Shader Interfaces
When a pipeline is created, the set of shaders specified in the
corresponding VkPipelineCreateInfo
structure are implicitly linked at
a number of different interfaces.
This chapter describes valid uses for a set of SPIR-V decorations.
Any other use of one of these decorations is invalid, with the exception
that, when using SPIR-V versions 1.4 and earlier: Block
,
BufferBlock
, Offset
, ArrayStride
, and MatrixStride
can
also decorate types and type members used by variables in the Private
and Function
storage classes.
In this chapter, there are references to SPIR-V terms such as the
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Shader Input and Output Interfaces
When multiple stages are present in a pipeline, the outputs of one stage form an interface with the inputs of the next stage. When such an interface involves a shader, shader outputs are matched against the inputs of the next stage, and shader inputs are matched against the outputs of the previous stage.
All the variables forming the shader input and output interfaces are
listed as operands to the OpEntryPoint
instruction and are declared
with the Input
or Output
storage classes, respectively, in the
SPIR-V module.
These generally form the interfaces between consecutive shader stages,
regardless of any non-shader stages between the consecutive shader stages.
There are two classes of variables that can be matched between shader stages, built-in variables and user-defined variables. Each class has a different set of matching criteria.
Output
variables of a shader stage have undefined values until the
shader writes to them or uses the Initializer
operand when declaring
the variable.
Built-in Interface Block
Shader built-in variables meeting the following requirements define the built-in interface block. They must
-
be explicitly declared (there are no implicit built-ins),
-
be identified with a
BuiltIn
decoration, -
form object types as described in the Built-in Variables section, and
-
be declared in a block whose top-level members are the built-ins.
There must be no more than one built-in interface block per shader per
interface
, except for the mesh output interface where there must be at most one
built-in interface block decorated with the PerPrimitiveEXT
decoration
and at most one built-in interface block without this decoration
.
Built-ins must not have any Location
or Component
decorations.
User-defined Variable Interface
The non-built-in variables listed by OpEntryPoint
with the Input
or Output
storage class form the user-defined variable interface.
These must have numeric type or, recursively,
composite types of such types.
If an implementation supports storageInputOutput16
, components can have a width of 16 bits.
These variables must be identified with a Location
decoration and can
also be identified with a Component
decoration.
Interface Matching
An output variable, block, or structure member in a given shader stage has an interface match with an input variable, block, or structure member in a subsequent shader stage if they both adhere to the following conditions:
-
They have equivalent decorations, other than:
-
XfbBuffer
,XfbStride
,Offset
, andStream
-
one is not decorated with
Component
and the other is declared with aComponent
of0
-
RelaxedPrecision
if one is an input variable and the other an output variable
-
-
Their types match as follows:
-
if the input is declared in a tessellation control or geometry shader as an
OpTypeArray
with anElement
Type
equivalent to theOpType*
declaration of the output, and neither is a structure member; or -
if the
maintenance4
feature is enabled, they are declared asOpTypeVector
variables, and the output has aComponent
Count
value higher than that of the input but the sameComponent
Type
; or -
if the output is declared in a mesh shader as an
OpTypeArray
with anElement
Type
equivalent to theOpType*
declaration of the input, and neither is a structure member; or -
if the input is decorated with
PerVertexKHR
, and is declared in a fragment shader as anOpTypeArray
with anElement
Type
equivalent to theOpType*
declaration of the output, and neither the input nor the output is a structure member; or -
if in any other case they are declared with an equivalent
OpType*
declaration.
-
-
If both are structures and every member has an interface match.
The word “structure” above refers to both variables that have an
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If the pipeline is compiled as separate graphics pipeline libraries and the
graphicsPipelineLibraryIndependentInterpolationDecoration
limit is
not supported, matches are not found if the
interpolation decorations differ
between the last pre-rasterization shader stage and the fragment shader stage.
All input variables and blocks must have an interface match in the preceding shader stage, except for built-in variables in fragment shaders. Shaders can declare and write to output variables that are not declared or read by the subsequent stage.
Matching rules for passthrough geometry shaders are slightly different and are described in the Passthrough Interface Matching section.
The value of an input variable is undefined if the preceding stage does not write to a matching output variable, as described above.
Location Assignment
This section describes Location
assignments for user-defined variables
and how many Location
slots are consumed by a given user-variable type.
As mentioned above, some inputs and
outputs have an additional level of arrayness relative to other shader
inputs and outputs.
This outer array level is removed from the type before considering how many
Location
slots the type consumes.
The Location
value specifies an interface slot comprised of a 32-bit
four-component vector conveyed between stages.
The Component
specifies word components within these vector Location
slots.
Only types with widths of
16,
32 or 64 are supported in shader interfaces.
Inputs and outputs of the following types consume a single interface
Location
:
-
16-bit scalar and vector types, and
-
32-bit scalar and vector types, and
-
64-bit scalar and 2-component vector types.
64-bit three- and four-component vectors consume two consecutive
Location
slots.
If a declared input or output is an array of size n and each element takes
m Location
slots, it will be assigned m × n consecutive
Location
slots starting with the specified Location
.
If the declared input or output is an n × m
16-,
32- or 64-bit matrix, it will be assigned multiple Location
slots
starting with the specified Location
.
The number of Location
slots assigned for each matrix will be the same
as for an n-element array of m-component vectors.
An OpVariable
with a structure type that is not a block must be
decorated with a Location
.
When an OpVariable
with a structure type (either block or non-block) is
decorated with a Location
, the members in the structure type must not
be decorated with a Location
.
The OpVariable
’s members are assigned consecutive Location
slots
in declaration order, starting from the first member, which is assigned the
Location
decoration from the OpVariable
.
When a block-type OpVariable
is declared without a Location
decoration, each member in its structure type must be decorated with a
Location
.
Types nested deeper than the top-level members must not have Location
decorations.
The Location
slots consumed by block and structure members are
determined by applying the rules above in a depth-first traversal of the
instantiated members as though the structure or block member were declared
as an input or output variable of the same type.
Any two inputs listed as operands on the same OpEntryPoint
must not be
assigned the same Location
slot and Component
word, either
explicitly or implicitly.
Any two outputs listed as operands on the same OpEntryPoint
must not
be assigned the same Location
slot and Component
word, either
explicitly or implicitly.
The number of input and output Location
slots available for a shader
input or output interface is limited, and dependent on the shader stage as
described in Shader Input and Output Locations.
All variables in both the built-in interface block and the user-defined variable interface count against these limits.
Each effective Location
must have a value less than the number of
Location
slots available for the given interface, as specified in the
“Locations Available” column in Shader Input and Output Locations.
Shader Interface | Locations Available |
---|---|
vertex input |
|
vertex output |
|
tessellation control input |
|
tessellation control output |
|
tessellation evaluation input |
|
tessellation evaluation output |
|
geometry input |
|
geometry output |
|
fragment input |
|
fragment output |
|
mesh output |
|
cluster culling output |
|
Component Assignment
The Component
decoration allows the Location
to be more finely
specified for scalars and vectors, down to the individual Component
word within a Location
slot that are consumed.
The Component
word within a Location
are 0, 1, 2, and 3.
A variable or block member starting at Component
N will consume
Component
words N, N+1, N+2, …
up through its size.
For 16-, and 32-bit types,
it is invalid if this sequence of Component
words gets larger than 3.
A scalar 64-bit type will consume two of these Component
words in
sequence, and a two-component 64-bit vector type will consume all four
Component
words available within a Location
.
A three- or four-component 64-bit vector type must not specify a non-zero
Component
decoration.
A three-component 64-bit vector type will consume all four Component
words of the first Location
and Component
0 and 1 of the second
Location
.
This leaves Component
2 and 3 available for other component-qualified
declarations.
A scalar or two-component 64-bit data type must not specify a
Component
decoration of 1 or 3.
A Component
decoration must not be specified for any type that is not
a scalar or vector.
A four-component 64-bit data type will consume all four Component
words
of the first Location
and all four Component
words of the second
Location
.
Vertex Input Interface
When the vertex stage is present in a pipeline, the vertex shader input
variables form an interface with the vertex input attributes.
The vertex shader input variables are matched by the Location
and
Component
decorations to the vertex input attributes specified in the
pVertexInputState
member of the VkGraphicsPipelineCreateInfo
structure.
The vertex shader input variables listed by OpEntryPoint
with the
Input
storage class form the vertex input interface.
These variables must be identified with a Location
decoration and can
also be identified with a Component
decoration.
For the purposes of interface matching: variables declared without a
Component
decoration are considered to have a Component
decoration
of zero.
The number of available vertex input Location
slots is given by the
maxVertexInputAttributes
member of the VkPhysicalDeviceLimits
structure.
See Attribute Location and Component Assignment for details.
All vertex shader inputs declared as above must have a corresponding attribute and binding in the pipeline.
Fragment Output Interface
When the fragment stage is present in a pipeline, the fragment shader
outputs form an interface with the output attachments defined by a
render pass instance.
The fragment shader output variables are matched by the Location
and
Component
decorations to specified color attachments.
The fragment shader output variables listed by OpEntryPoint
with the
Output
storage class form the fragment output interface.
These variables must be identified with a Location
decoration.
They can also be identified with a Component
decoration and/or an
Index
decoration.
For the purposes of interface matching: variables declared without a
Component
decoration are considered to have a Component
decoration
of zero, and variables declared without an Index
decoration are
considered to have an Index
decoration of zero.
A fragment shader output variable identified with a Location
decoration
of i is associated with
the color attachment indicated by
VkRenderingInfo::pColorAttachments
[i].
When using render pass objects, it is associated with
the color attachment indicated by
VkSubpassDescription::pColorAttachments
[i].
Values are written to those attachments after passing through the blending
unit as described in Blending, if enabled.
Locations are consumed as described in
Location Assignment.
The number of available fragment output Location
slots is given by the
maxFragmentOutputAttachments
member of the
VkPhysicalDeviceLimits
structure.
If the
dynamicRenderingLocalRead
feature is supported, fragment output locations can be remapped when using
dynamic rendering.
To set the fragment output location mappings during rendering, call:
// Provided by VK_KHR_dynamic_rendering_local_read
void vkCmdSetRenderingAttachmentLocationsKHR(
VkCommandBuffer commandBuffer,
const VkRenderingAttachmentLocationInfoKHR* pLocationInfo);
-
commandBuffer
is the command buffer into which the command will be recorded. -
pLocationInfo
is a VkRenderingAttachmentLocationInfoKHR structure indicating the new mappings.
This command sets the attachment location mappings for subsequent drawing commands, and must match the mappings provided to the bound pipeline, if one is bound, which can be set by chaining VkRenderingAttachmentLocationInfoKHR to VkGraphicsPipelineCreateInfo.
