Copyright 2014-2017 The Khronos Group Inc.
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This specification contains substantially unmodified functionality from, and is a successor to, Khronos specifications including OpenGL, OpenGL ES and OpenCL.
Some parts of this Specification are purely informative and do not define requirements necessary for compliance and so are outside the Scope of this Specification. These parts of the Specification are marked by the “Note” icon or designated “Informative”.
Where this Specification uses terms, defined in the Glossary or otherwise, that refer to enabling technologies that are not expressly set forth as being required for compliance, those enabling technologies are outside the Scope of this Specification.
Where this Specification uses the terms “may”, or “optional”, such features or behaviors do not define requirements necessary for compliance and so are outside the Scope of this Specification.
Where this Specification uses the terms “not required”, such features or behaviors may be omitted from certain implementations, but when they are included, they define requirements necessary for compliance and so are INCLUDED in the Scope of this Specification.
Where this Specification includes normative references to external documents, the specifically identified sections and functionality of those external documents are in Scope. Requirements defined by external documents not created by Khronos may contain contributions from non-members of Khronos not covered by the Khronos Intellectual Property Rights Policy.
Vulkan is a registered trademark, and Khronos is a trademark of The Khronos Group Inc. ASTC is a trademark of ARM Holdings PLC; OpenCL is a trademark of Apple Inc.; and OpenGL is a registered trademark of Silicon Graphics International, all used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners.
1. Introduction
This chapter is Informative except for the sections on Terminology and Normative References.
This document, referred to as the “Vulkan Specification” or just the “Specification” hereafter, describes the Vulkan graphics system: what it is, how it acts, and what is required to implement it. We assume that the reader has at least a rudimentary understanding of computer graphics. This means familiarity with the essentials of computer graphics algorithms and terminology as well as with modern GPUs (Graphic Processing Units).
The canonical version of the Specification is available in the official Vulkan Registry, located at URL
1.1. What is the Vulkan Graphics System?
Vulkan is an API (Application Programming Interface) for graphics and compute hardware. The API consists of many commands that allow a programmer to specify shader programs, compute kernels, objects, and operations involved in producing high-quality graphical images, specifically color images of three-dimensional objects.
1.1.1. The Programmer’s View of Vulkan
To the programmer, Vulkan is a set of commands that allow the specification of shader programs or shaders, kernels, data used by kernels or shaders, and state controlling aspects of Vulkan outside of shader execution. Typically, the data represents geometry in two or three dimensions and texture images, while the shaders and kernels control the processing of the data, rasterization of the geometry, and the lighting and shading of fragments generated by rasterization, resulting in the rendering of geometry into the framebuffer.
A typical Vulkan program begins with platform-specific calls to open a window or otherwise prepare a display device onto which the program will draw. Then, calls are made to open queues to which command buffers are submitted. The command buffers contain lists of commands which will be executed by the underlying hardware. The application can also allocate device memory, associate resources with memory and refer to these resources from within command buffers. Drawing commands cause application-defined shader programs to be invoked, which can then consume the data in the resources and use them to produce graphical images. To display the resulting images, further platform-specific commands are made to transfer the resulting image to a display device or window.
1.1.2. The Implementor’s View of Vulkan
To the implementor, Vulkan is a set of commands that allow the construction and submission of command buffers to a device. Modern devices accelerate virtually all Vulkan operations, storing data and framebuffer images in high-speed memory and executing shaders in dedicated GPU processing resources.
The implementor’s task is to provide a software library on the host which implements the Vulkan API, while mapping the work for each Vulkan command to the graphics hardware as appropriate for the capabilities of the device.
1.1.3. Our View of Vulkan
We view Vulkan as a pipeline having some programmable stages and some state-driven fixed-function stages that are invoked by a set of specific drawing operations. We expect this model to result in a specification that satisfies the needs of both programmers and implementors. It does not, however, necessarily provide a model for implementation. An implementation must produce results conforming to those produced by the specified methods, but may carry out particular computations in ways that are more efficient than the one specified.
1.2. Filing Bug Reports
Issues with and bug reports on the Vulkan Specification and the API Registry can be filed in the Khronos Vulkan GitHub repository, located at URL
Please tag issues with appropriate labels, such as “Specification”, “Ref Pages” or “Registry”, to help us triage and assign them appropriately. Unfortunately, GitHub does not currently let users who do not have write access to the repository set GitHub labels on issues. In the meantime, they can be added to the title line of the issue set in brackets, e.g. ''[Specification]''.
1.3. Terminology
The key words must, required, should, recommend, may, and optional in this document are to be interpreted as described in RFC 2119:
- must
-
When used alone, this word, or the term required, means that the definition is an absolute requirement of the specification. When followed by not (“must not” ), the phrase means that the definition is an absolute prohibition of the specification.
- should
-
When used alone, this word means that there may exist valid reasons in particular circumstances to ignore a particular item, but the full implications must be understood and carefully weighed before choosing a different course. When followed by not (“should not”), the phrase means that there may exist valid reasons in particular circumstances when the particular behavior is acceptable or even useful, but the full implications should be understood and the case carefully weighed before implementing any behavior described with this label. In cases where grammatically appropriate, the terms recommend or recommendation may be used instead of should.
- may
-
This word, or the adjective optional, means that an item is truly optional. One vendor may choose to include the item because a particular marketplace requires it or because the vendor feels that it enhances the product while another vendor may omit the same item. An implementation which does not include a particular option must be prepared to interoperate with another implementation which does include the option, though perhaps with reduced functionality. In the same vein an implementation which does include a particular option must be prepared to interoperate with another implementation which does not include the option (except, of course, for the feature the option provides).
