14. Shader Interfaces
When a pipeline is created, the set of shaders specified in the
corresponding Vk*PipelineCreateInfo
structure are implicitly linked at
a number of different interfaces.
Interface definitions make use of the following SPIR-V decorations:
-
DescriptorSet
andBinding
-
Location
,Component
, andIndex
-
Flat
,NoPerspective
,Centroid
, andSample
-
Block
andBufferBlock
-
InputAttachmentIndex
-
Offset
,ArrayStride
, andMatrixStride
-
BuiltIn
This specification describes valid uses for Vulkan of these decorations. Any other use of one of these decorations is invalid.
14.1. 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.
14.1.1. 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.
Built-ins must not have any Location
or Component
decorations.
14.1.2. 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 SPIR-V numerical types or, recursively, composite types of
such types.
By default, the components of such types have a width of 32 or 64 bits.
If an implementation supports
storageInputOutput16, components can also
have a width of 16 bits.
These variables must be identified with a Location
decoration and can
also be identified with a Component
decoration.
14.1.3. Interface Matching
Interface matching rules only apply to built-ins when they are declared as members of the built-in interface block.
Tessellation control and mesh shader per-vertex output variables and blocks, and tessellation control, tessellation evaluation, and geometry shader per-vertex input variables and blocks are required to be declared as arrays, with each element representing input or output values for a single vertex of a multi-vertex primitive. For the purposes of interface matching, the outermost array dimension of such variables and blocks is ignored.
A user-defined output variable is considered to match an input variable in
the subsequent stage if the two variables are declared with the same
Location
and Component
decoration and match in type and
decoration, except that interpolation
decorations are not required to match.
XfbBuffer
, XfbStride
, Offset
, and Stream
are also not
required to match for the purposes of interface matching.
For the purposes of interface matching, variables declared without a
Component
decoration are considered to have a Component
decoration
of zero.
Note
Matching rules for passthrough geometry shaders are slightly different and are described in the Passthrough Interface Matching section. |
Variables or block members declared as structures are considered to match in type if and only if the structure members match in type, decoration, number, and declaration order. Variables or block members declared as arrays are considered to match in type only if both declarations specify the same element type and size.
At an interface between two non-fragment shader stages, the built-in interface block must match exactly, as described above, except for per-view outputs as described in Mesh Shader Per-View Outputs. At an interface involving the fragment shader inputs, the presence or absence of any built-in output does not affect the interface matching.
At an interface between two shader stages, the user-defined variable interface must match exactly, as described above.
Any input value to a shader stage is well-defined as long as the preceding stages writes to a matching output, as described above.
Additionally, scalar and vector inputs are well-defined if there is a corresponding output satisfying all of the following conditions:
-
the input and output match exactly in decoration,
-
the output is a vector with the same basic type and has at least as many components as the input, and
-
the common component type of the input and output is 16-bit integer or floating-point, or 32-bit integer or floating-point (64-bit component types are excluded).
In this case, the components of the input will be taken from the first components of the output, and any extra components of the output will be ignored.
14.1.4. Location Assignment
This section describes location assignments for user-defined variables and how many locations 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 locations the type consumes.
The Location
value specifies an interface slot comprised of a 32-bit
four-component vector conveyed between stages.
The Component
specifies
components within these vector
locations.
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 locations.
If a declared input or output is an array of size n and each element takes m locations, it will be assigned m × n consecutive locations starting with the location specified.
If the declared input or output is an n × m 16-, 32- or 64-bit matrix, it will be assigned multiple locations starting with the location specified. The number of locations 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 locations 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 locations 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, either explicitly or implicitly.
Any two outputs listed as operands on the same OpEntryPoint
must not
be assigned the same location, either explicitly or implicitly.
The number of input and output locations available for a shader input or
output interface are 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
locations 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 |
|
14.1.5. Component Assignment
The Component
decoration allows the Location
to be more finely
specified for scalars and vectors, down to the individual components within
a location that are consumed.
The components within a location are 0, 1, 2, and 3.
A variable or block member starting at component N will consume components
N, N+1, N+2, …
up through its size.
For 16-, and 32-bit types,
it is invalid if this sequence of components gets larger than 3.
A scalar 64-bit type will consume two of these components in sequence, and a
two-component 64-bit vector type will consume all four components available
within a location.
A three- or four-component 64-bit vector type must not specify a
Component
decoration.
A three-component 64-bit vector type will consume all four components of the
first location and components 0 and 1 of the second location.
This leaves components 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.
14.2. 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 locations 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.
14.3. Fragment Output Interface
When the fragment stage is present in a pipeline, the fragment shader
outputs form an interface with the output attachments of the current
subpass.
The fragment shader output variables are matched by the Location
and
Component
decorations to the color attachments specified in the
pColorAttachments
array of the VkSubpassDescription structure
describing the subpass that the fragment shader is executed in.
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 directed to the color attachment indicated by
pColorAttachments
[i], 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 locations is given by the
maxFragmentOutputAttachments
member of the
VkPhysicalDeviceLimits
structure.
Components of the output variables are assigned as described in Component Assignment. Output components 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). The input values to blending or color attachment writes are undefined for components which do not correspond to a fragment shader output.