Until this command is called, mappings in the command buffer state are
treated as each color attachment specified in vkCmdBeginRendering
having a location equal to its index in
VkRenderingInfo::pColorAttachments
.
This state is reset whenever vkCmdBeginRendering is called.
The VkRenderingAttachmentLocationInfoKHR
structure is defined as:
// Provided by VK_KHR_dynamic_rendering_local_read
typedef struct VkRenderingAttachmentLocationInfoKHR {
VkStructureType sType;
const void* pNext;
uint32_t colorAttachmentCount;
const uint32_t* pColorAttachmentLocations;
} VkRenderingAttachmentLocationInfoKHR;
-
sType
is a VkStructureType value identifying this structure. -
pNext
isNULL
or a pointer to a structure extending this structure. -
colorAttachmentCount
is the number of elements inpColorAttachmentLocations
. -
pColorAttachmentLocations
is a pointer to an array ofcolorAttachmentCount
uint32_t
values defining remapped locations for color attachments.
This structure allows applications to remap the locations of color attachments to different fragment shader output locations.
Each element of pColorAttachmentLocations
set to
VK_ATTACHMENT_UNUSED
will be inaccessible to this pipeline as a color
attachment; no location will map to it.
Each element of pColorAttachmentLocations
set to any other value will
map the specified location value to the color attachment specified in the
render pass at the corresponding index in the
pColorAttachmentLocations
array.
Any writes to a fragment output location that is not mapped to an attachment
must be discarded.
If pColorAttachmentLocations
is NULL
, it is equivalent to setting
each element to its index within the array.
This structure can be included in the pNext
chain of a
VkGraphicsPipelineCreateInfo structure to set this state for a
pipeline.
If this structure is not included in the pNext
chain of
VkGraphicsPipelineCreateInfo, it is equivalent to specifying this
structure with the following properties:
-
colorAttachmentCount
set to VkPipelineRenderingCreateInfo::colorAttachmentCount
. -
pColorAttachmentLocations
set toNULL
.
This structure can be included in the pNext
chain of a
VkCommandBufferInheritanceInfo structure to specify inherited state
from the primary command buffer.
If VkCommandBufferInheritanceInfo::renderPass is not
VK_NULL_HANDLE, or
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT
is not specified in
VkCommandBufferBeginInfo::flags, members of this structure are
ignored.
If this structure is not included in the pNext
chain of
VkCommandBufferInheritanceInfo, it is equivalent to specifying this
structure with the following properties:
-
colorAttachmentCount
set to VkCommandBufferInheritanceRenderingInfo::colorAttachmentCount
. -
pColorAttachmentLocations
set toNULL
.
When an active fragment shader invocation finishes, the values of all fragment shader outputs are copied out and used as blend inputs or color attachments writes. If the invocation does not set a value for them, the input values to those blending or color attachment writes are undefined.
Components of the output variables are assigned as described in
Component Assignment.
Output Component
words identified as 0, 1, 2, and 3 will be directed to
the R, G, B, and A inputs to the blending unit, respectively, or to the
output attachment if blending is disabled.
If two variables are placed within the same Location
, they must have
the same underlying type (floating-point or integer).
Component
words which do not correspond to any fragment shader output
will also result in undefined values for blending or color attachment
writes.
Fragment outputs identified with an Index
of zero are directed to the
first input of the blending unit associated with the corresponding
Location
.
Outputs identified with an Index
of one are directed to the second
input of the corresponding blending unit.
There must be no output variable which has the same Location
,
Component
, and Index
as any other, either explicitly declared or
implied.
Output values written by a fragment shader must be declared with either
OpTypeFloat
or OpTypeInt
, and a Width
of 32.
If storageInputOutput16
is supported, output values written by a
fragment shader can be also declared with either OpTypeFloat
or
OpTypeInt
and a Width
of 16.
Composites of these types are also permitted.
If the color attachment has a signed or unsigned normalized fixed-point
format, color values are assumed to be floating-point and are converted to
fixed-point as described in Conversion From Floating-Point to Normalized Fixed-Point; If the color
attachment has an integer format, color values are assumed to be integers
and converted to the bit-depth of the target.
Any value that cannot be represented in the attachment’s format is
undefined.
For any other attachment format no conversion is performed.
If the type of the values written by the fragment shader do not match the
format of the corresponding color attachment, the resulting values are
undefined for those components.
Legacy Dithering
The application can enable dithering to be applied to the color output of a
subpass, by using the
VK_SUBPASS_DESCRIPTION_ENABLE_LEGACY_DITHERING_BIT_EXT
flag.
For use in a dynamic render pass, the
VK_RENDERING_ENABLE_LEGACY_DITHERING_BIT_EXT
flag must be used.
In that case, the pipelines used must have been created with
VK_PIPELINE_CREATE_2_ENABLE_LEGACY_DITHERING_BIT_EXT
.
When dithering is enabled, the implementation may modify the output color value c by one ULP. This modification must only depend on the framebuffer coordinates (xf,yf) of the sample, as well as on the value of c.
The exact details of the dithering algorithm are unspecified, including the algorithm itself, the formats dithering is applied to, and the stage in which it is applied.
This extension is intended only for use by OpenGL emulation layers, and as such the dithering algorithm applied to the subpass should be equivalent to the vendor’s OpenGL implementation, if any. |
Fragment Tile Image Interface
When a fragment stage is present in a pipeline, the fragment shader tile
image variables decorated with Location
form an interface with the
color attachments defined by the render pass instance.
The fragment shader tile image variables are matched by Location
decorations to the color attachments specified in the
pColorAttachments
array of the VkRenderingInfoKHR structure
describing the render pass instance the fragment shader is executed in.
The fragment shader variables listed by OpEntryPoint
with the
TileImageEXT
storage class and a decoration of Location
form the
fragment tile image interface.
These variables must be declared with a type of OpTypeImage
, and a
Dim
operand of TileImageDataEXT
.
The Component
decoration is not supported for these variables.
Reading from a tile image variable with a Location
decoration of i
reads from the color attachment identified by the element of
VkRenderingInfoKHR::pColorAttachments
with a location
equal to i.
If the tile image variable is declared as an array of size N, it consumes N
consecutive tile image locations, starting with the index specified.
There must not be more than one tile image variable with the same
Location
whether explicitly declared or implied by an array
declaration.
The number of available tile image locations is the same as the number of
available fragment output locations as given by the
maxFragmentOutputAttachments
member of the
VkPhysicalDeviceLimits
structure.
The basic data type (floating-point, integer, unsigned integer) of the tile image variable must match the basic format of the corresponding color attachment, or the values read from the tile image variables are undefined.
Fragment Input Attachment Interface
When a fragment stage is present in a pipeline, the fragment shader subpass
inputs form an interface with the input attachments of the current subpass.
The fragment shader subpass input variables are matched by
InputAttachmentIndex
decorations to the input attachments specified in
the pInputAttachments
array of the VkSubpassDescription
structure describing the subpass that the fragment shader is executed in.
The fragment shader subpass input variables with the UniformConstant
storage class and a decoration of InputAttachmentIndex
that are
statically used by OpEntryPoint
form the fragment input attachment
interface.
These variables must be declared with a type of OpTypeImage
, a
Dim
operand of SubpassData
, an Arrayed
operand of 0, and a
Sampled
operand of 2.
The MS
operand of the OpTypeImage
must be 0 if the samples
field of the corresponding VkAttachmentDescription is
VK_SAMPLE_COUNT_1_BIT
and
multisampled-render-to-single-sampled
is not enabled, and
1 otherwise.
A subpass input variable identified with an InputAttachmentIndex
decoration of i reads from the input attachment indicated by
pInputAttachments
[i] member of VkSubpassDescription
.
If the subpass input variable is declared as an array of size N, it consumes
N consecutive input attachments, starting with the index specified.
There must not be more than one input variable with the same
InputAttachmentIndex
whether explicitly declared or implied by an array
declaration per image aspect.
A multi-aspect image (e.g. a depth/stencil format) can use the same input
variable.
The number of available input attachment indices is given by the
maxPerStageDescriptorInputAttachments
member of the
VkPhysicalDeviceLimits
structure.
When using dynamic rendering with the dynamicRenderingLocalRead
feature enabled, a subpass input variable
with a InputAttachmentIndex
decoration of i can be mapped to a color,
depth, or stencil attachment.
To set the input attachment index mappings during dynamic rendering, call:
// Provided by VK_KHR_dynamic_rendering_local_read
void vkCmdSetRenderingInputAttachmentIndicesKHR(
VkCommandBuffer commandBuffer,
const VkRenderingInputAttachmentIndexInfoKHR* pInputAttachmentIndexInfo);
-
commandBuffer
is the command buffer into which the command will be recorded. -
pInputAttachmentIndexInfo
is a VkRenderingInputAttachmentIndexInfoKHR structure indicating the new mappings.
This command sets the input attachment index mappings for subsequent drawing commands, and must match the mappings provided to the bound pipeline, if one is bound, which can be set by chaining VkRenderingInputAttachmentIndexInfoKHR to VkGraphicsPipelineCreateInfo.
Until this command is called, mappings in the command buffer state are
treated as each color attachment specified in vkCmdBeginRendering
mapping to subpass inputs with a InputAttachmentIndex
equal to its
index in VkRenderingInfo::pColorAttachments
, and depth/stencil
attachments mapping to input attachments without these decorations.
This state is reset whenever vkCmdBeginRendering is called.
The VkRenderingInputAttachmentIndexInfoKHR
structure is defined as:
// Provided by VK_KHR_dynamic_rendering_local_read
typedef struct VkRenderingInputAttachmentIndexInfoKHR {
VkStructureType sType;
const void* pNext;
uint32_t colorAttachmentCount;
const uint32_t* pColorAttachmentInputIndices;
const uint32_t* pDepthInputAttachmentIndex;
const uint32_t* pStencilInputAttachmentIndex;
} VkRenderingInputAttachmentIndexInfoKHR;
-
sType
is a VkStructureType value identifying this structure. -
pNext
isNULL
or a pointer to a structure extending this structure. -
colorAttachmentCount
is the number of elements inpColorAttachmentInputIndices
. -
pColorAttachmentInputIndices
is a pointer to an array ofcolorAttachmentCount
uint32_t
values defining indices for color attachments to be used as input attachments. -
pDepthInputAttachmentIndex
is eitherNULL
, or a pointer to auint32_t
value defining the index for the depth attachment to be used as an input attachment. -
pStencilInputAttachmentIndex
is eitherNULL
, or a pointer to auint32_t
value defining the index for the stencil attachment to be used as an input attachment.
This structure allows applications to remap attachments to different input attachment indices.
