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* Bump API patch number and header version number to 20 for this update. Github Issues: * Replaced existing reference pages by text automatically extracted from the specification source, or generated from vk.xml in some cases. This isn't a complete solution for the reference pages, but puts them in a much better state. The ref pages (only) are now placed under a CC BY open source license, which is more current than the obsolete license previously used. Further improvements to the pages should not edit them directly, but instead concentrate on the specification source from which the ref pages are being extracted (public issues 44, 55, 160; internal issue 389).
499 lines
22 KiB
Plaintext
499 lines
22 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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[[shaders]]
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= Shaders
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A shader specifies programmable operations that execute for each vertex,
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control point, tessellated vertex, primitive, fragment, or workgroup in
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the corresponding stage(s) of the graphics and compute pipelines.
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Graphics pipelines include vertex shader execution as a result of
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<<drawing,primitive assembly>>, followed, if enabled, by tessellation
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control and evaluation shaders operating on
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<<drawing-primitive-topologies-patches,patches>>, geometry shaders, if
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enabled, operating on primitives, and fragment shaders, if present,
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operating on fragments generated by <<primsrast,Rasterization>>. In this
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specification, vertex, tessellation control, tessellation evaluation and
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geometry shaders are collectively referred to as vertex processing stages
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and occur in the logical pipeline before rasterization. The fragment shader
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occurs logically after rasterization.
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Only the compute shader stage is included in a compute pipeline. Compute
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shaders operate on compute invocations in a workgroup.
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Shaders can: read from input variables, and read from and write to
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output variables. Input and output variables can: be used to transfer data
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between shader stages, or to allow the shader to interact with values that
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exist in the execution environment. Similarly, the execution environment
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provides constants that describe capabilities.
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Shader variables are associated with execution environment-provided inputs
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and outputs using _built-in_ decorations in the shader. The available
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decorations for each stage are documented in the following subsections.
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[[shader-modules]]
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== Shader Modules
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// refBegin VkShaderModule - Opaque handle to a shader module object
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_Shader modules_ contain _shader code_ and one or more entry points. Shaders
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are selected from a shader module by specifying an entry point as part of
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<<pipelines,pipeline>> creation. The stages of a pipeline can: use shaders
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that come from different modules. The shader code defining a shader module
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must: be in the SPIR-V format, as described by the <<spirvenv,Vulkan
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Environment for SPIR-V>> appendix.
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Shader modules are represented by sname:VkShaderModule handles:
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include::../handles/VkShaderModule.txt[]
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// refEnd VkShaderModule
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// refBegin vkCreateShaderModule Creates a new shader module object.
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To create a shader module, call:
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include::../protos/vkCreateShaderModule.txt[]
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* pname:device is the logical device that creates the shader module.
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* pname:pCreateInfo parameter is a pointer to an instance of the
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sname:VkShaderModuleCreateInfo structure.
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* pname:pAllocator controls host memory allocation as described in the
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<<memory-allocation, Memory Allocation>> chapter.
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* pname:pShaderModule points to a sname:VkShaderModule handle in which the
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resulting shader module object is returned.
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Once a shader module has been created, any entry points it contains can: be
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used in pipeline shader stages as described in <<pipelines-compute,Compute
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Pipelines>> and <<pipelines-graphics,Graphics Pipelines>>.
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include::../validity/protos/vkCreateShaderModule.txt[]
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// refBegin VkShaderModuleCreateInfo - Structure specifying parameters of a newly created shader module
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The sname:VkShaderModuleCreateInfo structure is defined as:
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include::../structs/VkShaderModuleCreateInfo.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:codeSize is the size, in bytes, of the code pointed to by
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pname:pCode.
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* pname:pCode points to code that is used to create the shader
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module. The type and format of the code is determined from the content
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of the memory addressed by pname:pCode.
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include::../validity/structs/VkShaderModuleCreateInfo.txt[]
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// refBegin vkDestroyShaderModule Destroy a shader module module
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To destroy a shader module, call:
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include::../protos/vkDestroyShaderModule.txt[]
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* pname:device is the logical device that destroys the shader module.