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.
No component aliasing of output variables is allowed, that is there must not be two output variables which have the same location, component, and index, 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.
14.4. 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
, and a Sampled
operand of 2.
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.
The number of available input attachment indices is given by the
maxPerStageDescriptorInputAttachments
member of the
VkPhysicalDeviceLimits
structure.
Variables identified with the InputAttachmentIndex
must only be used
by a fragment stage.
The basic data type (floating-point, integer, unsigned integer) of the
subpass input must match the basic format of the corresponding input
attachment, or the values of subpass loads from these variables are
undefined.
See Input Attachment for more details.
14.5. 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 has interface structures that obey the same generally rules as interfaces between shader stages in other pipelines. The three types of inter-stage interface variables for ray tracing pipelines are:
-
Ray payloads which contain data tracked for the entire lifetime of the ray.
-
Hit attributes which contain 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 trace ray 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 |
r/w |
||
Intersection |
r/w |
||||
Any Hit |
r |
||||
Closest Hit |
r/w |
r/w |
r |
r/w |
|
Miss |
r/w |
r/w |
r/w |
||
Callable |
r/w |
r/w |
14.6. 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 resources that form the shader resource interface for a
stage are the variables statically used by OpEntryPoint
with the
storage class of Uniform
, UniformConstant
, 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.
14.6.1. 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.
14.6.2. 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 theshaderStorageImageWriteWithoutFormat
feature is enabled and the shader module declares theStorageImageWriteWithoutFormat
capability. -
For
OpImageRead
orOpImageSparseRead
, if theshaderStorageImageReadWithoutFormat
feature is enabled 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_EXT
.
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
.
Arrays of any of these types can be indexed with constant integral expressions. The following features must be enabled and capabilities must be declared in order to index such arrays with dynamically uniform or non-uniform indices:
-
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:
-
No additional capabilities needed.
-
If an instruction loads from or stores to a resource (including atomics and image instructions) and the resource descriptor being accessed is not dynamically uniform, then the corresponding non-uniform indexing feature must be enabled and the capability must be declared. If an instruction loads from or stores to a resource (including atomics and image instructions) and the resource descriptor being accessed is not uniform, then the corresponding dynamic indexing or non-uniform feature must be enabled and the capability must be declared.
If the combined image sampler enables sampler Y′CBCR
conversion or samples a subsampled image,
it must be indexed only by constant integral expressions when aggregated
into arrays in shader code, irrespective of the
shaderSampledImageArrayDynamicIndexing
feature.
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 |
|
Resource type | Storage Class | Type | Decoration(s)1 |
---|---|---|---|
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 |
|
|
- 1
-
in addition to
DescriptorSet
andBinding
14.6.3. 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 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.
Note
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 |
|
|
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
14.6.4. 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.
Note
The numeric order of |
Alignment Requirements
There are different alignment requirements depending on the specific resources and on the features enabled on the device.
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 or matrix 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.
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.
-
A row-major matrix of C columns has a base alignment equal to the base alignment of a vector of C matrix components.
-
A column-major matrix has a base alignment equal to the base alignment of the matrix column type.
The extended alignment of the type of an OpTypeStruct
member is
similarly defined as follows:
-
A scalar, vector or matrix 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 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 on the device 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 on the device, 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.
Note
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.
Unless the scalarBlockLayout
feature is enabled on the device:
-
Vectors must not improperly straddle, as defined above.
-
The
Offset
decoration of a member must not place it between the end of a structure or an array and the next multiple of the alignment of that structure or array.
Note
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. |
14.7. 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.
BaryCoordNV
-
The
BaryCoordNV
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.The
BaryCoordNV
decoration must be used only within fragment shaders.The variable decorated with
BaryCoordNV
must be declared using theInput
storage class.The variable decorated with
BaryCoordNV
must be declared as three-component vector of 32-bit floating-point values. 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.
BaryCoordNoPerspNV
-
The
BaryCoordNoPerspNV
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.The
BaryCoordNoPerspNV
decoration must be used only within fragment shaders.The variable decorated with
BaryCoordNoPerspNV
must be declared using theInput
storage class.The variable decorated with
BaryCoordNoPerspNV
must be declared as three-component vector of 32-bit floating-point values. 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
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 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
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 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.The
BaseInstance
decoration must be used only within vertex shaders.The variable decorated with BaseInstance must be declared using the input storage class.
The variable decorated with BaseInstance must be declared as a scalar 32-bit integer.
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.The
BaseVertex
decoration must be used only within vertex shaders.The variable decorated with
BaseVertex
must be declared using the input storage class.The variable decorated with
BaseVertex
must be declared as a scalar 32-bit integer. 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 point is outside the clip half-space.The
ClipDistance
decoration must be used only within mesh, vertex, fragment, tessellation control, tessellation evaluation, and geometry shaders.In mesh or vertex shaders, any variable decorated with
ClipDistance
must be declared using theOutput
storage class.In fragment shaders, any variable decorated with
ClipDistance
must be declared using theInput
storage class.In tessellation control, tessellation evaluation, or geometry shaders, any variable decorated with
ClipDistance
must not be in a storage class other thanInput
orOutput
.Any variable decorated with
ClipDistance
must be declared as an array of 32-bit floating-point values.