Each element of pColorAttachmentInputIndices
set to a value of
VK_ATTACHMENT_UNUSED
indicates that the corresponding attachment will
not be used as an input attachment in this pipeline.
Any other value in each of those elements will map the corresponding
attachment to a InputAttachmentIndex
value defined in shader code.
If pColorAttachmentInputIndices
is NULL
, it is equivalent to setting
each element to its index within the array.
If pDepthInputAttachmentIndex
or pStencilInputAttachmentIndex
are set to NULL
, they map to input attachments without a
InputAttachmentIndex
decoration.
If they point to a value of VK_ATTACHMENT_UNUSED
, it indicates that
the corresponding attachment will not be used as an input attachment in this
pipeline.
If they point to any other value it maps the corresponding attachment to a
InputAttachmentIndex
value defined in shader code.
This structure can be included in the pNext
chain of a
VkGraphicsPipelineCreateInfo structure to set this state for a
pipeline.
If this structure is not included in the pNext
chain of
VkGraphicsPipelineCreateInfo, it is equivalent to specifying this
structure with the following properties:
-
colorAttachmentCount
set to VkPipelineRenderingCreateInfo::colorAttachmentCount
. -
pColorAttachmentInputIndices
set toNULL
. -
pDepthInputAttachmentIndex
set toNULL
. -
pStencilInputAttachmentIndex
set toNULL
.
This structure can be included in the pNext
chain of a
VkCommandBufferInheritanceInfo structure to specify inherited state
from the primary command buffer.
If this structure is not included in the pNext
chain of
VkCommandBufferInheritanceInfo, it is equivalent to specifying this
structure with the following properties:
-
colorAttachmentCount
set to VkCommandBufferInheritanceRenderingInfo::colorAttachmentCount
. -
pColorAttachmentInputIndices
set toNULL
. -
pDepthInputAttachmentIndex
set toNULL
. -
pStencilInputAttachmentIndex
set toNULL
.
Variables identified with the InputAttachmentIndex
must only be used
by a fragment stage.
The numeric format of the subpass input must
match the format of the corresponding input attachment, or the values of
subpass loads from these variables are undefined.
If the framebuffer attachment contains both depth and stencil aspects, the
numeric format of the subpass input determines if depth or stencil aspect is
accessed by the shader.
See Input Attachment for more details.
Fragment Input Attachment Compatibility
An input attachment that is statically accessed by a fragment shader must
be backed by a descriptor that is equivalent to the VkImageView in the
VkFramebuffer, except for subresourceRange.aspectMask
.
The aspectMask
must be equal to the aspect accessed by the shader.
Ray Tracing Pipeline Interface
Ray tracing pipelines may have more stages than other pipelines with multiple instances of each stage and more dynamic interactions between the stages, but still have interface structures that obey the same general rules as interfaces between shader stages in other pipelines. The three types of inter-stage interface variables for ray tracing pipelines are:
-
Ray payloads containing data tracked for the entire lifetime of the ray.
-
Hit attributes containing data about a specific hit for the duration of its processing.
-
Callable data for passing data into and out of a callable shader.
Ray payloads and callable data are used in explicit shader call instructions, so they have an incoming variant to distinguish the parameter passed to the invocation from any other payloads or data being used by subsequent shader call instructions.
An interface structure used between stages must match between the stages using it. Specifically:
-
The hit attribute structure read in an any-hit or closest hit shader must be the same structure as the hit attribute structure written in the corresponding intersection shader in the same hit group.
-
The incoming callable data for a callable shader must be the same structure as the callable data referenced by the execute callable instruction in the calling shader.
-
The ray payload for a shader invoked by a ray tracing command must be the same structure for all shader stages using the payload for that ray.
Any shader with an incoming ray payload, incoming callable data, or hit attribute must only declare one variable of that type.
Shader Stage | Ray Payload | Incoming Ray Payload | Hit Attribute | Callable Data | Incoming Callable Data |
---|---|---|---|---|---|
Ray Generation |
r/w |
r/w |
|||
Intersection |
r/w |
||||
Any-Hit |
r/w |
r |
|||
Closest Hit |
r/w |
r/w |
r |
r/w |
|
Miss |
r/w |
r/w |
r/w |
||
Callable |
r/w |
r/w |
Shader Resource Interface
When a shader stage accesses buffer or image resources, as described in the Resource Descriptors section, the shader resource variables must be matched with the pipeline layout that is provided at pipeline creation time.
The set of shader variables that form the shader resource interface for a
stage are the variables statically used by that stage’s OpEntryPoint
with a storage class of Uniform
, UniformConstant
,
StorageBuffer
,
or PushConstant
.
For the fragment shader, this includes the fragment input attachment interface.
The shader resource interface consists of two sub-interfaces: the push constant interface and the descriptor set interface.
Push Constant Interface
The shader variables defined with a storage class of PushConstant
that
are statically used by the shader entry points for the pipeline define the
push constant interface.
They must be:
-
typed as
OpTypeStruct
, -
identified with a
Block
decoration, and -
laid out explicitly using the
Offset
,ArrayStride
, andMatrixStride
decorations as specified in Offset and Stride Assignment.
There must be no more than one push constant block statically used per shader entry point.
Each statically used member of a push constant block must be placed at an
Offset
such that the entire member is entirely contained within the
VkPushConstantRange for each OpEntryPoint
that uses it, and the
stageFlags
for that range must specify the appropriate
VkShaderStageFlagBits for that stage.
The Offset
decoration for any member of a push constant block must not
cause the space required for that member to extend outside the range
[0, maxPushConstantsSize
).
Any member of a push constant block that is declared as an array must only be accessed with dynamically uniform indices.
Descriptor Set Interface
The descriptor set interface is comprised of the shader variables with the
storage class of
StorageBuffer
,
Uniform
or UniformConstant
(including the variables in the
fragment input attachment interface) that are
statically used by the shader entry points for the pipeline.
These variables must have DescriptorSet
and Binding
decorations
specified, which are assigned and matched with the
VkDescriptorSetLayout
objects in the pipeline layout as described in
DescriptorSet and Binding Assignment.
The Image
Format
of an OpTypeImage
declaration must not be
Unknown, for variables which are used for OpImageRead
,
OpImageSparseRead
, or OpImageWrite
operations, except under the
following conditions:
-
For
OpImageWrite
, if the image format is listed in the storage without format list and if theshaderStorageImageWriteWithoutFormat
feature is enabled and the shader module declares theStorageImageWriteWithoutFormat
capability. -
For
OpImageWrite
, if the image format supportsVK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT
and the shader module declares theStorageImageWriteWithoutFormat
capability. -
For
OpImageRead
orOpImageSparseRead
, if the image format is listed in the storage without format list and if theshaderStorageImageReadWithoutFormat
feature is enabled and the shader module declares theStorageImageReadWithoutFormat
capability. -
For
OpImageRead
orOpImageSparseRead
, if the image format supportsVK_FORMAT_FEATURE_2_STORAGE_READ_WITHOUT_FORMAT_BIT
and the shader module declares theStorageImageReadWithoutFormat
capability. -
For
OpImageRead
, ifDim
isSubpassData
(indicating a read from an input attachment).
The Image
Format
of an OpTypeImage
declaration must not be
Unknown, for variables which are used for OpAtomic*
operations.
Variables identified with the Uniform
storage class are used to access
transparent buffer backed resources.
Such variables must be:
-
typed as
OpTypeStruct
, or an array of this type, -
identified with a
Block
orBufferBlock
decoration, and -
laid out explicitly using the
Offset
,ArrayStride
, andMatrixStride
decorations as specified in Offset and Stride Assignment.
Variables identified with the StorageBuffer
storage class are used to
access transparent buffer backed resources.
Such variables must be:
-
typed as
OpTypeStruct
, or an array of this type, -
identified with a
Block
decoration, and -
laid out explicitly using the
Offset
,ArrayStride
, andMatrixStride
decorations as specified in Offset and Stride Assignment.
The Offset
decoration for any member of a Block
-decorated variable
in the Uniform
storage class must not cause the space required for
that variable to extend outside the range [0,
maxUniformBufferRange
).
The Offset
decoration for any member of a Block
-decorated variable
in the StorageBuffer
storage class must not cause the space required
for that variable to extend outside the range [0,
maxStorageBufferRange
).
Variables identified with the Uniform
storage class can also be used
to access transparent descriptor set backed resources when the variable is
assigned to a descriptor set layout binding with a descriptorType
of
VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK
.
In this case the variable must be typed as OpTypeStruct
and cannot be
aggregated into arrays of that type.
Further, the Offset
decoration for any member of such a variable must
not cause the space required for that variable to extend outside the range
[0,maxInlineUniformBlockSize
).
Variables identified with a storage class of UniformConstant
and a
decoration of InputAttachmentIndex
must be declared as described in
Fragment Input Attachment Interface.
SPIR-V variables decorated with a descriptor set and binding that identify a
combined image sampler descriptor
can have a type of OpTypeImage
, OpTypeSampler
(Sampled
=1),
or OpTypeSampledImage
.
When accessing a resource through such a variable, the resource must be selected via compile time constant expressions unless features are enabled to allow dynamically uniform or non-uniform expressions, as described below:
-
Storage images (except storage texel buffers and input attachments):
-
Dynamically uniform:
shaderStorageImageArrayDynamicIndexing
andStorageImageArrayDynamicIndexing
-
Non-uniform:
shaderStorageImageArrayNonUniformIndexing
andStorageImageArrayNonUniformIndexing
-
-
Storage texel buffers:
-
Dynamically uniform:
shaderStorageTexelBufferArrayDynamicIndexing
andStorageTexelBufferArrayDynamicIndexing
-
Non-uniform:
shaderStorageTexelBufferArrayNonUniformIndexing
andStorageTexelBufferArrayNonUniformIndexing
-
-
Input attachments:
-
Dynamically uniform:
shaderInputAttachmentArrayDynamicIndexing
andInputAttachmentArrayDynamicIndexing
-
Non-uniform:
shaderInputAttachmentArrayNonUniformIndexing
andInputAttachmentArrayNonUniformIndexing
-
-
Sampled images (except uniform texel buffers), samplers and combined image samplers:
-
Dynamically uniform:
shaderSampledImageArrayDynamicIndexing
andSampledImageArrayDynamicIndexing
-
Non-uniform:
shaderSampledImageArrayNonUniformIndexing
andSampledImageArrayNonUniformIndexing
-
-
Uniform texel buffers:
-
Dynamically uniform:
shaderUniformTexelBufferArrayDynamicIndexing
andUniformTexelBufferArrayDynamicIndexing
-
Non-uniform:
shaderUniformTexelBufferArrayNonUniformIndexing
andUniformTexelBufferArrayNonUniformIndexing
-
-
Uniform buffers:
-
Dynamically uniform:
shaderUniformBufferArrayDynamicIndexing
andUniformBufferArrayDynamicIndexing
-
Non-uniform:
shaderUniformBufferArrayNonUniformIndexing
andUniformBufferArrayNonUniformIndexing
-
-
Storage buffers:
-
Dynamically uniform:
shaderStorageBufferArrayDynamicIndexing
andStorageBufferArrayDynamicIndexing
-
Non-uniform:
shaderStorageBufferArrayNonUniformIndexing
andStorageBufferArrayNonUniformIndexing
-
-
Acceleration structures:
-
Dynamically uniform: Always supported.