The additional terms can and cannot are to be interpreted as follows:
- can
-
This word means that the particular behavior described is a valid choice for an application, and is never used to refer to implementation behavior.
- cannot
-
This word means that the particular behavior described is not achievable by an application. For example, an entry point does not exist, or shader code is not capable of expressing an operation.
Note
There is an important distinction between cannot and must not, as used in this Specification. Cannot means something the application literally is unable to express or accomplish through the API, while must not means something that the application is capable of expressing through the API, but that the consequences of doing so are undefined and potentially unrecoverable for the implementation. |
editing-note
TODO (Jon) - We might need to augment the RFC 2119 definition of must not to include some of the previous note, since at present it is defined solely in terms of implementation behavior. See Gitlab issue #9. |
1.4. Normative References
Normative references are references to external documents or resources to which implementers of Vulkan must comply.
IEEE Standard for Floating-Point Arithmetic, IEEE Std 754-2008, http://dx.doi.org/10.1109/IEEESTD.2008.4610935, August, 2008.
A. Garrard, Khronos Data Format Specification, version 1.2, https://www.khronos.org/registry/dataformat/specs/1.2/dataformat.1.2.html, September, 2017.
J. Kessenich, SPIR-V Extended Instructions for GLSL, Version 1.00, https://www.khronos.org/registry/spir-v/, February 10, 2016.
J. Kessenich and B. Ouriel, The Khronos SPIR-V Specification, Version 1.00, https://www.khronos.org/registry/spir-v/, February 10, 2016.
J. Leech and T. Hector, Vulkan Documentation and Extensions: Procedures and Conventions, https://www.khronos.org/registry/vulkan/, July 11, 2016
Vulkan Loader Specification and Architecture Overview, https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/blob/master/loader/LoaderAndLayerInterface.md, August, 2016.
2. Fundamentals
This chapter introduces fundamental concepts including the Vulkan architecture and execution model, API syntax, queues, pipeline configurations, numeric representation, state and state queries, and the different types of objects and shaders. It provides a framework for interpreting more specific descriptions of commands and behavior in the remainder of the Specification.
2.1. Architecture Model
Vulkan is designed for, and the API is written for, CPU, GPU, and other hardware accelerator architectures with the following properties:
-
Runtime support for 8, 16, 32 and 64-bit signed and unsigned twos-complement integers, all addressable at the granularity of their size in bytes.
-
Runtime support for 32- and 64-bit floating-point types satisfying the range and precision constraints in the Floating Point Computation section.
-
The representation and endianness of these types must be identical for the host and the physical devices.
Note
Since a variety of data types and structures in Vulkan may be mapped back and forth between host and physical device memory, host and device architectures must both be able to access such data efficiently in order to write portable and performant applications. |
2.2. Execution Model
This section outlines the execution model of a Vulkan system.
Vulkan exposes one or more devices, each of which exposes one or more queues which may process work asynchronously to one another. The set of queues supported by a device is partitioned into families. Each family supports one or more types of functionality and may contain multiple queues with similar characteristics. Queues within a single family are considered compatible with one another, and work produced for a family of queues can be executed on any queue within that family. This specification defines four types of functionality that queues may support: graphics, compute, transfer, and sparse memory management.
Note
A single device may report multiple similar queue families rather than, or as well as, reporting multiple members of one or more of those families. This indicates that while members of those families have similar capabilities, they are not directly compatible with one another. |
Device memory is explicitly managed by the application. Each device may advertise one or more heaps, representing different areas of memory. Memory heaps are either device local or host local, but are always visible to the device. Further detail about memory heaps is exposed via memory types available on that heap. Examples of memory areas that may be available on an implementation include:
-
device local is memory that is physically connected to the device.
-
device local, host visible is device local memory that is visible to the host.
-
host local, host visible is memory that is local to the host and visible to the device and host.
On other architectures, there may only be a single heap that can be used for any purpose.
A Vulkan application controls a set of devices through the submission of command buffers which have recorded device commands issued via Vulkan library calls. The content of command buffers is specific to the underlying hardware and is opaque to the application. Once constructed, a command buffer can be submitted once or many times to a queue for execution. Multiple command buffers can be built in parallel by employing multiple threads within the application.
Command buffers submitted to different queues may execute in parallel or even out of order with respect to one another. Command buffers submitted to a single queue respect submission order, as described further in synchronization chapter. Command buffer execution by the device is also asynchronous to host execution. Once a command buffer is submitted to a queue, control may return to the application immediately. Synchronization between the device and host, and between different queues is the responsibility of the application.
2.2.1. Queue Operation
Vulkan queues provide an interface to the execution engines of a device. Commands for these execution engines are recorded into command buffers ahead of execution time. These command buffers are then submitted to queues with a queue submission command for execution in a number of batches. Once submitted to a queue, these commands will begin and complete execution without further application intervention, though the order of this execution is dependent on a number of implicit and explicit ordering constraints.
Work is submitted to queues using queue submission commands that typically
take the form vkQueue*
(e.g. vkQueueSubmit,
vkQueueBindSparse), and optionally take a list of semaphores upon
which to wait before work begins and a list of semaphores to signal once
work has completed.
The work itself, as well as signaling and waiting on the semaphores are all
queue operations.
Queue operations on different queues have no implicit ordering constraints, and may execute in any order. Explicit ordering constraints between queues can be expressed with semaphores and fences.
Command buffer submissions to a single queue respect submission order and other implicit ordering guarantees, but otherwise may overlap or execute out of order. Other types of batches and queue submissions against a single queue (e.g. sparse memory binding) have no implicit ordering constraints with any other queue submission or batch. Additional explicit ordering constraints between queue submissions and individual batches can be expressed with semaphores and fences.