Note
The array variable decorated with |
Note
In the last vertex processing 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
.The
ClipDistancePerViewNV
must be used only within mesh shaders.Any variable decorated with
ClipDistancePerViewNV
must be declared using theOutput
storage class, and must also be decorated with thePerViewNV
decoration.Any variable decorated with
ClipDistancePerViewNV
must be declared as a two-dimensional array of 32-bit floating-point values. 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.The
CullDistance
decoration must be used only within mesh, vertex, fragment, tessellation control, tessellation evaluation, and geometry shaders.In mesh or vertex shaders, any variable decorated with
CullDistance
must be declared using theOutput
storage class.In fragment shaders, any variable decorated with
CullDistance
must be declared using theInput
storage class.In tessellation control, tessellation evaluation, or geometry shaders, any variable decorated with
CullDistance
must not be declared in a storage class other than input or output.Any variable decorated with
CullDistance
must be declared as an array of 32-bit floating-point values.
Note
In fragment shaders, the values of the |
Note
If |
CullDistancePerViewNV
-
Decorating a variable with the
CullDistancePerViewNV
built-in decoration will make that variable contain the per-view cull distances. The per-view clip distances have the same semantics asCullDistance
.The
CullDistancePerViewNV
must be used only within mesh shaders.Any variable decorated with
CullDistancePerViewNV
must be declared using theOutput
storage class, and must also be decorated with thePerViewNV
decoration.Any variable decorated with
CullDistancePerViewNV
must be declared as a two-dimensional array of 32-bit floating-point values.
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.The
DeviceIndex
decoration can be used in any shader.The variable decorated with
DeviceIndex
must be declared using theInput
storage class.The variable decorated with
DeviceIndex
must be declared as a scalar 32-bit integer.
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 drawing command 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 command executed. The number of draw commands is given by thedrawCount
parameter. For direct drawing commands,DrawIndex
is always zero.DrawIndex
is dynamically uniform.The
DrawIndex
decoration must be used only within task, mesh or vertex shaders.The variable decorated with
DrawIndex
must be declared using the input storage class.The variable decorated with
DrawIndex
must be declared as a scalar 32-bit integer.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.
FragCoord
-
Decorating a variable with the
FragCoord
built-in decoration will make that variable contain the framebuffer coordinate of the fragment being processed. The (x,y) coordinate (0,0) is the upper left corner of the upper left pixel in the framebuffer.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
FragCoord
decoration must be used only within fragment shaders.The variable decorated with
FragCoord
must be declared using theInput
storage class.The
Centroid
interpolation decoration is ignored, but allowed, onFragCoord
.The variable decorated with
FragCoord
must be declared as a four-component vector of 32-bit floating-point values. 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.
The
FragDepth
decoration must be used only within fragment shaders.The variable decorated with
FragDepth
must be declared using theOutput
storage class.The variable decorated with
FragDepth
must be declared as a scalar 32-bit floating-point value.
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
.The
FragInvocationCountEXT
decoration must be used only within fragment shaders and theFragmentDensityEXT
capability must be declared.If Sample Shading is not enabled,
FragInvocationCountEXT
will be filled with a value of 1.The variable decorated with
FragInvocationCountEXT
must be declared using theInput
storage class.The variable decorated with
FragInvocationCountEXT
must be declared as a scalar 32-bit integer.
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.The
FragSizeEXT
decoration must be used only within fragment shaders and theFragmentDensityEXT
capability must be declared.If fragment density map is not enabled,
FragSizeEXT
will be filled with a value of (1,1).The variable decorated with
FragSizeEXT
must be declared using theInput
storage class.The variable decorated with
FragSizeEXT
must be declared as a two-component vector of 32-bit integers. 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.The
FragStencilRefEXT
decoration must be used only within fragment shaders.The variable decorated with
FragStencilRefEXT
must be declared using theOutput
storage class.The variable decorated with
FragStencilRefEXT
must be declared as a scalar integer value. Only the least significant s bits of the integer value of the variable decorated withFragStencilRefEXT
are considered for stencil testing, where s is the number of bits in the stencil framebuffer attachment, and higher order bits are discarded. FragmentSizeNV
-
Decorating a variable with the
FragmentSizeNV
built-in decoration will make that variable contain the width and height of the fragment.The
FragmentSizeNV
decoration must be used only within fragment shaders.The variable decorated with
FragmentSizeNV
must be declared using theInput
storage class.The variable decorated with
FragmentSizeNV
must be declared as a two-component vector of 32-bit integers. 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.The
FrontFacing
decoration must be used only within fragment shaders.The variable decorated with
FrontFacing
must be declared using theInput
storage class.The variable decorated with
FrontFacing
must be declared as a boolean. 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.The
FullyCoveredEXT
decoration must be used only within fragment shaders and theFragmentFullyCoveredEXT
capability must be declared.The variable decorated with
FullyCoveredEXT
must be declared using theInput
storage class.The variable decorated with
FullyCoveredEXT
must be declared as a boolean.If the implementation supports
VkPhysicalDeviceConservativeRasterizationPropertiesEXT
::conservativeRasterizationPostDepthCoverage
and thePostDepthCoverage
execution mode is specified theSampleMask
built-in input variable will reflect the coverage after the early per-fragment depth and stencil tests are applied. IfVkPhysicalDeviceConservativeRasterizationPropertiesEXT
::conservativeRasterizationPostDepthCoverage
is not supported thePostDepthCoverage
execution mode must not be specified. 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
.The
GlobalInvocationId
decoration must be used only within task, mesh, or compute shaders.The variable decorated with
GlobalInvocationId
must be declared using theInput
storage class.The variable decorated with
GlobalInvocationId
must be declared as a three-component vector of 32-bit integers. 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.The
HelperInvocation
decoration must be used only within fragment shaders.The variable decorated with
HelperInvocation
must be declared using theInput
storage class.The variable decorated with
HelperInvocation
must be declared as a boolean.