-
Non-uniform: Always supported.
-
-
-
Dynamically uniform: Always supported.
-
Non-uniform: Never supported.
-
-
-
Dynamically uniform: Always supported.
-
Non-uniform: Never supported.
-
Implementations must take care when implementing this if subgroups are not necessarily a subset of the invocation group for their hardware (e.g. if multiple draw calls are packed together). If such an implementation needs uniformity across the subgroup for any resource access, the implementation is responsible for ensuring that indices that are only dynamically uniform across the invocation group still function as expected if they advertise the respective feature.
A combined image sampler in an array that enables sampler Y′CBCR conversion or samples a subsampled image must only be indexed by constant integral expressions.
Resource type | Descriptor Type |
---|---|
sampler |
|
sampled image |
|
storage image |
|
combined image sampler |
|
uniform texel buffer |
|
storage texel buffer |
|
uniform buffer |
|
storage buffer |
|
input attachment |
|
inline uniform block |
|
acceleration structure |
|
weight image |
|
block matching image |
|
Resource type | Storage Class | Type1 | Decoration(s)2 |
---|---|---|---|
sampler |
|
|
|
sampled image |
|
|
|
storage image |
|
|
|
combined image sampler |
|
|
|
uniform texel buffer |
|
|
|
storage texel buffer |
|
|
|
uniform buffer |
|
|
|
storage buffer |
|
|
|
|
|
||
input attachment |
|
|
|
inline uniform block |
|
|
|
acceleration structure |
|
|
|
sample weight image |
|
|
|
block matching image |
|
|
|
- 1
-
Where
OpTypeImage
is referenced, theDim
valuesBuffer
andSubpassdata
are only accepted where they are specifically referenced. They do not correspond to resource types where a genericOpTypeImage
is specified. - 2
-
In addition to
DescriptorSet
andBinding
.
DescriptorSet and Binding Assignment
A variable decorated with a DescriptorSet
decoration of s and a
Binding
decoration of b indicates that this variable is
associated with the VkDescriptorSetLayoutBinding that has a
binding
equal to b in pSetLayouts
[s] that was specified
in VkPipelineLayoutCreateInfo.
DescriptorSet
decoration values must be between zero and
maxBoundDescriptorSets
minus one, inclusive.
Binding
decoration values can be any 32-bit unsigned integer value, as
described in Descriptor Set Layout.
Each descriptor set has its own binding name space.
If the Binding
decoration is used with an array, the entire array is
assigned that binding value.
The array must be a single-dimensional array and size of the array must be
no larger than the number of descriptors in the binding.
If the array is runtime-sized, then array elements greater than or equal to
the size of that binding in the bound descriptor set must not be used.
If the array is runtime-sized, the runtimeDescriptorArray
feature must be enabled and the
RuntimeDescriptorArray
capability must be declared.
The index of each element of the array is referred to as the arrayElement.
For the purposes of interface matching and descriptor set
operations, if a resource variable is not an
array, it is treated as if it has an arrayElement of zero.
There is a limit on the number of resources of each type that can be
accessed by a pipeline stage as shown in
Shader Resource Limits.
The “Resources Per Stage” column gives the limit on the number each type
of resource that can be statically used for an entry point in any given
stage in a pipeline.
The “Resource Types” column lists which resource types are counted against
the limit.
Some resource types count against multiple limits.
The VK_DESCRIPTOR_TYPE_MUTABLE_EXT
descriptor type counts as one
individual resource and one for every unique resource limit per descriptor
set type that is present in the associated binding’s
VkMutableDescriptorTypeListEXT.
If multiple descriptor types in VkMutableDescriptorTypeListEXT map to
the same resource limit, only one descriptor is consumed for purposes of
computing resource limits.
The pipeline layout may include descriptor sets and bindings which are not
referenced by any variables statically used by the entry points for the
shader stages in the binding’s stageFlags
.
However, if a variable assigned to a given DescriptorSet
and
Binding
is statically used by the entry point for a shader stage, the
pipeline layout must contain a descriptor set layout binding in that
descriptor set layout and for that binding number, and that binding’s
stageFlags
must include the appropriate VkShaderStageFlagBits
for that stage.
The variable must be of a valid resource type determined by its SPIR-V type
and storage class, as defined in
Shader Resource and Storage Class Correspondence.
The descriptor set layout binding must be of a corresponding descriptor
type, as defined in Shader Resource and Descriptor Type Correspondence.
There are no limits on the number of shader variables that can have overlapping set and binding values in a shader; but which resources are statically used has an impact. If any shader variable identifying a resource is statically used in a shader, then the underlying descriptor bound at the declared set and binding must support the declared type in the shader when the shader executes. If multiple shader variables are declared with the same set and binding
values, and with the same underlying descriptor type, they can all be
statically used within the same shader.
However, accesses are not automatically synchronized, and If multiple shader variables with the same set and binding values are declared in a single shader, but with different declared types, where any of those are not supported by the relevant bound descriptor, that shader can only be executed if the variables with the unsupported type are not statically used. A noteworthy example of using multiple statically-used shader variables
sharing the same descriptor set and binding values is a descriptor of type
|
Resources per Stage | Resource Types |
---|---|
|
sampler |
combined image sampler |
|
|
sampled image |
combined image sampler |
|
uniform texel buffer |
|
sample weight image |
|
block matching image |
|
|
storage image |
storage texel buffer |
|
|
uniform buffer |
uniform buffer dynamic |
|
|
storage buffer |
storage buffer dynamic |
|
|
input attachment1 |
|
inline uniform block |
|
acceleration structure |
- 1
-
Input attachments can only be used in the fragment shader stage
Offset and Stride Assignment
Certain objects must be explicitly laid out using the Offset
,
ArrayStride
, and MatrixStride
, as described in
SPIR-V
explicit layout validation rules.
All such layouts also must conform to the following requirements.
The numeric order of |
Alignment Requirements
There are different alignment requirements depending on the specific resources and on the features enabled.
Matrix types are defined in terms of arrays as follows:
-
A column-major matrix with C columns and R rows is equivalent to a C element array of vectors with R components.
-
A row-major matrix with C columns and R rows is equivalent to an R element array of vectors with C components.
The scalar alignment of the type of an OpTypeStruct
member is defined
recursively as follows:
-
A scalar of size N has a scalar alignment of N.
-
A vector type has a scalar alignment equal to that of its component type.
-
An array type has a scalar alignment equal to that of its element type.
-
A structure has a scalar alignment equal to the largest scalar alignment of any of its members.
-
A matrix type inherits scalar alignment from the equivalent array declaration.
The base alignment of the type of an OpTypeStruct
member is defined
recursively as follows:
-
A scalar has a base alignment equal to its scalar alignment.
-
A two-component vector has a base alignment equal to twice its scalar alignment.
-
A three- or four-component vector has a base alignment equal to four times its scalar alignment.
-
An array has a base alignment equal to the base alignment of its element type.
-
A structure has a base alignment equal to the largest base alignment of any of its members. An empty structure has a base alignment equal to the size of the smallest scalar type permitted by the capabilities declared in the SPIR-V module. (e.g., for a 1 byte aligned empty struct in the
StorageBuffer
storage class,StorageBuffer8BitAccess
orUniformAndStorageBuffer8BitAccess
must be declared in the SPIR-V module.) -
A matrix type inherits base alignment from the equivalent array declaration.
The extended alignment of the type of an OpTypeStruct
member is
similarly defined as follows:
-
A scalar or vector type has an extended alignment equal to its base alignment.
-
An array or structure type has an extended alignment equal to the largest extended alignment of any of its members, rounded up to a multiple of 16.
-
A matrix type inherits extended alignment from the equivalent array declaration.
A member is defined to improperly straddle if either of the following are true:
-
It is a vector with total size less than or equal to 16 bytes, and has
Offset
decorations placing its first byte at F and its last byte at L, where floor(F / 16) != floor(L / 16). -
It is a vector with total size greater than 16 bytes and has its
Offset
decorations placing its first byte at a non-integer multiple of 16.
Standard Buffer Layout
Every member of an OpTypeStruct
that is required to be explicitly laid
out must be aligned according to the first matching rule as follows.
If the struct is contained in pointer types of multiple storage classes, it
must satisfy the requirements for every storage class used to reference it.
-
If the
scalarBlockLayout
feature is enabled and the storage class isUniform
,StorageBuffer
,PhysicalStorageBuffer
,ShaderRecordBufferKHR
, orPushConstant
then every member must be aligned according to its scalar alignment. -
If the
workgroupMemoryExplicitLayoutScalarBlockLayout
feature is enabled and the storage class isWorkgroup
then every member must be aligned according to its scalar alignment. -
All vectors must be aligned according to their scalar alignment.
-
If the
uniformBufferStandardLayout
feature is not enabled, then any member of anOpTypeStruct
with a storage class ofUniform
and a decoration ofBlock
must be aligned according to its extended alignment. -
Every other member must be aligned according to its base alignment.
Even if scalar alignment is supported, it is generally more performant to use the base alignment. |
The memory layout must obey the following rules:
-
The
Offset
decoration of any member must be a multiple of its alignment. -
Any
ArrayStride
orMatrixStride
decoration must be a multiple of the alignment of the array or matrix as defined above.
If one of the conditions below applies
-
The storage class is
Uniform
,StorageBuffer
,PhysicalStorageBuffer
,ShaderRecordBufferKHR
, orPushConstant
, and thescalarBlockLayout
feature is not enabled. -
The storage class is
Workgroup
, and either the struct member is not part of aBlock
or theworkgroupMemoryExplicitLayoutScalarBlockLayout
feature is not enabled. -
The storage class is any other storage class.
the memory layout must also obey the following rules:
-
Vectors must not improperly straddle, as defined above.
-
The
Offset
decoration of a member must not place it between the end of a structure, an array or a matrix and the next multiple of the alignment of that structure, array or matrix.