Before a fence or semaphore is signaled, it is guaranteed that any previously submitted queue operations have completed execution, and that memory writes from those queue operations are available to future queue operations. Waiting on a signaled semaphore or fence guarantees that previous writes that are available are also visible to subsequent commands.
Command buffer boundaries, both between primary command buffers of the same or different batches or submissions as well as between primary and secondary command buffers, do not introduce any additional ordering constraints. In other words, submitting the set of command buffers (which can include executing secondary command buffers) between any semaphore or fence operations execute the recorded commands as if they had all been recorded into a single primary command buffer, except that the current state is reset on each boundary. Explicit ordering constraints can be expressed with explicit synchronization primitives.
There are a few implicit ordering guarantees between commands within a command buffer, but only covering a subset of execution. Additional explicit ordering constraints can be expressed with the various explicit synchronization primitives.
Note
Implementations have significant freedom to overlap execution of work submitted to a queue, and this is common due to deep pipelining and parallelism in Vulkan devices. |
Commands recorded in command buffers either perform actions (draw, dispatch, clear, copy, query/timestamp operations, begin/end subpass operations), set state (bind pipelines, descriptor sets, and buffers, set dynamic state, push constants, set render pass/subpass state), or perform synchronization (set/wait events, pipeline barrier, render pass/subpass dependencies). Some commands perform more than one of these tasks. State setting commands update the current state of the command buffer. Some commands that perform actions (e.g. draw/dispatch) do so based on the current state set cumulatively since the start of the command buffer. The work involved in performing action commands is often allowed to overlap or to be reordered, but doing so must not alter the state to be used by each action command. In general, action commands are those commands that alter framebuffer attachments, read/write buffer or image memory, or write to query pools.
Synchronization commands introduce explicit execution and memory dependencies between two sets of action commands, where the second set of commands depends on the first set of commands. These dependencies enforce that both the execution of certain pipeline stages in the later set occur after the execution of certain stages in the source set, and that the effects of memory accesses performed by certain pipeline stages occur in order and are visible to each other. When not enforced by an explicit dependency or implicit ordering guarantees, action commands may overlap execution or execute out of order, and may not see the side effects of each other’s memory accesses.
The device executes queue operations asynchronously with respect to the host. Control is returned to an application immediately following command buffer submission to a queue. The application must synchronize work between the host and device as needed.
2.3. Object Model
The devices, queues, and other entities in Vulkan are represented by Vulkan objects. At the API level, all objects are referred to by handles. There are two classes of handles, dispatchable and non-dispatchable. Dispatchable handle types are a pointer to an opaque type. This pointer may be used by layers as part of intercepting API commands, and thus each API command takes a dispatchable type as its first parameter. Each object of a dispatchable type must have a unique handle value during its lifetime.
Non-dispatchable handle types are a 64-bit integer type whose meaning is implementation-dependent, and may encode object information directly in the handle rather than pointing to a software structure. Objects of a non-dispatchable type may not have unique handle values within a type or across types. If handle values are not unique, then destroying one such handle must not cause identical handles of other types to become invalid, and must not cause identical handles of the same type to become invalid if that handle value has been created more times than it has been destroyed.
All objects created or allocated from a VkDevice
(i.e. with a
VkDevice
as the first parameter) are private to that device, and must
not be used on other devices.
2.3.1. Object Lifetime
Objects are created or allocated by vkCreate*
and vkAllocate*
commands, respectively.
Once an object is created or allocated, its “structure” is considered to
be immutable, though the contents of certain object types is still free to
change.
Objects are destroyed or freed by vkDestroy*
and vkFree*
commands, respectively.
Objects that are allocated (rather than created) take resources from an existing pool object or memory heap, and when freed return resources to that pool or heap. While object creation and destruction are generally expected to be low-frequency occurrences during runtime, allocating and freeing objects can occur at high frequency. Pool objects help accommodate improved performance of the allocations and frees.
It is an application’s responsibility to track the lifetime of Vulkan objects, and not to destroy them while they are still in use.
Application-owned memory is immediately consumed by any Vulkan command it is passed into. The application can alter or free this memory as soon as the commands that consume it have returned.
The following object types are consumed when they are passed into a Vulkan command and not further accessed by the objects they are used to create. They must not be destroyed in the duration of any API command they are passed into:
-
VkShaderModule
-
VkPipelineCache
A VkRenderPass
object passed as a parameter to create another object
is not further accessed by that object after the duration of the command it
is passed into.
A VkRenderPass
used in a command buffer follows the rules described
below.
A VkPipelineLayout
object must not be destroyed while any command
buffer that uses it is in the recording state.
VkDescriptorSetLayout
objects may be accessed by commands that
operate on descriptor sets allocated using that layout, and those descriptor
sets must not be updated with vkUpdateDescriptorSets after the
descriptor set layout has been destroyed.
Otherwise, descriptor set layouts can be destroyed any time they are not in
use by an API command.
The application must not destroy any other type of Vulkan object until all uses of that object by the device (such as via command buffer execution) have completed.
The following Vulkan objects must not be destroyed while any command buffers using the object are in the pending state:
-
VkEvent
-
VkQueryPool
-
VkBuffer
-
VkBufferView
-
VkImage
-
VkImageView
-
VkPipeline
-
VkSampler
-
VkDescriptorPool
-
VkFramebuffer
-
VkRenderPass
-
VkCommandBuffer
-
VkCommandPool
-
VkDeviceMemory
-
VkDescriptorSet
Destroying these objects will move any command buffers that are in the recording or executable state, and are using those objects, to the invalid state.