Note
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
.The
HitKindKHR
decoration must only be used in any-hit and closest hit shaders.Any variable decorated with
HitKindKHR
must be declared using theInput
storage class.Any variable decorated with
HitKindKHR
must be declared as a scalar 32-bit integer.
HitTNV
-
A variable decorated with the
HitTNV
decoration is equivalent to a variable decorated with theRayTmaxKHR
decoration.The
HitTNV
decoration must only be used in any-hit and closest hit shaders.Any variable decorated with
HitTNV
must be declared using theInput
storage class.Any variable decorated with
HitTNV
must be declared as a scalar 32-bit floating-point value.
IncomingRayFlagsKHR
-
A variable with the
IncomingRayFlagsKHR
decoration will contain the ray flags passed in to the trace call that invoked this particular shader.The
IncomingRayFlagsKHR
decoration must only be used in the intersection, any-hit, closest hit, and miss shaders.Any variable decorated with
IncomingRayFlagsKHR
must be declared using theInput
storage class.Any variable decorated with
IncomingRayFlagsKHR
must be declared as a scalar 32-bit integer.
InstanceCustomIndexKHR
-
A variable decorated with the
InstanceCustomIndexKHR
decoration will contain the application-defined value of the instance that intersects the current ray. Only the lower 24 bits are valid, the upper 8 bits will be ignored.The
InstanceCustomIndexKHR
decoration must only be used in the intersection, any-hit, and closest hit shaders.Any variable decorated with
InstanceCustomIndexKHR
must be declared using theInput
storage class.Any variable decorated with
InstanceCustomIndexKHR
must be declared as a scalar 32-bit integer.
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.The
InstanceId
decoration must be used only within intersection, any-hit, or closest hit shaders.The variable decorated with
InstanceId
must be declared using theInput
storage class.The variable decorated with
InstanceId
must be declared as a scalar 32-bit integer. 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.The
InvocationId
decoration must be used only within tessellation control and geometry shaders.The variable decorated with
InvocationId
must be declared using theInput
storage class.The variable decorated with
InvocationId
must be declared as a scalar 32-bit integer. 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.The
InvocationsPerPixelNV
decoration must be used only within fragment shaders.The variable decorated with
InvocationsPerPixelNV
must be declared using theInput
storage class.The variable decorated with
InvocationsPerPixelNV
must be declared as a scalar 32-bit integer. 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.The
InstanceIndex
decoration must be used only within vertex shaders.The variable decorated with
InstanceIndex
must be declared using theInput
storage class.The variable decorated with
InstanceIndex
must be declared as a scalar 32-bit integer.
LaunchIDKHR
-
A variable decorated with the
LaunchIDKHR
decoration will specify the index of the work item being process. One work item is generated for each of thewidth
×height
×depth
items dispatched by a vkCmdTraceRaysKHR command. All shader invocations inherit the same value for variables decorated withLaunchIDKHR
.The
LaunchIDKHR
decoration must only be used within the ray generation, intersection, any-hit, closest hit, and miss shaders.Any variable decorated with
LaunchIDKHR
must be declared using theInput
storage class.Any variable decorated with
LaunchIDKHR
must be declared as a three-component vector of 32-bit integer values.
LaunchSizeKHR
-
A variable decorated with the
LaunchSizeKHR
decoration will contain thewidth
,height
, anddepth
dimensions passed to the vkCmdTraceRaysKHR 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.The
LaunchSizeKHR
decoration must only be used within ray generation, intersection, any-hit, closest hit, and miss shaders.Any variable decorated with
LaunchSizeKHR
must be declared using theInput
storage class.Any variable decorated with
LaunchSizeKHR
must be declared as a three-component vector of 32-bit integer values.
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 vertex processing 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 vertex processing stage shader entry point’s interface does not include a variable decorated with
Layer
, then the first layer is used. If a vertex processing 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.The
Layer
decoration must be used only within mesh, vertex, tessellation evaluation, geometry, and fragment shaders. If the shaderOutputLayer feature is not enabled then theLayer
decoration must be used only with geometry, and fragment shaders.In a mesh, vertex, tessellation evaluation, or geometry shader, any variable decorated with
Layer
must be declared using theOutput
storage class. If such a variable 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 decoratedViewportMaskNV
, 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.In a fragment shader, any variable decorated with
Layer
must be declared using theInput
storage class.Any variable decorated with
Layer
must be declared as a scalar 32-bit integer.