The std430 layout in GLSL satisfies these rules for types using the base alignment. The std140 layout satisfies the rules for types using the extended alignment. |
Built-In Variables
Built-in variables are accessed in shaders by declaring a variable decorated
with a BuiltIn
SPIR-V decoration.
The meaning of each BuiltIn
decoration is as follows.
In the remainder of this section, the name of a built-in is used
interchangeably with a term equivalent to a variable decorated with that
particular built-in.
Built-ins that represent integer values can be declared as either signed or
unsigned 32-bit integers.
As mentioned above, some inputs and outputs have an additional level of arrayness relative to other shader inputs and outputs. This level of arrayness is not included in the type descriptions below, but must be included when declaring the built-in.
Any two Input
storage class OpVariable
declarations listed as
operands on the same OpEntryPoint
must not have the same BuiltIn
decoration.
Any two Output
storage class OpVariable
declarations listed as
operands on the same OpEntryPoint
must not have the same BuiltIn
decoration.
BaryCoordKHR
-
The
BaryCoordKHR
decoration can be used to decorate a fragment shader input variable. This variable will contain a three-component floating-point vector with barycentric weights that indicate the location of the fragment relative to the screen-space locations of vertices of its primitive, obtained using perspective interpolation.
BaryCoordNoPerspAMD
-
The
BaryCoordNoPerspAMD
decoration can be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at the fragment’s center. The K coordinate of the barycentric coordinates can be derived given the identity I + J + K = 1.0.
BaryCoordNoPerspKHR
-
The
BaryCoordNoPerspKHR
decoration can be used to decorate a fragment shader input variable. This variable will contain a three-component floating-point vector with barycentric weights that indicate the location of the fragment relative to the screen-space locations of vertices of its primitive, obtained using linear interpolation.
BaryCoordNoPerspCentroidAMD
-
The
BaryCoordNoPerspCentroidAMD
decoration can be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at the centroid. The K coordinate of the barycentric coordinates can be derived given the identity I + J + K = 1.0.
BaryCoordNoPerspSampleAMD
-
The
BaryCoordNoPerspSampleAMD
decoration can be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at each covered sample. The K coordinate of the barycentric coordinates can be derived given the identity I + J + K = 1.0.
BaryCoordPullModelAMD
-
The
BaryCoordPullModelAMD
decoration can be used to decorate a fragment shader input variable. This variable will contain (1/W, 1/I, 1/J) evaluated at the fragment center and can be used to calculate gradients and then interpolate I, J, and W at any desired sample location.
BaryCoordSmoothAMD
-
The
BaryCoordSmoothAMD
decoration can be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at the fragment’s center. The K coordinate of the barycentric coordinates can be derived given the identity I + J + K = 1.0.
BaryCoordSmoothCentroidAMD
-
The
BaryCoordSmoothCentroidAMD
decoration can be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at the centroid. The K coordinate of the barycentric coordinates can be derived given the identity I + J + K = 1.0.
BaryCoordSmoothSampleAMD
-
The
BaryCoordSmoothSampleAMD
decoration can be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at each covered sample. The K coordinate of the barycentric coordinates can be derived given the identity I + J + K = 1.0.
BaseInstance
-
Decorating a variable with the
BaseInstance
built-in will make that variable contain the integer value corresponding to the first instance that was passed to the command that invoked the current vertex shader invocation.BaseInstance
is thefirstInstance
parameter to a direct drawing command or thefirstInstance
member of a structure consumed by an indirect drawing command.
BaseVertex
-
Decorating a variable with the
BaseVertex
built-in will make that variable contain the integer value corresponding to the first vertex or vertex offset that was passed to the command that invoked the current vertex shader invocation. For non-indexed drawing commands, this variable is thefirstVertex
parameter to a direct drawing command or thefirstVertex
member of the structure consumed by an indirect drawing command. For indexed drawing commands, this variable is thevertexOffset
parameter to a direct drawing command or thevertexOffset
member of the structure consumed by an indirect drawing command.
ClipDistance
-
Decorating a variable with the
ClipDistance
built-in decoration will make that variable contain the mechanism for controlling user clipping.ClipDistance
is an array such that the ith element of the array specifies the clip distance for plane i. A clip distance of 0 means the vertex is on the plane, a positive distance means the vertex is inside the clip half-space, and a negative distance means the vertex is outside the clip half-space.
The array variable decorated with |
In the last pre-rasterization shader stage, these values will be linearly interpolated across the
primitive and the portion of the primitive with interpolated distances less
than 0 will be considered outside the clip volume.
If |
ClipDistancePerViewNV
-
Decorating a variable with the
ClipDistancePerViewNV
built-in decoration will make that variable contain the per-view clip distances. The per-view clip distances have the same semantics asClipDistance
.
ClusterIDHUAWEI
-
The
ClusterIDHUAWEI
decoration can be used to decorate a cluster culling shader output variable,this variable will contain an integer value that specifies the id of cluster being rendered by this drawing command. When Cluster Culling Shader enable,ClusterIDHUAWEI
will replace gl_DrawID pass to vertex shader for cluster-related information fetching.
ClusterShadingRateHUAWEI
-
The
ClusterShadingRateHUAWEI
decoration can be used to decorate a cluster culling shader output variable. This variable will contain an integer value specifying the shading rate of a rendering cluster.
CullDistance
-
Decorating a variable with the
CullDistance
built-in decoration will make that variable contain the mechanism for controlling user culling. If any member of this array is assigned a negative value for all vertices belonging to a primitive, then the primitive is discarded before rasterization.
In fragment shaders, the values of the |
If |
CullDistancePerViewNV
-
Decorating a variable with the
CullDistancePerViewNV
built-in decoration will make that variable contain the per-view cull distances. The per-view cull distances have the same semantics asCullDistance
.
CullPrimitiveEXT
-
Decorating a variable with the
CullPrimitiveEXT
built-in decoration will make that variable contain the culling state of output primitives. If the per-primitive boolean value istrue
, the primitive will be culled, if it isfalse
it will not be culled.
CullMaskKHR
-
A variable decorated with the
CullMaskKHR
decoration will specify the cull mask of the ray being processed. The value is given by theCull Mask
parameter passed into one of theOpTrace*
instructions.
CurrentRayTimeNV
-
A variable decorated with the
CurrentRayTimeNV
decoration contains the time value passed in toOpTraceRayMotionNV
which called this shader.
DeviceIndex
-
The
DeviceIndex
decoration can be applied to a shader input which will be filled with the device index of the physical device that is executing the current shader invocation. This value will be in the range , where physicalDeviceCount is thephysicalDeviceCount
member of VkDeviceGroupDeviceCreateInfo.
DrawIndex
-
Decorating a variable with the
DrawIndex
built-in will make that variable contain the integer value corresponding to the zero-based index of the draw that invoked the current task, mesh, or vertex shader invocation. For indirect drawing commands,DrawIndex
begins at zero and increments by one for each draw executed. The number of draws is given by thedrawCount
parameter. For direct drawing commands, if vkCmdDrawMultiEXT or vkCmdDrawMultiIndexedEXT is used, this variable contains the integer value corresponding to the zero-based index of the draw. OtherwiseDrawIndex
is always zero.DrawIndex
is dynamically uniform.
When task or mesh shaders are used, only the first active stage will have proper access to the variable. The value read by other stages is undefined.
FirstIndexHUAWEI
-
The
FirstIndexHUAWEI
decoration can be used to decorate a cluster culling shader output variable,this indexed mode specific variable will contain an integer value that specifies the base index within the index buffer corresponding to a cluster.
FragCoord
-
Decorating a variable with the
FragCoord
built-in decoration will make that variable contain the coordinates (x,y,z,1/w) of the fragment being processed.The (x,y) values are the framebuffer coordinates (xf,yf) of the fragment.
When Sample Shading is enabled, the x and y components of
FragCoord
reflect the location of one of the samples corresponding to the shader invocation.Otherwise, the x and y components of
FragCoord
reflect the location of the center of the fragment.The z component of
FragCoord
is the interpolated depth value of the primitive.The w component is the interpolated .
The
Centroid
interpolation decoration is ignored, but allowed, onFragCoord
.
FragDepth
-
To have a shader supply a fragment-depth value, the shader must declare the
DepthReplacing
execution mode. Such a shader’s fragment-depth value will come from the variable decorated with theFragDepth
built-in decoration.This value will be used for any subsequent depth testing performed by the implementation or writes to the depth attachment. See fragment shader depth replacement for details.
FirstInstanceHUAWEI
-
The
FirstInstanceHUAWEI
decoration can be used to decorate a cluster culling shader output variable,this variable will contain an integer value that specifies the instance ID of the first instance to draw.
FirstVertexHUAWEI
-
The
FirstVertexHUAWEI
decoration can be used to decorate a cluster culling shader output variable,this non-indexed mode specific variable will contain an integer value that specifies the index of the first vertex in a cluster to draw.
FragInvocationCountEXT
-
Decorating a variable with the
FragInvocationCountEXT
built-in decoration will make that variable contain the maximum number of fragment shader invocations for the fragment, as determined byminSampleShading
.If Sample Shading is not enabled,
FragInvocationCountEXT
will be filled with a value of 1.
FragSizeEXT
-
Decorating a variable with the
FragSizeEXT
built-in decoration will make that variable contain the dimensions in pixels of the area that the fragment covers for that invocation.If fragment density map is not enabled,
FragSizeEXT
will be filled with a value of (1,1).
FragStencilRefEXT
-
Decorating a variable with the
FragStencilRefEXT
built-in decoration will make that variable contain the new stencil reference value for all samples covered by the fragment. This value will be used as the stencil reference value used in stencil testing.To write to
FragStencilRefEXT
, a shader must declare theStencilRefReplacingEXT
execution mode. If a shader declares theStencilRefReplacingEXT
execution mode and there is an execution path through the shader that does not setFragStencilRefEXT
, then the fragment’s stencil reference value is undefined for executions of the shader that take that path.Only the least significant s bits of the integer value of the variable decorated with
FragStencilRefEXT
are considered for stencil testing, where s is the number of bits in the stencil framebuffer attachment, and higher order bits are discarded.See fragment shader stencil reference replacement for more details.
FragmentSizeNV
-
Decorating a variable with the
FragmentSizeNV
built-in decoration will make that variable contain the width and height of the fragment.
FrontFacing
-
Decorating a variable with the
FrontFacing
built-in decoration will make that variable contain whether the fragment is front or back facing. This variable is non-zero if the current fragment is considered to be part of a front-facing polygon primitive or of a non-polygon primitive and is zero if the fragment is considered to be part of a back-facing polygon primitive.
FullyCoveredEXT
-
Decorating a variable with the
FullyCoveredEXT
built-in decoration will make that variable indicate whether the fragment area is fully covered by the generating primitive. This variable is non-zero if conservative rasterization is enabled and the current fragment area is fully covered by the generating primitive, and is zero if the fragment is not covered or partially covered, or conservative rasterization is disabled.