The following Vulkan objects must not be destroyed while any queue is executing commands that use the object:
-
VkFence
-
VkSemaphore
-
VkCommandBuffer
-
VkCommandPool
In general, objects can be destroyed or freed in any order, even if the object being freed is involved in the use of another object (e.g. use of a resource in a view, use of a view in a descriptor set, use of an object in a command buffer, binding of a memory allocation to a resource), as long as any object that uses the freed object is not further used in any way except to be destroyed or to be reset in such a way that it no longer uses the other object (such as resetting a command buffer). If the object has been reset, then it can be used as if it never used the freed object. An exception to this is when there is a parent/child relationship between objects. In this case, the application must not destroy a parent object before its children, except when the parent is explicitly defined to free its children when it is destroyed (e.g. for pool objects, as defined below).
VkCommandPool
objects are parents of VkCommandBuffer
objects.
VkDescriptorPool
objects are parents of VkDescriptorSet
objects.
VkDevice
objects are parents of many object types (all that take a
VkDevice
as a parameter to their creation).
The following Vulkan objects have specific restrictions for when they can be destroyed:
-
VkQueue
objects cannot be explicitly destroyed. Instead, they are implicitly destroyed when theVkDevice
object they are retrieved from is destroyed. -
Destroying a pool object implicitly frees all objects allocated from that pool. Specifically, destroying
VkCommandPool
frees allVkCommandBuffer
objects that were allocated from it, and destroyingVkDescriptorPool
frees allVkDescriptorSet
objects that were allocated from it. -
VkDevice
objects can be destroyed when allVkQueue
objects retrieved from them are idle, and all objects created from them have been destroyed. This includes the following objects:-
VkFence
-
VkSemaphore
-
VkEvent
-
VkQueryPool
-
VkBuffer
-
VkBufferView
-
VkImage
-
VkImageView
-
VkShaderModule
-
VkPipelineCache
-
VkPipeline
-
VkPipelineLayout
-
VkSampler
-
VkDescriptorSetLayout
-
VkDescriptorPool
-
VkFramebuffer
-
VkRenderPass
-
VkCommandPool
-
VkCommandBuffer
-
VkDeviceMemory
-
-
VkPhysicalDevice
objects cannot be explicitly destroyed. Instead, they are implicitly destroyed when theVkInstance
object they are retrieved from is destroyed. -
VkInstance
objects can be destroyed once allVkDevice
objects created from any of itsVkPhysicalDevice
objects have been destroyed.
2.4. Application Binary Interface
The mechanism by which Vulkan is made available to applications is platform- or implementation- defined. On many platforms the C interface described in this Specification is provided by a shared library. Since shared libraries can be changed independently of the applications that use them, they present particular compatibility challenges, and this Specification places some requirements on them.
Shared library implementations must use the default Application Binary Interface (ABI) of the standard C compiler for the platform, or provide customized API headers that cause application code to use the implementation’s non-default ABI. An ABI in this context means the the size, alignment, and layout of C data types; the procedure calling convention; and the naming convention for shared library symbols corresponding to C functions. Customizing the calling convention for a platform is usually accomplished by defining calling convention macros appropriately in vk_platform.h.
On platforms where Vulkan is provided as a shared library, library symbols beginning with 'vk' and followed by a digit or uppercase letter are reserved for use by the implementation. Applications which use Vulkan must not provide definitions of these symbols. This allows the Vulkan shared library to be updated with additional symbols for new API versions or extensions without causing symbol conflicts with existing applications.
Shared library implementations should provide library symbols for commands in the highest version of this Specification they support, and for Window System Integration extensions relevant to the platform. They may also provide library symbols for commands defined by additional extensions.
Note
These requirements and recommendations are intended to allow implementors to take advantage of platform-specific conventions for SDKs, ABIs, library versioning mechanisms, etc. while still minimizing the code changes necessary to port applications or libraries between platforms. Platform vendors, or providers of the de facto standard Vulkan shared library for a platform, are encouraged to document what symbols the shared library provides and how it will be versioned when new symbols are added. |
2.5. Command Syntax and Duration
The Specification describes Vulkan commands as functions or procedures using C99 syntax. Language bindings for other languages such as C++ and JavaScript may allow for stricter parameter passing, or object-oriented interfaces.
Vulkan uses the standard C types for the base type of scalar parameters (e.g. types from stdint.h), with exceptions described below, or elsewhere in the text when appropriate:
VkBool32
represents boolean True
and False
values, since C does
not have a sufficiently portable built-in boolean type:
typedef uint32_t VkBool32;
VK_TRUE
represents a boolean True (integer 1) value, and
VK_FALSE
a boolean False (integer 0) value.
All values returned from a Vulkan implementation in a VkBool32
will
be either VK_TRUE
or VK_FALSE
.
Applications must not pass any other values than VK_TRUE
or
VK_FALSE
into a Vulkan implementation where a VkBool32
is
expected.
VkDeviceSize
represents device memory size and offset values:
typedef uint64_t VkDeviceSize;
Commands that create Vulkan objects are of the form vkCreate*
and take
Vk*CreateInfo
structures with the parameters needed to create the
object.
These Vulkan objects are destroyed with commands of the form
vkDestroy*
.
The last in-parameter to each command that creates or destroys a Vulkan
object is pAllocator
.
The pAllocator
parameter can be set to a non-NULL
value such that
allocations for the given object are delegated to an application provided
callback; refer to the Memory Allocation chapter for
further details.
Commands that allocate Vulkan objects owned by pool objects are of the form
vkAllocate*
, and take Vk*AllocateInfo
structures.
These Vulkan objects are freed with commands of the form vkFree*
.
These objects do not take allocators; if host memory is needed, they will
use the allocator that was specified when their parent pool was created.
Commands are recorded into a command buffer by calling API commands of the
form vkCmd*
.