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.The
LayerPerViewNV
must only be used within mesh shaders.Any variable decorated with
LayerPerViewNV
must be declared using theOutput
storage class, and must also be decorated with thePerViewNV
decoration.Any variable decorated with
LayerPerViewNV
must be declared as an array of scalar 32-bit integer values. LocalInvocationId
-
Decorating a variable with the
LocalInvocationId
built-in decoration will make that variable contain the location of the current 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.The
LocalInvocationId
decoration must be used only within task, mesh, or compute shaders.The variable decorated with
LocalInvocationId
must be declared using theInput
storage class.The variable decorated with
LocalInvocationId
must be declared as a three-component vector of 32-bit integers.
Note
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;
The
LocalInvocationIndex
decoration must be used only within task, mesh, or compute shaders.The variable decorated with
LocalInvocationIndex
must be declared using theInput
storage class.The variable decorated with
LocalInvocationIndex
must be declared as a scalar 32-bit integer.
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.The
MeshViewCountNV
decoration must only be used in task and mesh shaders.Any variable decorated with
MeshViewCountNV
must be declared using theInput
storage class.Any variable decorated with
MeshViewCountNV
must be declared as a scalar 32-bit integer.
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 great 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.The
MeshViewIndicesNV
decoration must only be used in task and mesh shaders.Any variable decorated with
MeshViewIndicesNV
must be declared using theInput
storage class.Any variable decorated with
MeshViewIndicesNV
must be declared as an array of scalar 32-bit integers. NumSubgroups
-
Decorating a variable with the
NumSubgroups
built-in decoration will make that variable contain the number of subgroups in the local workgroup.The
NumSubgroups
decoration must be used only within task, mesh, or compute shaders.The variable decorated with
NumSubgroups
must be declared using theInput
storage class.The object decorated with
NumSubgroups
must be declared as a scalar 32-bit integer. 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 dispatch commands.The
NumWorkgroups
decoration must be used only within compute shaders.The variable decorated with
NumWorkgroups
must be declared using theInput
storage class.The variable decorated with
NumWorkgroups
must be declared as a three-component vector of 32-bit integers.
ObjectRayDirectionKHR
-
A variable decorated with the
ObjectRayDirectionKHR
decoration will specify the direction of the ray being processed, in object space.The
ObjectRayDirectionKHR
decoration must only be used within intersection, any-hit, and closest hit shaders.Any variable decorated with
ObjectRayDirectionKHR
must be declared using theInput
storage class.Any variable decorated with
ObjectRayDirectionKHR
must be declared as a three-component vector of 32-bit floating-point values.
ObjectRayOriginKHR
-
A variable decorated with the
ObjectRayOriginKHR
decoration will specify the origin of the ray being processed, in object space.The
ObjectRayOriginKHR
decoration must only be used within intersection, any-hit, and closest hit shaders.Any variable decorated with
ObjectRayOriginKHR
must be declared using theInput
storage class.Any variable decorated with
ObjectRayOriginKHR
must be declared as a three-component vector of 32-bit floating-point values.
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.The
ObjectToWorldKHR
decoration must only be used within intersection, any-hit, and closest hit shaders.Any variable decorated with
ObjectToWorldKHR
must be declared using theInput
storage class.Any variable decorated with
ObjectToWorldKHR
must be declared as a matrix with four columns of three-component vectors of 32-bit floating-point values. 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. A single tessellation control or tessellation evaluation shader can read patches of differing sizes, so the value of thePatchVertices
variable may differ between patches.The
PatchVertices
decoration must be used only within tessellation control and tessellation evaluation shaders.The variable decorated with
PatchVertices
must be declared using theInput
storage class.The variable decorated with
PatchVertices
must be declared as a scalar 32-bit integer. 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.The
PointCoord
decoration must be used only within fragment shaders.The variable decorated with
PointCoord
must be declared using theInput
storage class.The variable decorated with
PointCoord
must be declared as two-component vector of 32-bit floating-point values.
Note
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. The value written to the variable decorated withPointSize
by the last vertex processing stage in the pipeline is used as the framebuffer-space size of points produced by rasterization.The
PointSize
decoration must be used only within mesh, vertex, tessellation control, tessellation evaluation, and geometry shaders.In a mesh or vertex shader, any variable decorated with
PointSize
must be declared using theOutput
storage class.In a tessellation control, tessellation evaluation, or geometry shader, any variable decorated with
PointSize
must be declared using either theInput
orOutput
storage class.Any variable decorated with
PointSize
must be declared as a scalar 32-bit floating-point value.
Note
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 vertex processing stage, the value of the variable decorated withPosition
is used in subsequent primitive assembly, clipping, and rasterization operations.The
Position
decoration must be used only within mesh, vertex, tessellation control, tessellation evaluation, and geometry shaders.In a mesh or vertex shader, any variable decorated with
Position
must be declared using theOutput
storage class.In a tessellation control, tessellation evaluation, or geometry shader, any variable decorated with
Position
must not be declared in a storage class other thanInput
orOutput
.Any variable decorated with
Position
must be declared as a four-component vector of 32-bit floating-point values.