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* pname:shaderModule is the handle of the shader module to destroy.
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* pname:pAllocator controls host memory allocation as described in the
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<<memory-allocation, Memory Allocation>> chapter.
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A shader module can: be destroyed while pipelines created using its
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shaders are still in use.
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include::../validity/protos/vkDestroyShaderModule.txt[]
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[[shaders-execution]]
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== Shader Execution
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At each stage of the pipeline, multiple invocations of a shader may: execute
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simultaneously. Further, invocations of a single shader produced as the
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result of different commands may: execute simultaneously. The relative
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execution order of invocations of the same shader type is undefined. Shader
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invocations may: complete in a different order than that in which the
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primitives they originated from were drawn or dispatched by the application.
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However, fragment shader outputs are written to attachments in
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<<fundamentals-queueoperation-apiorder,API order>>.
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The relative order of invocations of different shader types is largely
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undefined. However, when invoking a shader whose inputs are generated from a
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previous pipeline stage, the shader invocations from the previous stage are
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guaranteed to have executed far enough to generate input values for all
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required inputs.
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[[shaders-execution-memory-ordering]]
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== Shader Memory Access Ordering
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The order in which image or buffer memory is read or written by shaders is
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largely undefined. For some shader types (vertex, tessellation evaluation,
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and in some cases, fragment), even the number of shader invocations that
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may: perform loads and stores is undefined.
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In particular, the following rules apply:
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* <<shaders-vertex-execution,Vertex>> and
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<<shaders-tessellation-evaluation-execution,tessellation evaluation>>
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shaders will be invoked at least once for each unique vertex, as defined
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in those sections.
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* <<shaders-fragment-execution,Fragment>> shaders will be invoked zero or
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more times, as defined in that section.
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* The relative order of invocations of the same shader type are undefined.
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A store issued by a shader when working on primitive B might complete
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prior to a store for primitive A, even if primitive A is specified prior
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to primitive B. This applies even to fragment shaders; while fragment
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shader outputs are always written to the framebuffer
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<<fundamentals-queueoperation-apiorder,in primitive order>>, stores
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executed by fragment shader invocations are not.
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* The relative order of invocations of different shader types is largely
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undefined.
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[NOTE]
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.Note
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====
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The above limitations on shader invocation order make some forms of
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synchronization between shader invocations within a single set of primitives
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unimplementable. For example, having one invocation poll memory written by
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another invocation assumes that the other invocation has been launched and
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will complete its writes in finite time.
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====
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Stores issued to different memory locations within a single shader
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invocation may: not be visible to other invocations in the order they were
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performed. The code:OpMemoryBarrier instruction can: be used to provide
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stronger ordering of reads and writes performed by a single invocation.
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code:OpMemoryBarrier guarantees that any memory transactions issued by the
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shader invocation prior to the instruction complete prior to the memory
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transactions issued after the instruction. Memory barriers are needed for
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algorithms that require multiple invocations to access the same memory and
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require the operations to be performed in a partially-defined relative
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order. For example, if one shader invocation does a series of writes,
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followed by an code:OpMemoryBarrier instruction, followed by another write,
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then the results of the series of writes before the barrier become visible to
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other shader invocations at a time earlier or equal to when the results of
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the final write become visible to those invocations. In practice it means
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that another invocation that sees the results of the final write would also
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see the previous writes. Without the memory barrier, the final write may: be
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visible before the previous writes.
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The built-in atomic memory transaction instructions can: be used to read and
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write a given memory address atomically. While built-in atomic functions
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issued by multiple shader invocations are executed in undefined order
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relative to each other, these functions perform both a read and a write of a
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memory address and guarantee that no other memory transaction will write to
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the underlying memory between the read and write.
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[NOTE]
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.Note
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====
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Atomics allow shaders to use shared global addresses for mutual exclusion or
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as counters, among other uses.