Each such command may have different restrictions on where it can be used:
in a primary and/or secondary command buffer, inside and/or outside a render
pass, and in one or more of the supported queue types.
These restrictions are documented together with the definition of each such
command.
The duration of a Vulkan command refers to the interval between calling the command and its return to the caller.
2.5.1. Lifetime of Retrieved Results
Information is retrieved from the implementation with commands of the form
vkGet*
and vkEnumerate*
.
Unless otherwise specified for an individual command, the results are invariant; that is, they will remain unchanged when retrieved again by calling the same command with the same parameters, so long as those parameters themselves all remain valid.
2.6. Threading Behavior
Vulkan is intended to provide scalable performance when used on multiple host threads. All commands support being called concurrently from multiple threads, but certain parameters, or components of parameters are defined to be externally synchronized. This means that the caller must guarantee that no more than one thread is using such a parameter at a given time.
More precisely, Vulkan commands use simple stores to update software structures representing Vulkan objects. A parameter declared as externally synchronized may have its software structures updated at any time during the host execution of the command. If two commands operate on the same object and at least one of the commands declares the object to be externally synchronized, then the caller must guarantee not only that the commands do not execute simultaneously, but also that the two commands are separated by an appropriate memory barrier (if needed).
Note
Memory barriers are particularly relevant on the ARM CPU architecture which is more weakly ordered than many developers are accustomed to from x86/x64 programming. Fortunately, most higher-level synchronization primitives (like the pthread library) perform memory barriers as a part of mutual exclusion, so mutexing Vulkan objects via these primitives will have the desired effect. |
Many object types are immutable, meaning the objects cannot change once
they have been created.
These types of objects never need external synchronization, except that they
must not be destroyed while they are in use on another thread.
In certain special cases, mutable object parameters are internally
synchronized such that they do not require external synchronization.
One example of this is the use of a VkPipelineCache
in
vkCreateGraphicsPipelines
and vkCreateComputePipelines
, where
external synchronization around such a heavyweight command would be
impractical.
The implementation must internally synchronize the cache in this example,
and may be able to do so in the form of a much finer-grained mutex around
the command.
Any command parameters that are not labeled as externally synchronized are
either not mutated by the command or are internally synchronized.
Additionally, certain objects related to a command’s parameters (e.g.
command pools and descriptor pools) may be affected by a command, and must
also be externally synchronized.
These implicit parameters are documented as described below.
Parameters of commands that are externally synchronized are listed below.
There are also a few instances where a command can take in a user allocated list whose contents are externally synchronized parameters. In these cases, the caller must guarantee that at most one thread is using a given element within the list at a given time. These parameters are listed below.
In addition, there are some implicit parameters that need to be externally
synchronized.
For example, all commandBuffer
parameters that need to be externally
synchronized imply that the commandPool
that was passed in when
creating that command buffer also needs to be externally synchronized.
The implicit parameters and their associated object are listed below.
2.7. Errors
Vulkan is a layered API. The lowest layer is the core Vulkan layer, as defined by this Specification. The application can use additional layers above the core for debugging, validation, and other purposes.
One of the core principles of Vulkan is that building and submitting command buffers should be highly efficient. Thus error checking and validation of state in the core layer is minimal, although more rigorous validation can be enabled through the use of layers.
The core layer assumes applications are using the API correctly.
Except as documented elsewhere in the Specification, the behavior of the
core layer to an application using the API incorrectly is undefined, and
may include program termination.
However, implementations must ensure that incorrect usage by an application
does not affect the integrity of the operating system, the Vulkan
implementation, or other Vulkan client applications in the system, and does
not allow one application to access data belonging to another application.
Applications can request stronger robustness guarantees by enabling the
robustBufferAccess
feature as described in Features, Limits, and Formats.
Validation of correct API usage is left to validation layers. Applications should be developed with validation layers enabled, to help catch and eliminate errors. Once validated, released applications should not enable validation layers by default.
2.7.1. Valid Usage
Valid usage defines a set of conditions which must be met in order to achieve well-defined run-time behavior in an application. These conditions depend only on Vulkan state, and the parameters or objects whose usage is constrained by the condition.
Some valid usage conditions have dependencies on run-time limits or feature availability. It is possible to validate these conditions against Vulkan’s minimum supported values for these limits and features, or some subset of other known values.
Valid usage conditions do not cover conditions where well-defined behavior (including returning an error code) exists.
Valid usage conditions should apply to the command or structure where complete information about the condition would be known during execution of an application. This is such that a validation layer or linter can be written directly against these statements at the point they are specified.
Note
This does lead to some non-obvious places for valid usage statements. For instance, the valid values for a structure might depend on a separate value in the calling command. In this case, the structure itself will not reference this valid usage as it is impossible to determine validity from the structure that it is invalid - instead this valid usage would be attached to the calling command. Another example is draw state - the state setters are independent, and can cause a legitimately invalid state configuration between draw calls; so the valid usage statements are attached to the place where all state needs to be valid - at the draw command. |
Valid usage conditions are described in a block labelled “Valid Usage” following each command or structure they apply to.
2.7.2. Implicit Valid Usage
Some valid usage conditions apply to all commands and structures in the API, unless explicitly denoted otherwise for a specific command or structure. These conditions are considered implicit, and are described in a block labelled “Valid Usage (Implicit)” following each command or structure they apply to. Implicit valid usage conditions are described in detail below.
Valid Usage for Object Handles
Any input parameter to a command that is an object handle must be a valid object handle, unless otherwise specified. An object handle is valid if:
-
It has been created or allocated by a previous, successful call to the API. Such calls are noted in the specification.
-
It has not been deleted or freed by a previous call to the API. Such calls are noted in the specification.