GlobalInvocationId
-
Decorating a variable with the
GlobalInvocationId
built-in decoration will make that variable contain the location of the current invocation within the global workgroup. Each component is equal to the index of the local workgroup multiplied by the size of the local workgroup plusLocalInvocationId
.
HelperInvocation
-
Decorating a variable with the
HelperInvocation
built-in decoration will make that variable contain whether the current invocation is a helper invocation. This variable is non-zero if the current fragment being shaded is a helper invocation and zero otherwise. A helper invocation is an invocation of the shader that is produced to satisfy internal requirements such as the generation of derivatives.
It is very likely that a helper invocation will have a value of
|
HitKindKHR
-
A variable decorated with the
HitKindKHR
decoration will describe the intersection that triggered the execution of the current shader. The values are determined by the intersection shader. For user-defined intersection shaders this is the value that was passed to the “Hit Kind” operand ofOpReportIntersectionKHR
. For triangle intersection candidates, this will be one ofHitKindFrontFacingTriangleKHR
orHitKindBackFacingTriangleKHR
.
HitTNV
-
A variable decorated with the
HitTNV
decoration is equivalent to a variable decorated with theRayTmaxKHR
decoration.
HitTriangleVertexPositionsKHR
-
A variable decorated with the
HitTriangleVertexPositionsKHR
decoration will specify the object space vertices of the triangle at the current intersection in application-provided order. The positions returned are transformed by the geometry transform, which is performed at standard floating-point precision, but without a specifically defined order of floating-point operations to perform the matrix multiplication.
IncomingRayFlagsKHR
-
A variable with the
IncomingRayFlagsKHR
decoration will contain the ray flags passed in to the trace call that invoked this particular shader. Setting pipeline flags on the ray tracing pipeline must not cause any corresponding flags to be set in variables with this decoration.
IndexCountHUAWEI
-
The
IndexCountHUAWEI
decoration can be used to decorate a cluster culling shader output variable,this indexed mode specific variable will contain an integer value that specifies the number of indexed vertices in a cluster to draw.
InstanceCountHUAWEI
-
The
InstanceCountHUAWEI
decoration can be used to decorate a cluster culling shader output variable,this variable will contain an integer value that specifies the number of instance to draw in a cluster.
InstanceCustomIndexKHR
-
A variable decorated with the
InstanceCustomIndexKHR
decoration will contain the application-defined value of the instance that intersects the current ray. This variable contains the value that was specified in VkAccelerationStructureInstanceKHR::instanceCustomIndex
for the current acceleration structure instance in the lower 24 bits and the upper 8 bits will be zero.
InstanceId
-
Decorating a variable in an intersection, any-hit, or closest hit shader with the
InstanceId
decoration will make that variable contain the index of the instance that intersects the current ray.
InvocationId
-
Decorating a variable with the
InvocationId
built-in decoration will make that variable contain the index of the current shader invocation in a geometry shader, or the index of the output patch vertex in a tessellation control shader.In a geometry shader, the index of the current shader invocation ranges from zero to the number of instances declared in the shader minus one. If the instance count of the geometry shader is one or is not specified, then
InvocationId
will be zero.
InvocationsPerPixelNV
-
Decorating a variable with the
InvocationsPerPixelNV
built-in decoration will make that variable contain the maximum number of fragment shader invocations per pixel, as derived from the effective shading rate for the fragment. If a primitive does not fully cover a pixel, the number of fragment shader invocations for that pixel may be less than the value ofInvocationsPerPixelNV
. If the shading rate indicates a fragment covering multiple pixels, thenInvocationsPerPixelNV
will be one.
InstanceIndex
-
Decorating a variable in a vertex shader with the
InstanceIndex
built-in decoration will make that variable contain the index of the instance that is being processed by the current vertex shader invocation.InstanceIndex
begins at thefirstInstance
parameter to vkCmdDraw or vkCmdDrawIndexed or at thefirstInstance
member of a structure consumed by vkCmdDrawIndirect or vkCmdDrawIndexedIndirect.
LaunchIdKHR
-
A variable decorated with the
LaunchIdKHR
decoration will specify the index of the work item being processed. One work item is generated for each of thewidth
×height
×depth
items dispatched by a vkCmdTraceRaysKHR or vkCmdTraceRaysNV command. All shader invocations inherit the same value for variables decorated withLaunchIdKHR
.
LaunchSizeKHR
-
A variable decorated with the
LaunchSizeKHR
decoration will contain thewidth
,height
, anddepth
dimensions passed to the vkCmdTraceRaysKHR or vkCmdTraceRaysNV command that initiated this shader execution. Thewidth
is in the first component, theheight
is in the second component, and thedepth
is in the third component.
Layer
-
Decorating a variable with the
Layer
built-in decoration will make that variable contain the select layer of a multi-layer framebuffer attachment.In a mesh, vertex, tessellation evaluation, or geometry shader, any variable decorated with
Layer
can be written with the framebuffer layer index to which the primitive produced by that shader will be directed.The last active pre-rasterization shader stage (in pipeline order) controls the
Layer
that is used. Outputs in previous shader stages are not used, even if the last stage fails to write theLayer
.If the last active pre-rasterization shader stage shader entry point’s interface does not include a variable decorated with
Layer
, then the first layer is used. If a pre-rasterization shader stage shader entry point’s interface includes a variable decorated withLayer
, it must write the same value toLayer
for all output vertices of a given primitive. If theLayer
value is less than 0 or greater than or equal to the number of layers in the framebuffer, then primitives may still be rasterized, fragment shaders may be executed, and the framebuffer values for all layers are undefined. In a mesh shader this also applies when theLayer
value is greater than or equal to themaxMeshOutputLayers
limit.If a variable with the
Layer
decoration is also decorated withViewportRelativeNV
, then theViewportIndex
is added to the layer that is used for rendering and that is made available in the fragment shader.If the shader writes to a variable decorated
ViewportMaskNV
, then the layer selected has a different value for each viewport a primitive is rendered to.In a fragment shader, a variable decorated with
Layer
contains the layer index of the primitive that the fragment invocation belongs to.
LayerPerViewNV
-
Decorating a variable with the
LayerPerViewNV
built-in decoration will make that variable contain the per-view layer information. The per-view layer has the same semantics asLayer
, for each view.
LocalInvocationId
-
Decorating a variable with the
LocalInvocationId
built-in decoration will make that variable contain the location of the current cluster culling, task, mesh, or compute shader invocation within the local workgroup. Each component ranges from zero through to the size of the workgroup in that dimension minus one.
If the size of the workgroup in a particular dimension is one, then the
|
LocalInvocationIndex
-
Decorating a variable with the
LocalInvocationIndex
built-in decoration will make that variable contain a one-dimensional representation ofLocalInvocationId
. This is computed as:LocalInvocationIndex = LocalInvocationId.z * WorkgroupSize.x * WorkgroupSize.y + LocalInvocationId.y * WorkgroupSize.x + LocalInvocationId.x;
MeshViewCountNV
-
Decorating a variable with the
MeshViewCountNV
built-in decoration will make that variable contain the number of views processed by the current mesh or task shader invocations.
MeshViewIndicesNV
-
Decorating a variable with the
MeshViewIndicesNV
built-in decoration will make that variable contain the mesh view indices. The mesh view indices is an array of values where each element holds the view number of one of the views being processed by the current mesh or task shader invocations. The values of array elements with indices greater than or equal toMeshViewCountNV
are undefined. If the value ofMeshViewIndicesNV
[i] is j, then any outputs decorated withPerViewNV
will take on the value of array element i when processing primitives for view index j.
NumSubgroups
-
Decorating a variable with the
NumSubgroups
built-in decoration will make that variable contain the number of subgroups in the local workgroup.
NumWorkgroups
-
Decorating a variable with the
NumWorkgroups
built-in decoration will make that variable contain the number of local workgroups that are part of the dispatch that the invocation belongs to. Each component is equal to the values of the workgroup count parameters passed into the dispatching commands.
ObjectRayDirectionKHR
-
A variable decorated with the
ObjectRayDirectionKHR
decoration will specify the direction of the ray being processed, in object space.
ObjectRayOriginKHR
-
A variable decorated with the
ObjectRayOriginKHR
decoration will specify the origin of the ray being processed, in object space.
ObjectToWorldKHR
-
A variable decorated with the
ObjectToWorldKHR
decoration will contain the current object-to-world transformation matrix, which is determined by the instance of the current intersection.
PatchVertices
-
Decorating a variable with the
PatchVertices
built-in decoration will make that variable contain the number of vertices in the input patch being processed by the shader. In a Tessellation Control Shader, this is the same as the name:patchControlPoints member of VkPipelineTessellationStateCreateInfo. In a Tessellation Evaluation Shader,PatchVertices
is equal to the tessellation control output patch size. When the same shader is used in different pipelines where the patch sizes are configured differently, the value of thePatchVertices
variable will also differ.
PointCoord
-
Decorating a variable with the
PointCoord
built-in decoration will make that variable contain the coordinate of the current fragment within the point being rasterized, normalized to the size of the point with origin in the upper left corner of the point, as described in Basic Point Rasterization. If the primitive the fragment shader invocation belongs to is not a point, then the variable decorated withPointCoord
contains an undefined value.
Depending on how the point is rasterized, |
PointSize
-
Decorating a variable with the
PointSize
built-in decoration will make that variable contain the size of point primitives or the final rasterization of polygons if polygon mode isVK_POLYGON_MODE_POINT
whenVkPhysicalDeviceMaintenance5PropertiesKHR
::polygonModePointSize
is set toVK_TRUE
. The value written to the variable decorated withPointSize
by the last pre-rasterization shader stage in the pipeline is used as the framebuffer-space size of points produced by rasterization. If themaintenance5
feature is enabled and a value is not written to a variable decorated withPointSize
, a value of 1.0 is used as the size of points.
When |
Position
-
Decorating a variable with the
Position
built-in decoration will make that variable contain the position of the current vertex. In the last pre-rasterization shader stage, the value of the variable decorated withPosition
is used in subsequent primitive assembly, clipping, and rasterization operations.
When |
PositionPerViewNV
-
Decorating a variable with the
PositionPerViewNV
built-in decoration will make that variable contain the position of the current vertex, for each view.Elements of the array correspond to views in a multiview subpass, and those elements corresponding to views in the view mask of the subpass the shader is compiled against will be used as the position value for those views. For the final pre-rasterization shader stage in the pipeline, values written to an output variable decorated with
PositionPerViewNV
are used in subsequent primitive assembly, clipping, and rasterization operations, as withPosition
.PositionPerViewNV
output in an earlier pre-rasterization shader stage is available as an input in the subsequent pre-rasterization shader stage.If a shader is compiled against a subpass that has the
VK_SUBPASS_DESCRIPTION_PER_VIEW_POSITION_X_ONLY_BIT_NVX
bit set, then the position values for each view must not differ in any component other than the X component. If the values do differ, one will be chosen in an implementation-dependent manner.