Note
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.The
PositionPerViewNV
decoration must be used only within mesh, vertex, tessellation control, tessellation evaluation, and geometry shaders.In a vertex shader, any variable decorated with
PositionPerViewNV
must be declared using theOutput
storage class.In a tessellation control, tessellation evaluation, or geometry shader, any variable decorated with
PositionPerViewNV
must not be declared in a storage class other than input or output.Any variable decorated with
PositionPerViewNV
must be declared as an array of four-component vector of 32-bit floating-point values with at least as many elements as the maximum view in the subpass’s view mask plus one. The array must be indexed by a constant or specialization constant.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 vertex processing 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 vertex processing stage is available as an input in the subsequent vertex processing 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.The
PrimitiveCountNV
decoration must only be used in mesh shaders.Any variable decorated with
PrimitiveCountNV
must be declared using theOutput
storage class.Any variable decorated with
PrimitiveCountNV
must be declared as a scalar 32-bit integer. 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 correspond 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 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.
If a geometry shader is present and the fragment shader reads from an input variable decorated with
PrimitiveId
, then the geometry shader must write to an output variable decorated withPrimitiveId
in all execution paths.If a mesh shader is present and the fragment shader reads from an input variable decorated with
PrimitiveId
, then the mesh shader must write to the output variables decorated withPrimitiveId
in all execution paths.The
PrimitiveId
decoration must be used only within mesh, intersection, any-hit, closest hit, fragment, tessellation control, tessellation evaluation, and geometry shaders.In an intersection, any-hit, closest hit, tessellation control, or tessellation evaluation shader, any variable decorated with
PrimitiveId
must be declared using theInput
storage class.In a geometry shader, any variable decorated with
PrimitiveId
must be declared using either theInput
orOutput
storage class.In a mesh shader, any variable decorated with
PrimitiveId
must be declared using theOutput
storage class.In a fragment shader, any variable decorated with
PrimitiveId
must be declared using theInput
storage class, and either theGeometry
orTessellation
capability must also be declared.Any variable decorated with
PrimitiveId
must be declared as a scalar 32-bit integer.
Note
When the |
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 (OutputTriangles
) indices and each group generates a primitive.All index values must be in the range [0, N-1], where N is the value specified by the
OutputVertices
execution mode.The
PrimitiveIndicesNV
decoration must only be used in mesh shaders.Any variable decorated with
PrimitiveIndicesNV
must be declared using theOutput
storage class.Any variable decorated with
PrimitiveIndicesNV
must be declared as an array of scalar 32-bit integers. The array must be sized according to the primitive type andOutputPrimitivesNV
execution modes, where the size is:-
the value specified by
OutputPrimitivesNV
if the execution mode isOutputPoints
, -
two times the value specified by
OutputPrimitivesNV
if the execution mode isOutputLinesNV
, or -
three times the value specified by
OutputPrimitivesNV
if the execution mode isOutputTrianglesNV
.
-
RayGeometryIndexKHR
-
A variable decorated with the
RayGeometryIndexKHR
decoration will contain the generated index for the acceleration structure geometry currently being shaded.The
RayGeometryIndexKHR
decoration must only be used within intersection, any-hit, and closest hit shaders.Any variable decorated with
RayGeometryIndexKHR
must be declared using theInput
storage class.Any variable decorated with
RayGeometryIndexKHR
must be declared as a scalar 32-bit integer value.
RayTmaxKHR
-
A variable decorated with the
RayTmaxKHR
decoration will contain the parametric tmax values of the ray being processed. The values are independent of the space in which the ray origin and direction exist.The tmax value changes throughout the lifetime of the ray query 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. 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 intoOpTraceRayKHR
.The
RayTmaxKHR
decoration must only be used with the intersection, any-hit, closest hit, and miss shaders.Any variable decorated with
RayTmaxKHR
must be declared with theInput
storage class.Any variable decorated with
RayTmaxKHR
must be declared as a scalar 32-bit floating-point value.
RayTminKHR
-
A variable decorated with the
RayTminKHR
decoration will contain the parametric tmin values of the ray being processed. The values are independent of the space in which the ray origin and direction exist.The tmin value remains constant for the duration of the ray query.
The
RayTminKHR
decoration must only be used with the intersection, any-hit, closest hit, and miss shaders.Any variable decorated with
RayTminKHR
must be declared with theInput
storage class.Any variable decorated with
RayTminKHR
must be declared as a scalar 32-bit floating-point value. 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.The
SampleId
decoration must be used only within fragment shaders.The variable decorated with
SampleId
must be declared using theInput
storage class.The variable decorated with
SampleId
must be declared as a scalar 32-bit integer.
SampleMask
-
Decorating a variable with the
SampleMask
built-in decoration will make any variable contain the coverage 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.When state specifies multiple fragment shader invocations for a given fragment, the sample mask for any single fragment shader invocation specifies the subset of the covered samples for the fragment that correspond to the invocation. In this case, the bit corresponding to each covered sample will be set in exactly one fragment shader invocation.
