNV
decoration is considered to add an equivalent output variable with the same
type, decoration (other than code:PassthroughNV), number, and declaration
order on the output interface.
The output variable declaration corresponding to an input variable decorated
with code:PassthroughNV will be identical to the input declaration, except
that the outermost array dimension of such variables is removed.
The output block declaration corresponding to an input block decorated with
code:PassthroughNV or having members decorated with code:PassthroughNV will
be identical to the input declaration, except that the outermost array
dimension of such declaration is removed.
If an input block is decorated with code:PassthroughNV, the equivalent
output block contains all the members of the input block.
Otherwise, the equivalent output block contains only those input block
members decorated with code:PassthroughNV.
All members of the corresponding output block are assigned code:Location and
code:Component decorations identical to those assigned to the corresponding
input block members.
Output variables and blocks generated from inputs decorated with
code:PassthroughNV will only exist for the purposes of interface matching;
these declarations are not available to geometry shader code or listed in
the module interface.
For the purposes of component counting, passthrough geometry shaders count
all statically used input variable components declared with the
code:PassthroughNV decoration as output components as well, since their
values will be copied to the output primitive produced by the geometry
shader.
endif::VK_NV_geometry_shader_passthrough[]