PrimitiveCountNV
-
Decorating a variable with the
PrimitiveCountNV
decoration will make that variable contain the primitive count. The primitive count specifies the number of primitives in the output mesh produced by the mesh shader that will be processed by subsequent pipeline stages.
PrimitiveId
-
Decorating a variable with the
PrimitiveId
built-in decoration will make that variable contain the index of the current primitive.The index of the first primitive generated by a drawing command is zero, and the index is incremented after every individual point, line, or triangle primitive is processed.
For triangles drawn as points or line segments (see Polygon Mode), the primitive index is incremented only once, even if multiple points or lines are eventually drawn.
Variables decorated with
PrimitiveId
are reset to zero between each instance drawn.Restarting a primitive topology using primitive restart has no effect on the value of variables decorated with
PrimitiveId
.In tessellation control and tessellation evaluation shaders, it will contain the index of the patch within the current set of rendering primitives that corresponds to the shader invocation.
In a geometry shader, it will contain the number of primitives presented as input to the shader since the current set of rendering primitives was started.
In a fragment shader, it will contain the primitive index written by the mesh shader if a mesh shader is present, or the primitive index written by the geometry shader if a geometry shader is present, or with the value that would have been presented as input to the geometry shader had it been present.
In an intersection, any-hit, or closest hit shader, it will contain the index within the geometry of the triangle or bounding box being processed.
When the The fragment shader using |
PrimitiveIndicesNV
-
Decorating a variable with the
PrimitiveIndicesNV
decoration will make that variable contain the output array of vertex index values. Depending on the output primitive type declared using the execution mode, the indices are split into groups of one (OutputPoints
), two (OutputLinesNV
), or three (OutputTrianglesNV
) indices and each group generates a primitive.
PrimitivePointIndicesEXT
-
Decorating a variable with the
PrimitivePointIndicesEXT
decoration will make that variable contain the output array of vertex index values for point primitives.
PrimitiveLineIndicesEXT
-
Decorating a variable with the
PrimitiveLineIndicesEXT
decoration will make that variable contain the output array of vertex index values for line primitives.
PrimitiveTriangleIndicesEXT
-
Decorating a variable with the
PrimitiveTriangleIndicesEXT
decoration will make that variable contain the output array of vertex index values for triangle primitives.
PrimitiveShadingRateKHR
-
Decorating a variable with the
PrimitiveShadingRateKHR
built-in decoration will make that variable contain the primitive fragment shading rate.The value written to the variable decorated with
PrimitiveShadingRateKHR
by the last pre-rasterization shader stage in the pipeline is used as the primitive fragment shading rate. Outputs in previous shader stages are ignored.If the last active pre-rasterization shader stage shader entry point’s interface does not include a variable decorated with
PrimitiveShadingRateKHR
, then it is as if the shader specified a fragment shading rate value of 0, indicating a horizontal and vertical rate of 1 pixel.If a shader has
PrimitiveShadingRateKHR
in the output interface and there is an execution path through the shader that does not write to it, its value is undefined for executions of the shader that take that path.
RayGeometryIndexKHR
-
A variable decorated with the
RayGeometryIndexKHR
decoration will contain the geometry index for the acceleration structure geometry currently being shaded.
RayTmaxKHR
-
A variable decorated with the
RayTmaxKHR
decoration will contain the parametric tmax value of the ray being processed. The value is independent of the space in which the ray origin and direction exist. The value is initialized to the parameter passed into the pipeline trace ray instruction.The tmax value changes throughout the lifetime of the ray that produced the intersection. In the closest hit shader, the value reflects the closest distance to the intersected primitive. In the any-hit shader, it reflects the distance to the primitive currently being intersected. In the intersection shader, it reflects the distance to the closest primitive intersected so far or the initial value. The value can change in the intersection shader after calling
OpReportIntersectionKHR
if the corresponding any-hit shader does not ignore the intersection. In a miss shader, the value is identical to the parameter passed into the pipeline trace ray instruction.
RayTminKHR
-
A variable decorated with the
RayTminKHR
decoration will contain the parametric tmin value of the ray being processed. The value is independent of the space in which the ray origin and direction exist. The value is the parameter passed into the pipeline trace ray instruction.The tmin value remains constant for the duration of the ray query.
SampleId
-
Decorating a variable with the
SampleId
built-in decoration will make that variable contain the coverage index for the current fragment shader invocation.SampleId
ranges from zero to the number of samples in the framebuffer minus one. If a fragment shader entry point’s interface includes an input variable decorated withSampleId
, Sample Shading is considered enabled with aminSampleShading
value of 1.0.
SampleMask
-
Decorating a variable with the
SampleMask
built-in decoration will make any variable contain the sample mask for the current fragment shader invocation.A variable in the
Input
storage class decorated withSampleMask
will contain a bitmask of the set of samples covered by the primitive generating the fragment during rasterization. It has a sample bit set if and only if the sample is considered covered for this fragment shader invocation.SampleMask
[] is an array of integers. Bits are mapped to samples in a manner where bit B of mask M (SampleMask[M]
) corresponds to sample 32 × M + B.A variable in the
Output
storage class decorated withSampleMask
is an array of integers forming a bit array in a manner similar to an input variable decorated withSampleMask
, but where each bit represents coverage as computed by the shader. This computedSampleMask
is combined with the generated coverage mask in the multisample coverage operation.Variables decorated with
SampleMask
must be either an unsized array, or explicitly sized to be no larger than the implementation-dependent maximum sample-mask (as an array of 32-bit elements), determined by the maximum number of samples.If a fragment shader entry point’s interface includes an output variable decorated with
SampleMask
, the sample mask will be undefined for any array elements of any fragment shader invocations that fail to assign a value. If a fragment shader entry point’s interface does not include an output variable decorated withSampleMask
, the sample mask has no effect on the processing of a fragment.
SamplePosition
-
Decorating a variable with the
SamplePosition
built-in decoration will make that variable contain the sub-pixel position of the sample being shaded. The top left of the pixel is considered to be at coordinate (0,0) and the bottom right of the pixel is considered to be at coordinate (1,1).If the render pass has a fragment density map attachment, the variable will instead contain the sub-fragment position of the sample being shaded. The top left of the fragment is considered to be at coordinate (0,0) and the bottom right of the fragment is considered to be at coordinate (1,1) for any fragment area.
If a fragment shader entry point’s interface includes an input variable decorated with
SamplePosition
, Sample Shading is considered enabled with aminSampleShading
value of 1.0.If the current pipeline uses custom sample locations the value of any variable decorated with the
SamplePosition
built-in decoration is undefined.
ShadingRateKHR
-
Decorating a variable with the
ShadingRateKHR
built-in decoration will make that variable contain the fragment shading rate for the current fragment invocation.
SMCountNV
-
Decorating a variable with the
SMCountNV
built-in decoration will make that variable contain the number of SMs on the device.
SMIDNV
-
Decorating a variable with the
SMIDNV
built-in decoration will make that variable contain the ID of the SM on which the current shader invocation is running. This variable is in the range [0,SMCountNV
-1].
SubgroupId
-
Decorating a variable with the
SubgroupId
built-in decoration will make that variable contain the index of the subgroup within the local workgroup. This variable is in range [0,NumSubgroups
-1].
SubgroupEqMask
-
Decorating a variable with the
SubgroupEqMask
builtin decoration will make that variable contain the subgroup mask of the current subgroup invocation. The bit corresponding to theSubgroupLocalInvocationId
is set in the variable decorated withSubgroupEqMask
. All other bits are set to zero.SubgroupEqMaskKHR
is an alias ofSubgroupEqMask
.
SubgroupGeMask
-
Decorating a variable with the
SubgroupGeMask
builtin decoration will make that variable contain the subgroup mask of the current subgroup invocation. The bits corresponding to the invocations greater than or equal toSubgroupLocalInvocationId
throughSubgroupSize
-1 are set in the variable decorated withSubgroupGeMask
. All other bits are set to zero.SubgroupGeMaskKHR
is an alias ofSubgroupGeMask
.
SubgroupGtMask
-
Decorating a variable with the
SubgroupGtMask
builtin decoration will make that variable contain the subgroup mask of the current subgroup invocation. The bits corresponding to the invocations greater thanSubgroupLocalInvocationId
throughSubgroupSize
-1 are set in the variable decorated withSubgroupGtMask
. All other bits are set to zero.SubgroupGtMaskKHR
is an alias ofSubgroupGtMask
.
SubgroupLeMask
-
Decorating a variable with the
SubgroupLeMask
builtin decoration will make that variable contain the subgroup mask of the current subgroup invocation. The bits corresponding to the invocations less than or equal toSubgroupLocalInvocationId
are set in the variable decorated withSubgroupLeMask
. All other bits are set to zero.SubgroupLeMaskKHR
is an alias ofSubgroupLeMask
.
SubgroupLtMask
-
Decorating a variable with the
SubgroupLtMask
builtin decoration will make that variable contain the subgroup mask of the current subgroup invocation. The bits corresponding to the invocations less thanSubgroupLocalInvocationId
are set in the variable decorated withSubgroupLtMask
. All other bits are set to zero.SubgroupLtMaskKHR
is an alias ofSubgroupLtMask
.
SubgroupLocalInvocationId
-
Decorating a variable with the
SubgroupLocalInvocationId
builtin decoration will make that variable contain the index of the invocation within the subgroup. This variable is in range [0,SubgroupSize
-1].If
VK_PIPELINE_SHADER_STAGE_CREATE_REQUIRE_FULL_SUBGROUPS_BIT
is specified, or ifmodule
declares SPIR-V version 1.6 or higher, and the local workgroup size in the X dimension of thestage
is a multiple ofSubgroupSize
, full subgroups are enabled for that pipeline stage. When full subgroups are enabled, subgroups must be launched with all invocations active, i.e., there is an active invocation withSubgroupLocalInvocationId
for each value in range [0,SubgroupSize
-1].