-
Any objects used by that object, either as part of creation or execution, must also be valid.
The reserved values VK_NULL_HANDLE and NULL
can be used in place of
valid non-dispatchable handles and dispatchable handles, respectively, when
explicitly called out in the specification.
Any command that creates an object successfully must not return these
values.
It is valid to pass these values to vkDestroy*
or vkFree*
commands, which will silently ignore these values.
Valid Usage for Pointers
Any parameter that is a pointer must either be a valid pointer, or if
explicitly called out in the specification, can be NULL
.
A pointer is valid if it points at memory containing values of the number
and type(s) expected by the command, and all fundamental types accessed
through the pointer (e.g. as elements of an array or as members of a
structure) satisfy the alignment requirements of the host processor.
Valid Usage for Strings
Any parameter that is a pointer to char
must be a finite sequence of
values terminated by a null character, or if explicitly called out in the
specification, can be NULL
.
Valid Usage for Enumerated Types
Any parameter of an enumerated type must be a valid enumerant for that type. A enumerant is valid if:
-
The enumerant is defined as part of the enumerated type.
-
The enumerant is not one of the special values defined for the enumerated type, which are suffixed with
_BEGIN_RANGE
,_END_RANGE
,_RANGE_SIZE
or_MAX_ENUM
1.- 1
-
The meaning of these special tokens is not exposed in the Vulkan Specification. They are not part of the API, and they should not be used by applications. Their original intended use was for internal consumption by Vulkan implementations. Even that use will no longer be supported in the future, but they will be retained for backwards compatibility reasons.
Any enumerated type returned from a query command or otherwise output from Vulkan to the application must not have a reserved value. Reserved values are values not defined by any extension for that enumerated type.
Note
This language is intended to accomodate cases such as “hidden” extensions known only to driver internals, or layers enabling extensions without knowledge of the application, without allowing return of values not defined by any extension. |
Valid Usage for Flags
A collection of flags is represented by a bitmask using the type
VkFlags
:
typedef uint32_t VkFlags;
Bitmasks are passed to many commands and structures to compactly represent
options, but VkFlags
is not used directly in the API.
Instead, a Vk*Flags
type which is an alias of VkFlags
, and
whose name matches the corresponding Vk*FlagBits
that are valid for
that type, is used.
These aliases are described in the Flag Types appendix
of the Specification.
Any Vk*Flags
member or parameter used in the API as an input must be
a valid combination of bit flags.
A valid combination is either zero or the bitwise OR of valid bit flags.
A bit flag is valid if:
-
The bit flag is defined as part of the
Vk*FlagBits
type, where the bits type is obtained by taking the flag type and replacing the trailingFlags
withFlagBits
. For example, a flag value of type VkColorComponentFlags must contain only bit flags defined by VkColorComponentFlagBits. -
The flag is allowed in the context in which it is being used. For example, in some cases, certain bit flags or combinations of bit flags are mutually exclusive.
Any Vk*Flags
member or parameter returned from a query command or
otherwise output from Vulkan to the application may contain bit flags
undefined in its corresponding Vk*FlagBits
type.
An application cannot rely on the state of these unspecified bits.
Valid Usage for Structure Types
Any parameter that is a structure containing a sType
member must have
a value of sType
which is a valid VkStructureType value matching
the type of the structure.
As a general rule, the name of this value is obtained by taking the
structure name, stripping the leading Vk
, prefixing each capital
letter with _
, converting the entire resulting string to upper case,
and prefixing it with VK_STRUCTURE_TYPE_
.
For example, structures of type VkImageCreateInfo
must have a
sType
value of VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO
.
The values VK_STRUCTURE_TYPE_LOADER_INSTANCE_CREATE_INFO
and
VK_STRUCTURE_TYPE_LOADER_DEVICE_CREATE_INFO
are reserved for internal
use by the loader, and do not have corresponding Vulkan structures in this
specification.
The list of supported structure types is defined in an appendix.
Valid Usage for Structure Pointer Chains
Any parameter that is a structure containing a void*
pNext
member
must have a value of pNext
that is either NULL
, or points to a
valid structure defined by an extension, containing sType
and
pNext
members as described in the Vulkan
Documentation and Extensions document in the section “Extension
Interactions”.
The set of structures connected by pNext
pointers is referred to as a
pNext
chain.
If that extension is supported by the implementation, then it must be
enabled.
Each type of valid structure must not appear more than once in a
pNext
chain.
Any component of the implementation (the loader, any enabled layers, and
drivers) must skip over, without processing (other than reading the
sType
and pNext
members) any structures in the chain with
sType
values not defined by extensions supported by that component.
Extension structures are not described in the base Vulkan specification, but either in layered specifications incorporating those extensions, or in separate vendor-provided documents.
Valid Usage for Nested Structures
The above conditions also apply recursively to members of structures provided as input to a command, either as a direct argument to the command, or themselves a member of another structure.
Specifics on valid usage of each command are covered in their individual sections.
2.7.3. Return Codes
While the core Vulkan API is not designed to capture incorrect usage, some circumstances still require return codes. Commands in Vulkan return their status via return codes that are in one of two categories:
-
Successful completion codes are returned when a command needs to communicate success or status information. All successful completion codes are non-negative values.
-
Run time error codes are returned when a command needs to communicate a failure that could only be detected at run time. All run time error codes are negative values.
