vkCmdBeginCustomResolveEXT(3)
C Specification
To begin resolving attachments using render pass draws, call:
// Provided by VK_EXT_custom_resolve with VK_KHR_dynamic_rendering or VK_VERSION_1_3
void vkCmdBeginCustomResolveEXT(
VkCommandBuffer commandBuffer,
const VkBeginCustomResolveInfoEXT* pBeginCustomResolveInfo);
Parameters
-
commandBufferis the command buffer in which to record the command. -
pBeginCustomResolveInfois an optional struct with which to extend functionality.
Description
Following this call, any resolveImageView with resolveMode set
to VK_RESOLVE_MODE_CUSTOM_BIT_EXT will be written by outputs which
would otherwise have written to the imageView image until the end of
the current render pass instance.
Following this call, the fragment area may be reduced to (1,1) if a fragment density map is attached. If this occurs, reads of input attachments mapped to a color, depth, or stencil attachment return the value for the original larger fragment containing the smaller fragment. Reads of input attachments not mapped to a color, depth, or stencil attachment use the new fragment area.
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Shader resolve operations allow for custom resolve operations, but overdrawing pixels may have a performance and/or power cost. Furthermore, since the content of any depth/stencil resolve attachment as well as any color resolve attachment is undefined at the beginning of a resolve operation, any depth testing, stencil testing, or blending operation which sources these undefined values also has undefined result value. |
Document Notes
For more information, see the Vulkan Specification.
This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.