There is no direct relationship between index = If full subgroups are not enabled, some subgroups may be dispatched with inactive invocations that do not correspond to a local workgroup invocation, making the value of index unreliable. |
|
SubgroupSize
-
Decorating a variable with the
SubgroupSize
builtin decoration will make that variable contain the implementation-dependent number of invocations in a subgroup. This value must be a power-of-two integer.If the pipeline was created with the
VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT
flag set, or the shader object was created with theVK_SHADER_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT_EXT
flag set, or the SPIR-Vmodule
is at least version 1.6, theSubgroupSize
decorated variable will contain the subgroup size for each subgroup that gets dispatched. This value must be betweenminSubgroupSize
andmaxSubgroupSize
and must be uniform with subgroup scope. The value may vary across a single draw call, and for fragment shaders may vary across a single primitive. In compute dispatches,SubgroupSize
must be uniform with command scope.If the pipeline was created with a chained VkPipelineShaderStageRequiredSubgroupSizeCreateInfo structure, or the shader object was created with a chained VkShaderRequiredSubgroupSizeCreateInfoEXT structure, the
SubgroupSize
decorated variable will matchrequiredSubgroupSize
.If SPIR-V
module
is less than version 1.6 and the pipeline was not created with theVK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT
flag set and no VkPipelineShaderStageRequiredSubgroupSizeCreateInfo structure was chained, and the shader was not created with theVK_SHADER_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT_EXT
flag set and no VkShaderRequiredSubgroupSizeCreateInfoEXT structure was chained, the variable decorated withSubgroupSize
will matchsubgroupSize
.The maximum number of invocations that an implementation can support per subgroup is 128.
The old behavior for |
TaskCountNV
-
Decorating a variable with the
TaskCountNV
decoration will make that variable contain the task count. The task count specifies the number of subsequent mesh shader workgroups that get generated upon completion of the task shader.
TessCoord
-
Decorating a variable with the
TessCoord
built-in decoration will make that variable contain the three-dimensional (u,v,w) barycentric coordinate of the tessellated vertex within the patch. u, v, and w are in the range [0,1] and vary linearly across the primitive being subdivided. For the tessellation modes ofQuads
orIsoLines
, the third component is always zero.
TessLevelOuter
-
Decorating a variable with the
TessLevelOuter
built-in decoration will make that variable contain the outer tessellation levels for the current patch.In tessellation control shaders, the variable decorated with
TessLevelOuter
can be written to, controlling the tessellation factors for the resulting patch. These values are used by the tessellator to control primitive tessellation and can be read by tessellation evaluation shaders.In tessellation evaluation shaders, the variable decorated with
TessLevelOuter
can read the values written by the tessellation control shader.
TessLevelInner
-
Decorating a variable with the
TessLevelInner
built-in decoration will make that variable contain the inner tessellation levels for the current patch.In tessellation control shaders, the variable decorated with
TessLevelInner
can be written to, controlling the tessellation factors for the resulting patch. These values are used by the tessellator to control primitive tessellation and can be read by tessellation evaluation shaders.In tessellation evaluation shaders, the variable decorated with
TessLevelInner
can read the values written by the tessellation control shader.
VertexCountHUAWEI
-
The
VertexCountHUAWEI
decoration can be used to decorate a cluster culling shader output variable,this non-indexed mode specific variable will contain an integer value that specifies the number of vertices in a cluster to draw.
VertexIndex
-
Decorating a variable with the
VertexIndex
built-in decoration will make that variable contain the index of the vertex that is being processed by the current vertex shader invocation. For non-indexed draws, this variable begins at thefirstVertex
parameter to vkCmdDraw or thefirstVertex
member of a structure consumed by vkCmdDrawIndirect and increments by one for each vertex in the draw. For indexed draws, its value is the content of the index buffer for the vertex plus thevertexOffset
parameter to vkCmdDrawIndexed or thevertexOffset
member of the structure consumed by vkCmdDrawIndexedIndirect.
|
VertexOffsetHUAWEI
-
The
VertexOffsetHUAWEI
decoration can be used to decorate a cluster culling shader output variable,this indexed mode specific variable will contain an integer value that specifies an offset value added to the vertex index of a cluster before indexing into the vertex buffer.
ViewIndex
-
The
ViewIndex
decoration can be applied to a shader input which will be filled with the index of the view that is being processed by the current shader invocation.If multiview is enabled in the render pass, this value will be the index of one of the bits set in the view mask of the subpass the pipeline is compiled against. If multiview is not enabled in the render pass, this value will be zero.
ViewportIndex
-
Decorating a variable with the
ViewportIndex
built-in decoration will make that variable contain the index of the viewport.In a mesh, vertex, tessellation evaluation, or geometry shader, the variable decorated with
ViewportIndex
can be written to with the viewport index to which the primitive produced by that shader will be directed.The selected viewport index is used to select the viewport transform, scissor rectangle, and exclusive scissor rectangle.
The last active pre-rasterization shader stage (in pipeline order) controls the
ViewportIndex
that is used. Outputs in previous shader stages are not used, even if the last stage fails to write theViewportIndex
.If the last active pre-rasterization shader stage shader entry point’s interface does not include a variable decorated with
ViewportIndex
, and if the multiviewPerViewViewports feature is not enabled, then the first viewport is used. If a pre-rasterization shader stage shader entry point’s interface includes a variable decorated withViewportIndex
, it must write the same value toViewportIndex
for all output vertices of a given primitive.In a fragment shader, the variable decorated with
ViewportIndex
contains the viewport index of the primitive that the fragment invocation belongs to.If the
multiviewPerViewViewports
feature is enabled, and if the last active pre-rasterization shader stage shader entry point’s interface does not include a variable decorated withViewportIndex
, then the value ofViewIndex
is used as an index to select the viewport transform and scissor rectangle, and the value ofViewportIndex
in the fragment shader is undefined:.
ViewportMaskNV
-
Decorating a variable with the
ViewportMaskNV
built-in decoration will make that variable contain the viewport mask.In a mesh, vertex, tessellation evaluation, or geometry shader, the variable decorated with
ViewportMaskNV
can be written to with the mask of which viewports the primitive produced by that shader will directed.The
ViewportMaskNV
variable must be an array that has ⌈(VkPhysicalDeviceLimits
::maxViewports
/ 32)⌉ elements. When a shader writes to this variable, bit B of element M controls whether a primitive is emitted to viewport 32 × M + B. The viewports indicated by the mask are used to select the viewport transform, scissor rectangle, and exclusive scissor rectangle that a primitive will be transformed by.The last active pre-rasterization shader stage (in pipeline order) controls the
ViewportMaskNV
that is used. Outputs in previous shader stages are not used, even if the last stage fails to write theViewportMaskNV
. WhenViewportMaskNV
is written by the final pre-rasterization shader stage, any variable decorated withViewportIndex
in the fragment shader will have the index of the viewport that was used in generating that fragment.If a pre-rasterization shader stage shader entry point’s interface includes a variable decorated with
ViewportMaskNV
, it must write the same value toViewportMaskNV
for all output vertices of a given primitive.
ViewportMaskPerViewNV
-
Decorating a variable with the
ViewportMaskPerViewNV
built-in decoration will make that variable contain the mask of viewports primitives are broadcast to, for each view.The value written to an element of
ViewportMaskPerViewNV
in the last pre-rasterization shader stage is a bitmask indicating which viewports the primitive will be directed to. The primitive will be broadcast to the viewport corresponding to each non-zero bit of the bitmask, and that viewport index is used to select the viewport transform, scissor rectangle, and exclusive scissor rectangle, for each view. The same values must be written to all vertices in a given primitive, or else the set of viewports used for that primitive is undefined.Elements of the array correspond to views in a multiview subpass, and those elements corresponding to views in the view mask of the subpass the shader is compiled against will be used as the viewport mask value for those views.
ViewportMaskPerViewNV
output in an earlier pre-rasterization shader stage is not available as an input in the subsequent pre-rasterization shader stage.Although
ViewportMaskNV
is an array,ViewportMaskPerViewNV
is not a two-dimensional array. Instead,ViewportMaskPerViewNV
is limited to 32 viewports.
WarpsPerSMNV
-
Decorating a variable with the
WarpsPerSMNV
built-in decoration will make that variable contain the maximum number of warps executing on a SM.
WarpIDNV
-
Decorating a variable with the
WarpIDNV
built-in decoration will make that variable contain the ID of the warp on a SM on which the current shader invocation is running. This variable is in the range [0,WarpsPerSMNV
-1].
WorkgroupId
-
Decorating a variable with the
WorkgroupId
built-in decoration will make that variable contain the global workgroup that the current invocation is a member of. Each component ranges from a base value to a base + count value, based on the parameters passed into the dispatching commands.
WorkgroupSize
SPIR-V 1.6 deprecated |
Decorating an object with the WorkgroupSize
built-in decoration will
make that object contain the dimensions of a local workgroup.
If an object is decorated with the WorkgroupSize
decoration, this takes
precedence over any LocalSize
or LocalSizeId
execution mode.
WorldRayDirectionKHR
-
A variable decorated with the
WorldRayDirectionKHR
decoration will specify the direction of the ray being processed, in world space. The value is the parameter passed into the pipeline trace ray instruction.
WorldRayOriginKHR
-
A variable decorated with the
WorldRayOriginKHR
decoration will specify the origin of the ray being processed, in world space. The value is the parameter passed into the pipeline trace ray instruction.
WorldToObjectKHR
-
A variable decorated with the
WorldToObjectKHR
decoration will contain the current world-to-object transformation matrix, which is determined by the instance of the current intersection.
CoreCountARM
-
Decorating a variable with the
CoreCountARM
built-in decoration will make that variable contain the number of cores on the device.
CoreMaxIDARM
-
Decorating a variable with the
CoreMaxIDARM
built-in decoration will make that variable contain the max ID of any shader core on the device on which the current shader invocation is running.
CoreIDARM
-
Decorating a variable with the
CoreIDARM
built-in decoration will make that variable contain the ID of the core on which the current shader invocation is running. This variable is in the range [0,CoreMaxIDARM
].
WarpMaxIDARM
-
Decorating a variable with the
WarpMaxIDARM
built-in decoration will make that variable contain the maximum warp ID for the core on which the current invocation is running.
WarpIDARM
-
Decorating a variable with the
WarpIDARM
built-in decoration will make that variable contain the ID of the warp on a core on which the current shader invocation is running. This variable is in the range [0,WarpMaxIDARM
].
CoalescedInputCountAMDX
-
Decorating a variable with the
CoalescedInputCountAMDX
built-in decoration will make that variable contain the number of node dispatches that the implementation coalesced into the input for the current shader. This variable will take a value in the range [1, arraySize), where arraySize is the maximum size of the input payload array for the shader.
ShaderIndexAMDX
-
Decorating a variable with the
ShaderIndexAMDX
built-in decoration will make that variable contain the index of the shader specified when it was compiled, either via VkPipelineShaderStageNodeCreateInfoAMDX::index
or by theShaderIndexAMDX
execution mode.