All return codes in Vulkan are reported via VkResult return values. The possible codes are:
typedef enum VkResult {
VK_SUCCESS = 0,
VK_NOT_READY = 1,
VK_TIMEOUT = 2,
VK_EVENT_SET = 3,
VK_EVENT_RESET = 4,
VK_INCOMPLETE = 5,
VK_ERROR_OUT_OF_HOST_MEMORY = -1,
VK_ERROR_OUT_OF_DEVICE_MEMORY = -2,
VK_ERROR_INITIALIZATION_FAILED = -3,
VK_ERROR_DEVICE_LOST = -4,
VK_ERROR_MEMORY_MAP_FAILED = -5,
VK_ERROR_LAYER_NOT_PRESENT = -6,
VK_ERROR_EXTENSION_NOT_PRESENT = -7,
VK_ERROR_FEATURE_NOT_PRESENT = -8,
VK_ERROR_INCOMPATIBLE_DRIVER = -9,
VK_ERROR_TOO_MANY_OBJECTS = -10,
VK_ERROR_FORMAT_NOT_SUPPORTED = -11,
VK_ERROR_FRAGMENTED_POOL = -12,
VK_ERROR_SURFACE_LOST_KHR = -1000000000,
VK_ERROR_NATIVE_WINDOW_IN_USE_KHR = -1000000001,
VK_SUBOPTIMAL_KHR = 1000001003,
VK_ERROR_OUT_OF_DATE_KHR = -1000001004,
} VkResult;
-
VK_SUCCESS
Command successfully completed -
VK_NOT_READY
A fence or query has not yet completed -
VK_TIMEOUT
A wait operation has not completed in the specified time -
VK_EVENT_SET
An event is signaled -
VK_EVENT_RESET
An event is unsignaled -
VK_INCOMPLETE
A return array was too small for the result -
VK_SUBOPTIMAL_KHR
A swapchain no longer matches the surface properties exactly, but can still be used to present to the surface successfully.
-
VK_ERROR_OUT_OF_HOST_MEMORY
A host memory allocation has failed. -
VK_ERROR_OUT_OF_DEVICE_MEMORY
A device memory allocation has failed. -
VK_ERROR_INITIALIZATION_FAILED
Initialization of an object could not be completed for implementation-specific reasons. -
VK_ERROR_DEVICE_LOST
The logical or physical device has been lost. See Lost Device -
VK_ERROR_MEMORY_MAP_FAILED
Mapping of a memory object has failed. -
VK_ERROR_LAYER_NOT_PRESENT
A requested layer is not present or could not be loaded. -
VK_ERROR_EXTENSION_NOT_PRESENT
A requested extension is not supported. -
VK_ERROR_FEATURE_NOT_PRESENT
A requested feature is not supported. -
VK_ERROR_INCOMPATIBLE_DRIVER
The requested version of Vulkan is not supported by the driver or is otherwise incompatible for implementation-specific reasons. -
VK_ERROR_TOO_MANY_OBJECTS
Too many objects of the type have already been created. -
VK_ERROR_FORMAT_NOT_SUPPORTED
A requested format is not supported on this device. -
VK_ERROR_FRAGMENTED_POOL
A pool allocation has failed due to fragmentation of the pool’s memory. This must only be returned if no attempt to allocate host or device memory was made to accomodate the new allocation. -
VK_ERROR_SURFACE_LOST_KHR
A surface is no longer available. -
VK_ERROR_NATIVE_WINDOW_IN_USE_KHR
The requested window is already in use by Vulkan or another API in a manner which prevents it from being used again. -
VK_ERROR_OUT_OF_DATE_KHR
A surface has changed in such a way that it is no longer compatible with the swapchain, and further presentation requests using the swapchain will fail. Applications must query the new surface properties and recreate their swapchain if they wish to continue presenting to the surface.
If a command returns a run time error, it will leave any result pointers unmodified, unless other behavior is explicitly defined in the specification.
Out of memory errors do not damage any currently existing Vulkan objects. Objects that have already been successfully created can still be used by the application.
Performance-critical commands generally do not have return codes.
If a run time error occurs in such commands, the implementation will defer
reporting the error until a specified point.
For commands that record into command buffers (vkCmd*
) run time errors
are reported by vkEndCommandBuffer
.
2.8. Numeric Representation and Computation
Implementations normally perform computations in floating-point, and must meet the range and precision requirements defined under “Floating-Point Computation” below.
These requirements only apply to computations performed in Vulkan operations outside of shader execution, such as texture image specification and sampling, and per-fragment operations. Range and precision requirements during shader execution differ and are specified by the Precision and Operation of SPIR-V Instructions section.
In some cases, the representation and/or precision of operations is implicitly limited by the specified format of vertex or texel data consumed by Vulkan. Specific floating-point formats are described later in this section.
2.8.1. Floating-Point Computation
Most floating-point computation is performed in SPIR-V shader modules. The properties of computation within shaders are constrained as defined by the Precision and Operation of SPIR-V Instructions section.
Some floating-point computation is performed outside of shaders, such as viewport and depth range calculations. For these computations, we do not specify how floating-point numbers are to be represented, or the details of how operations on them are performed, but only place minimal requirements on representation and precision as described in the remainder of this section.
editing-note
(Jon, Bug 14966) This is a rat’s nest of complexity, both in terms of describing/enumerating places such computation may take place (other than “not shader code”) and in how implementations may do it. We have consciously deferred the resolution of this issue to post-1.0, and in the meantime, the following language inherited from the OpenGL Specification is inserted as a placeholder. Hopefully it can be tightened up considerably. |
We require simply that numbers' floating-point parts contain enough bits and that their exponent fields are large enough so that individual results of floating-point operations are accurate to about 1 part in 105. The maximum representable magnitude for all floating-point values must be at least 232.
-
x × 0 = 0 × x = 0 for any non-infinite and non-NaN x.
-
1 × x = x × 1 = x.
-
x + 0 = 0 + x = x.
-
00 = 1.
Occasionally, further requirements will be specified. Most single-precision floating-point formats meet these requirements.
