118 lines
4.3 KiB
Plaintext
118 lines
4.3 KiB
Plaintext
include::meta/VK_NV_representative_fragment_test.txt[]
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*Last Modified Date*::
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2018-09-13
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*Contributors*::
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- Kedarnath Thangudu, NVIDIA
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- Christoph Kubisch, NVIDIA
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- Pierre Boudier, NVIDIA
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- Pat Brown, NVIDIA
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- Jeff Bolz, NVIDIA
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- Eric Werness, NVIDIA
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This extension provides a new representative fragment test that allows
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implementations to reduce the amount of rasterization and fragment
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processing work performed for each point, line, or triangle primitive.
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For any primitive that produces one or more fragments that pass all other
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early fragment tests, the implementation is permitted to choose one or more
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"representative" fragments for processing and discard all other fragments.
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For draw calls rendering multiple points, lines, or triangles arranged in
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lists, strips, or fans, the representative fragment test is performed
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independently for each of those primitives.
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This extension is useful for applications that use an early render pass to
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determine the full set of primitives that would be visible in the final
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scene.
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In this render pass, such applications would set up a fragment shader that
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enables early fragment tests and writes to an image or shader storage buffer
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to record the ID of the primitive that generated the fragment.
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Without this extension, the shader would record the ID separately for each
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visible fragment of each primitive.
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With this extension, fewer stores will be performed, particularly for large
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primitives.
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The representative fragment test has no effect if early fragment tests are
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not enabled via the fragment shader.
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The set of fragments discarded by the representative fragment test is
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implementation-dependent and may vary from frame to frame.
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In some cases, the representative fragment test may not discard any
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fragments for a given primitive.
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=== New Object Types
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None.
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=== New Enum Constants
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* Extending elink:VkStructureType
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** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_REPRESENTATIVE_FRAGMENT_TEST_FEATURES_NV
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** ename:VK_STRUCTURE_TYPE_PIPELINE_REPRESENTATIVE_FRAGMENT_TEST_STATE_CREATE_INFO_NV
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=== New Enums
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None.
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=== New Structures
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* slink:VkPhysicalDeviceRepresentativeFragmentTestFeaturesNV
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* slink:VkPipelineRepresentativeFragmentTestStateCreateInfoNV
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=== New Functions
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None.
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=== Issues
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(1) Is the representative fragment test guaranteed to have any effect?
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**RESOLVED**: No.
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As specified, we only guarantee that each primitive with at least one
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fragment that passes prior tests will have one fragment passing the
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representative fragment tests.
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We don't guarantee that any particular fragment will fail the test.
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In the initial implementation of this extension, the representative fragment
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test is treated as an optimization that may be completely disabled for some
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pipeline states.
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This feature was designed for a use case where the fragment shader records
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information on individual primitives using shader storage buffers or storage
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images, with no writes to color or depth buffers.
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(2) Will the set of fragments that pass the representative fragment test be
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repeatable if you draw the same scene over and over again?
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**RESOLVED**: No.
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The set of fragments that pass the representative fragment test is
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implementation-dependent and may vary due to the timing of operations
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performed by the GPU.
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(3) What happens if you enable the representative fragment test with writes
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to color and/or depth render targets enabled?
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**RESOLVED**: If writes to the color or depth buffer are enabled, they will
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be performed for any fragments that survive the relevant tests.
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Any fragments that fail the representative fragment test will not update
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color buffers.
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For the use cases intended for this feature, we don't expect color or depth
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writes to be enabled.
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(4) How do derivatives and automatic texture level of detail computations
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work with the representative fragment test enabled?
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**RESOLVED**: If a fragment shader uses derivative functions or texture
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lookups using automatic level of detail computation, derivatives will be
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computed identically whether or not the representative fragment test is
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enabled.
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For the use cases intended for this feature, we don't expect the use of
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derivatives in the fragment shader.
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=== Version History
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* Revision 2, 2018-09-13 (pbrown)
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- Add issues.
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* Revision 1, 2018-08-22 (Kedarnath Thangudu)
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- Internal Revisions
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