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====
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[[shaders-inputs]]
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== Shader Inputs and Outputs
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Data is passed into and out of shaders using variables with input or output
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storage class, respectively. User-defined inputs and outputs are connected
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between stages by matching their code:Location decorations. Additionally,
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data can: be provided by or communicated to special functions provided by
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the execution environment using code:BuiltIn decorations.
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In many cases, the same code:BuiltIn decoration can: be used in multiple
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shader stages with similar meaning. The specific behavior of variables
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decorated as code:BuiltIn is documented in the following sections.
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[[shaders-vertex]]
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== Vertex Shaders
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Each vertex shader invocation operates on one vertex and its associated
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<<fxvertex-attrib,vertex attribute>> data, and outputs one vertex and
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associated data. Graphics pipelines must: include a vertex shader, and
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the vertex shader stage is always the first shader stage in the graphics
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pipeline.
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[[shaders-vertex-execution]]
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=== Vertex Shader Execution
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A vertex shader must: be executed at least once for each vertex specified by
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a draw command. During execution, the shader is presented with the index of
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the vertex and instance for which it has been invoked. Input variables
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declared in the vertex shader are filled by the implementation with the
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values of vertex attributes associated with the invocation being executed.
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If the same vertex is specified multiple times in a draw command (e.g.
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by including the same index value multiple times in an index buffer) the
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implementation may: reuse the results of vertex shading if it can statically
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determine that the vertex shader invocations will produce identical results.
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[NOTE]
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.Note
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==================
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It is implementation-dependent when and if results of vertex shading are
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reused, and thus how many times the vertex shader will be executed. This
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is true also if the vertex shader contains stores or atomic operations
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(see <<features-features-vertexPipelineStoresAndAtomics,
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pname:vertexPipelineStoresAndAtomics>>).
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==================
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[[shaders-tessellation-control]]
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== Tessellation Control Shaders
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The tessellation control shader is used to read an input patch provided by
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the application and to produce an output patch. Each tessellation control
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shader invocation operates on an input patch (after all control points in
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the patch are processed by a vertex shader) and its associated data, and
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outputs a single control point of the output patch and its associated data,
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and can: also output additional per-patch data. The input patch is sized
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according to the pname:patchControlPoints member of
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slink:VkPipelineTessellationStateCreateInfo, as part of input assembly. The
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size of the output patch is controlled by the code:OpExecutionMode
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code:OutputVertices specified in the tessellation control or tessellation
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evaluation shaders, which must: be specified in at least one of the shaders.
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The size of the input and output patches must: each be greater than zero and
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less than or equal to
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sname:VkPhysicalDeviceLimits::pname:maxTessellationPatchSize.
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[[shaders-tessellation-control-execution]]
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=== Tessellation Control Shader Execution
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A tessellation control shader is invoked at least once for each _output_
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vertex in a patch.
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Inputs to the tessellation control shader are generated by the vertex
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shader. Each invocation of the tessellation control shader can: read the
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attributes of any incoming vertices and their associated data. The
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invocations corresponding to a given patch execute logically in parallel,
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with undefined relative execution order. However, the code:OpControlBarrier
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instruction can: be used to provide limited control of the execution order
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by synchronizing invocations within a patch, effectively dividing
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tessellation control shader execution into a set of phases. Tessellation
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control shaders will read undefined values if one invocation reads a
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per-vertex or per-patch attribute written by another invocation at any point
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during the same phase, or if two invocations attempt to write different
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values to the same per-patch output in a single phase.
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[[shaders-tessellation-evaluation]]
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== Tessellation Evaluation Shaders
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The Tessellation Evaluation Shader operates on an input patch of control
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points and their associated data, and a single input barycentric coordinate
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indicating the invocation's relative position within the subdivided patch,
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and outputs a single vertex and its associated data.
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[[shaders-tessellation-evaluation-execution]]
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=== Tessellation Evaluation Shader Execution
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A tessellation evaluation shader is invoked at least once for each
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unique vertex generated by the tessellator.