If the
PostDepthCoverage
execution mode is specified, the sample is considered covered if and only if the sample is covered by the primitive, and the sample is still covered after depth testing. Otherwise the sample is considered covered if the sample is covered by the primitive, regardless of the result of the fragment tests.A variable in the
Output
storage class decorated withSampleMask
is an array of integers forming a bit array in a manner similar an input variable decorated withSampleMask
, but where each bit represents coverage as computed by the shader. Modifying the sample mask by writing zero to a bit ofSampleMask
causes the sample to be considered uncovered. If this variable is also decorated withOverrideCoverageNV
, the fragment coverage is replaced with the sample mask bits set in the shader otherwise the fragment coverage isANDed
with the bits of the sample mask. If the fragment shader is being evaluated at any frequency other than per-fragment, bits of the sample mask not corresponding to the current fragment shader invocation are ignored. This array must be sized in the fragment shader either implicitly or explicitly, 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 withSampleMask
, 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.The
SampleMask
decoration must be used only within fragment shaders.Any variable decorated with
SampleMask
must be declared using either theInput
orOutput
storage class.Any variable decorated with
SampleMask
must be declared as an array of 32-bit integers. 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.The
SamplePosition
decoration must be used only within fragment shaders.The variable decorated with
SamplePosition
must be declared using theInput
storage class. If the current pipeline uses custom sample locations the value of any variable decorated with theSamplePosition
built-in decoration is undefined.The variable decorated with
SamplePosition
must be declared as a two-component vector of 32-bit floating-point values.
SMCountNV
-
Decorating a variable with the
SMCountNV
built-in decoration will make that variable contain the number of SMs on the device.The variable decorated with
SMCountNV
must be declared using theInput
storage class.The variable decorated with
SMCountNV
must be declared as a scalar 32-bit integer value.
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].The variable decorated with
SMIDNV
must be declared using theInput
storage class.The variable decorated with
SMIDNV
must be declared as a scalar 32-bit integer value. 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].The
SubgroupId
decoration must be used only within task, mesh or, compute shaders.The variable decorated with
SubgroupId
must be declared using theInput
storage class.The variable decorated with
SubgroupId
must be declared as a scalar 32-bit integer.
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.The variable decorated with
SubgroupEqMask
must be declared using theInput
storage class.The variable decorated with
SubgroupEqMask
must be declared as a four-component vector of 32-bit integer values.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.The variable decorated with
SubgroupGeMask
must be declared using theInput
storage class.The variable decorated with
SubgroupGeMask
must be declared as a four-component vector of 32-bit integer values.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.The variable decorated with
SubgroupGtMask
must be declared using theInput
storage class.The variable decorated with
SubgroupGtMask
must be declared as a four-component vector of 32-bit integer values.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.The variable decorated with
SubgroupLeMask
must be declared using theInput
storage class.The variable decorated with
SubgroupLeMask
must be declared as a four-component vector of 32-bit integer values.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.The variable decorated with
SubgroupLtMask
must be declared using theInput
storage class.The variable decorated with
SubgroupLtMask
must be declared as a four-component vector of 32-bit integer values.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].The variable decorated with
SubgroupLocalInvocationId
must be declared using theInput
storage class.The variable decorated with
SubgroupLocalInvocationId
must be declared as a scalar 32-bit integer.NoteThere is no direct relationship between
SubgroupLocalInvocationId
andLocalInvocationId
orLocalInvocationIndex
. If the pipeline was created withVK_PIPELINE_SHADER_STAGE_CREATE_REQUIRE_FULL_SUBGROUPS_BIT_EXT
, applications can compute their own local invocation index to serve the same purpose:index =
SubgroupLocalInvocationId
+SubgroupId
*SubgroupSize
If full subgroups are not enabled, some subgroups may be dispatched with inactive invocations that don’t 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_EXT
flag set, theSubgroupSize
decorated variable will contain the subgroup size for each subgroup that gets dispatched. This value must be between minSubgroupSize and maxSubgroupSize and must be uniform with subgroup scope. The value may vary across a single draw or dispatch call, and for fragment shaders may vary across a single primitive.If the pipeline was created with a chained VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT structure, the
SubgroupSize
decorated variable will matchrequiredSubgroupSize
.If the pipeline was not created with the
VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT_EXT
flag set and no VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT structure was chained, the variable decorated withSubgroupSize
will matchsubgroupSize
.The maximum number of invocations that an implementation can support per subgroup is 128.
The variable decorated with
SubgroupSize
must be declared using theInput
storage class.The variable decorated with
SubgroupSize
must be declared as a scalar 32-bit integer.