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[[shaders-geometry]]
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== Geometry Shaders
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The geometry shader operates on a group of vertices and their associated
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data assembled from a single input primitive, and emits zero or more
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output primitives and the group of vertices and their associated data
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required for each output primitive.
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[[shaders-geometry-execution]]
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=== Geometry Shader Execution
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A geometry shader is invoked at least once for each primitive produced by
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the tessellation stages, or at least once for each primitive generated by
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<<drawing,primitive assembly>> when tessellation is not in use. The number
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of geometry shader invocations per input primitive is determined from the
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invocation count of the geometry shader specified by the
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code:OpExecutionMode code:Invocations in the geometry shader. If the
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invocation count is not specified, then a default of one invocation is
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executed.
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[[shaders-fragment]]
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== Fragment Shaders
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Fragment shaders are invoked as the result of rasterization in a graphics
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pipeline. Each fragment shader invocation operates on a single fragment and
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its associated data. With few exceptions, fragment shaders do not have
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access to any data associated with other fragments and are considered to
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execute in isolation of fragment shader invocations associated with other
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fragments.
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[[shaders-fragment-execution]]
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=== Fragment Shader Execution
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For each fragment generated by rasterization, a fragment shader may: be
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invoked. A fragment shader mustnot: be invoked if the <<fragops-early,Early
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Per-Fragment Tests>> cause it to have no coverage.
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Furthermore, if it is determined that a fragment generated as the result of
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rasterizing a first primitive will have its outputs entirely overwritten by
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a fragment generated as the result of rasterizing a second primitive in the
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same subpass, and the fragment shader used for the fragment has no other
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side effects, then the fragment shader may: not be executed for the fragment
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from the first primitive.
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Relative ordering of execution of different fragment shader invocations is
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not defined.
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The number of fragment shader invocations produced per-pixel is determined
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as follows:
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- If per-sample shading is enabled, the fragment shader is invoked once
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per covered sample.
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- Otherwise, the fragment shader is invoked at least once per fragment but
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no more than once per covered sample.
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In addition to the conditions outlined above for the invocation of a
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fragment shader, a fragment shader invocation may: be produced as a _helper
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invocation_. A helper invocation is a fragment shader invocation that is
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created solely for the purposes of evaluating derivatives for use in
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non-helper fragment shader invocations. Stores and atomics performed by
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helper invocations mustnot: have any effect on memory, and values returned
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by atomic instructions in helper invocations are undefined.
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[[shaders-fragment-earlytest]]
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=== Early Fragment Tests
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An explicit control is provided to allow fragment shaders to enable early
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fragment tests. If the fragment shader specifies the
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code:EarlyFragmentTests code:OpExecutionMode, the per-fragment tests
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described in <<fragops-early-mode,Early Fragment Test Mode>> are
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performed prior to fragment shader execution. Otherwise, they are performed
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after fragment shader execution.
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[[shaders-compute]]
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== Compute Shaders
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Compute shaders are invoked via flink:vkCmdDispatch and
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flink:vkCmdDispatchIndirect commands. In general, they have access to
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similar resources as shader stages executing as part of a graphics pipeline.
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Compute workloads are formed from groups of work items called workgroups
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and processed by the compute shader in the current compute pipeline. A
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workgroup is a collection of shader invocations that execute the same
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shader, potentially in parallel. Compute shaders execute in _global
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workgroups_ which are divided into a number of _local workgroups_ with a size
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that can: be set by assigning a value to the code:LocalSize execution mode or
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via an object decorated by the code:WorkgroupSize decoration. An invocation
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within a local workgroup can: share data with other members of the local
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workgroup through shared variables and issue memory and control flow barriers
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to synchronize with other members of the local workgroup.
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[[shaders-interpolation-decorations]]
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== Interpolation Decorations
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Interpolation decorations control the behavior of attribute interpolation in
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the fragment shader stage. Interpolation decorations can: be applied to
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code:Input storage class variables in the fragment shader stage's interface,
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and control the interpolation behavior of those variables.