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.The
TaskCountNV
decoration must only be used in task shaders.Any variable decorated with
TaskCountNV
must be declared using theOutput
storage class.Any variable decorated with
TaskCountNV
must be declared as a scalar 32-bit integer. 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.The
TessCoord
decoration must be used only within tessellation evaluation shaders.The variable decorated with
TessCoord
must be declared using theInput
storage class.The variable decorated with
TessCoord
must be declared as three-component vector of 32-bit floating-point values. 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, which controls 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.The
TessLevelOuter
decoration must be used only within tessellation control and tessellation evaluation shaders.In a tessellation control shader, any variable decorated with
TessLevelOuter
must be declared using theOutput
storage class.In a tessellation evaluation shader, any variable decorated with
TessLevelOuter
must be declared using theInput
storage class.Any variable decorated with
TessLevelOuter
must be declared as an array of size four, containing 32-bit floating-point values. 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, which controls 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.The
TessLevelInner
decoration must be used only within tessellation control and tessellation evaluation shaders.In a tessellation control shader, any variable decorated with
TessLevelInner
must be declared using theOutput
storage class.In a tessellation evaluation shader, any variable decorated with
TessLevelInner
must be declared using theInput
storage class.Any variable decorated with
TessLevelInner
must be declared as an array of size two, containing 32-bit floating-point values. 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.The
VertexIndex
decoration must be used only within vertex shaders.The variable decorated with
VertexIndex
must be declared using theInput
storage class.The variable decorated with
VertexIndex
must be declared as a scalar 32-bit integer.
Note
|
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 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.
The
ViewIndex
decoration must not be used within compute shaders.The variable decorated with
ViewIndex
must be declared using theInput
storage class.The variable decorated with
ViewIndex
must be declared as a scalar 32-bit integer.
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 vertex processing 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 vertex processing stage shader entry point’s interface does not include a variable decorated with
ViewportIndex
, then the first viewport is used. If a vertex processing 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.The
ViewportIndex
decoration must be used only within mesh, vertex, tessellation evaluation, geometry, and fragment shaders. If the shaderOutputViewportIndex feature is not enabled then theViewportIndex
decoration must be used only with geometry, and fragment shaders.In a mesh, vertex, tessellation evaluation, or geometry shader, any variable decorated with
ViewportIndex
must be declared using theOutput
storage class.In a fragment shader, the variable decorated with
ViewportIndex
contains the viewport index of the primitive that the fragment invocation belongs to.In a fragment shader, any variable decorated with
ViewportIndex
must be declared using theInput
storage class.Any variable decorated with
ViewportIndex
must be declared as a scalar 32-bit integer.
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 vertex processing 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 vertex processing 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 vertex processing 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.The
ViewportMaskNV
decoration must be used only within mesh, vertex, tessellation evaluation, and geometry shaders.Any variable decorated with
ViewportMaskNV
must be declared using theOutput
storage class.Any variable decorated with
ViewportMaskNV
must be declared as an array of 32-bit integers.
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
ViewportMaskPerViewNV
decoration must be used only within mesh, vertex, tessellation control, tessellation evaluation, and geometry shaders.Any variable decorated with
ViewportMaskPerViewNV
must be declared using theOutput
storage class.The value written to an element of
ViewportMaskPerViewNV
in the last vertex processing 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.Any variable decorated with
ViewportMaskPerViewNV
must be declared as an array of scalar 32-bit integers with at least as many elements as the maximum view in the subpass’s view mask plus one. The array must be indexed by a constant or specialization constant.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 vertex processing stage is not available as an input in the subsequent vertex processing 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.The variable decorated with
WarpsPerSMNV
must be declared using theInput
storage class.The variable decorated with
WarpsPerSMNV
must be declared as a scalar 32-bit integer value.
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].The variable decorated with
WarpIDNV
must be declared using theInput
storage class.The variable decorated with
WarpIDNV
must be declared as a scalar 32-bit integer value. 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 dispatch commands.The
WorkgroupId
decoration must be used only within task, mesh, or compute shaders.The variable decorated with
WorkgroupId
must be declared using theInput
storage class.The variable decorated with
WorkgroupId
must be declared as a three-component vector of 32-bit integers. WorkgroupSize
-
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 theWorkgroupSize
decoration, this must take precedence over any execution mode set forLocalSize
.The
WorkgroupSize
decoration must be used only within task, mesh, or compute shaders.The object decorated with
WorkgroupSize
must be a specialization constant or a constant.The object decorated with
WorkgroupSize
must be declared as a three-component vector of 32-bit integers.
WorldRayDirectionKHR
-
A variable decorated with the
WorldRayDirectionKHR
decoration will specify the direction of the ray being processed, in world space.The
WorldRayDirectionKHR
decoration must only be used within intersection, any-hit, closest hit, and miss shaders.Any variable decorated with
WorldRayDirectionKHR
must be declared using theInput
storage class.Any variable decorated with
WorldRayDirectionKHR
must be declared as a three-component vector of 32-bit floating-point values.
WorldRayOriginKHR
-
A variable decorated with the
WorldRayOriginKHR
decoration will specify the origin of the ray being processed, in world space.The
WorldRayOriginKHR
decoration must only be used within intersection, any-hit, closest hit, and miss shaders.Any variable decorated with
WorldRayOriginKHR
must be declared using theInput
storage class.Any variable decorated with
WorldRayOriginKHR
must be declared as a three-component vector of 32-bit floating-point values.
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.The
WorldToObjectKHR
decoration must only be used within intersection, any-hit, and closest hit shaders.Any variable decorated with
WorldToObjectKHR
must be declared using theInput
storage class.Any variable decorated with
WorldToObjectKHR
must be declared as a matrix with four columns of three-component vectors of 32-bit floating-point values.