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Inputs that could be interpolated can: be decorated by at most one
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of the following decorations:
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* code:Flat: no interpolation
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* code:NoPerspective: linear interpolation (for
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<<line_noperspective_interpolation,lines>> and
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<<triangle_noperspective_interpolation,polygons>>).
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Fragment input variables decorated with neither code:Flat nor
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code:NoPerspective use perspective-correct interpolation (for
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<<line_perspective_interpolation,lines>> and
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<<triangle_perspective_interpolation,polygons>>).
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The presence of and type of interpolation is controlled by the above
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interpolation decorations as well as the auxiliary decorations code:Centroid
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and code:Sample.
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A variable decorated with code:Flat will not be interpolated. Instead, it
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will have the same value for every fragment within a triangle. This value
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will come from a single <<vertexpostproc-flatshading,provoking vertex>>. A
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variable decorated with code:Flat can: also be decorated with code:Centroid
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or code:Sample, which will mean the same thing as decorating it only as
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code:Flat.
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For fragment shader input variables decorated with neither code:Centroid nor
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code:Sample, the assigned variable may: be interpolated
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anywhere within the pixel and a single value may: be assigned to each sample
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within the pixel.
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code:Centroid and code:Sample can: be used to control the location and
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frequency of the sampling of the decorated fragment shader input. If a
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fragment shader input is decorated with code:Centroid, a single value may:
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be assigned to that variable for all samples in the pixel, but that value
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must: be interpolated to a location that lies in both the pixel and in the
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primitive being rendered, including any of the pixel's samples covered by
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the primitive. Because the location at which the variable is interpolated
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may: be different in neighboring pixels, and derivatives may: be computed by
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computing differences between neighboring pixels, derivatives of
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centroid-sampled inputs may: be less accurate than those for non-centroid
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interpolated variables. If a fragment shader input is decorated with
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code:Sample, a separate value must: be assigned to that variable for each
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covered sample in the pixel, and that value must: be sampled at the location
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of the individual sample. When pname:rasterizationSamples is
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ename:VK_SAMPLE_COUNT_1_BIT, the pixel center must: be used for
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code:Centroid, code:Sample, and undecorated attribute interpolation.
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Fragment shader inputs that are signed or unsigned integers, integer
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vectors, or any double-precision floating-point type must: be decorated with
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code:Flat.
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[[shaders-staticuse]]
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== Static Use
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A SPIR-V module declares a global object in memory using the code:OpVariable
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instruction, which results in a pointer code:x to that object. A specific
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entry point in a SPIR-V module is said to _statically use_ that object if
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that entry-point's call tree contains a function that contains a memory
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instruction or image instruction with code:x as an code:id operand. See the
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``Memory Instructions'' and ``Image Instructions'' subsections of section 3
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``Binary Form'' of the SPIR-V specification for the complete list of SPIR-V
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memory instructions.
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Static use is not used to control the behavior of variables with code:Input
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and code:Output storage. The effects of those variables are applied based
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only on whether they are present in a shader entry point's interface.
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[[shaders-invocationgroups]]
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== Invocation and Derivative Groups
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An _invocation group_ (see the subsection ``Control Flow'' of section 2 of the
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SPIR-V specification) for a compute shader is the set of invocations in a
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single local workgroup. For graphics shaders, an invocation group is an
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implementation-dependent subset of the set of shader invocations of a given
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shader stage which are produced by a single drawing command. For indirect
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drawing commands with pname:drawCount greater than one, invocations from
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separate draws are in distinct invocation groups.
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[NOTE]
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.Note
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====
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Because the partitioning of invocations into invocation groups is
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implementation-dependent and not observable, applications generally need to
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assume the worst case of all invocations in a draw belonging to a single
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invocation group.
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====
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A _derivative group_ (see the subsection ``Control Flow'' of section 2 of the
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SPIR-V 1.00 Revision 4 specification) for a fragment shader is the set of
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invocations generated by a single primitive (point, line, or triangle),
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including any helper invocations generated by that primitive. Derivatives are
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undefined for a sampled image instruction if the instruction is in flow
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control that is not uniform across the derivative group.
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