The special values Inf and -Inf encode values with magnitudes too large to be represented; the special value NaN encodes “Not A Number” values resulting from undefined arithmetic operations such as 0 / 0. Implementations may support Inf and NaN in their floating-point computations.
Any representable floating-point value is legal as input to a Vulkan command that requires floating-point data. The result of providing a value that is not a floating-point number to such a command is unspecified, but must not lead to Vulkan interruption or termination. In IEEE 754 arithmetic, for example, providing a negative zero or a denormalized number to an Vulkan command must yield deterministic results, while providing a NaN or Inf yields unspecified results.
2.8.2. 16-Bit Floating-Point Numbers
16-bit floating point numbers are defined in the “16-bit floating point numbers” section of the Khronos Data Format Specification.
Any representable 16-bit floating-point value is legal as input to a Vulkan command that accepts 16-bit floating-point data. The result of providing a value that is not a floating-point number (such as Inf or NaN) to such a command is unspecified, but must not lead to Vulkan interruption or termination. Providing a denormalized number or negative zero to Vulkan must yield deterministic results.
2.8.3. Unsigned 11-Bit Floating-Point Numbers
Unsigned 11-bit floating point numbers are defined in the “Unsigned 11-bit floating point numbers” section of the Khronos Data Format Specification.
When a floating-point value is converted to an unsigned 11-bit floating-point representation, finite values are rounded to the closest representable finite value.
While less accurate, implementations are allowed to always round in the direction of zero. This means negative values are converted to zero. Likewise, finite positive values greater than 65024 (the maximum finite representable unsigned 11-bit floating-point value) are converted to 65024. Additionally: negative infinity is converted to zero; positive infinity is converted to positive infinity; and both positive and negative NaN are converted to positive NaN.
Any representable unsigned 11-bit floating-point value is legal as input to a Vulkan command that accepts 11-bit floating-point data. The result of providing a value that is not a floating-point number (such as Inf or NaN) to such a command is unspecified, but must not lead to Vulkan interruption or termination. Providing a denormalized number to Vulkan must yield deterministic results.
2.8.4. Unsigned 10-Bit Floating-Point Numbers
Unsigned 10-bit floating point numbers are defined in the “Unsigned 10-bit floating point numbers” section of the Khronos Data Format Specification.
When a floating-point value is converted to an unsigned 10-bit floating-point representation, finite values are rounded to the closest representable finite value.
While less accurate, implementations are allowed to always round in the direction of zero. This means negative values are converted to zero. Likewise, finite positive values greater than 64512 (the maximum finite representable unsigned 10-bit floating-point value) are converted to 64512. Additionally: negative infinity is converted to zero; positive infinity is converted to positive infinity; and both positive and negative NaN are converted to positive NaN.
Any representable unsigned 10-bit floating-point value is legal as input to a Vulkan command that accepts 10-bit floating-point data. The result of providing a value that is not a floating-point number (such as Inf or NaN) to such a command is unspecified, but must not lead to Vulkan interruption or termination. Providing a denormalized number to Vulkan must yield deterministic results.
2.8.5. General Requirements
Some calculations require division. In such cases (including implied divisions performed by vector normalization), division by zero produces an unspecified result but must not lead to Vulkan interruption or termination.
2.9. Fixed-Point Data Conversions
When generic vertex attributes and pixel color or depth components are represented as integers, they are often (but not always) considered to be normalized. Normalized integer values are treated specially when being converted to and from floating-point values, and are usually referred to as normalized fixed-point.
In the remainder of this section, b denotes the bit width of the fixed-point integer representation. When the integer is one of the types defined by the API, b is the bit width of that type. When the integer comes from an image containing color or depth component texels, b is the number of bits allocated to that component in its specified image format.
The signed and unsigned fixed-point representations are assumed to be b-bit binary two’s-complement integers and binary unsigned integers, respectively.
2.9.1. Conversion from Normalized Fixed-Point to Floating-Point
Unsigned normalized fixed-point integers represent numbers in the range [0,1]. The conversion from an unsigned normalized fixed-point value c to the corresponding floating-point value f is defined as
Signed normalized fixed-point integers represent numbers in the range [-1,1]. The conversion from a signed normalized fixed-point value c to the corresponding floating-point value f is performed using
Only the range [-2b-1 + 1, 2b-1 - 1] is used to represent signed fixed-point values in the range [-1,1]. For example, if b = 8, then the integer value -127 corresponds to -1.0 and the value 127 corresponds to 1.0. Note that while zero is exactly expressible in this representation, one value (-128 in the example) is outside the representable range, and must be clamped before use. This equation is used everywhere that signed normalized fixed-point values are converted to floating-point.
2.9.2. Conversion from Floating-Point to Normalized Fixed-Point
The conversion from a floating-point value f to the corresponding unsigned normalized fixed-point value c is defined by first clamping f to the range [0,1], then computing
-
c = convertFloatToUint(f × (2b - 1), b)
where convertFloatToUint}(r,b) returns one of the two unsigned binary integer values with exactly b bits which are closest to the floating-point value r. Implementations should round to nearest. If r is equal to an integer, then that integer value must be returned. In particular, if f is equal to 0.0 or 1.0, then c must be assigned 0 or 2b - 1, respectively.
The conversion from a floating-point value f to the corresponding signed normalized fixed-point value c is performed by clamping f to the range [-1,1], then computing
-
c = convertFloatToInt(f × (2b-1 - 1), b)
where convertFloatToInt(r,b) returns one of the two signed two’s-complement binary integer values with exactly b bits which are closest to the floating-point value r. Implementations should round to nearest. If r is equal to an integer, then that integer value must be returned. In particular, if f is equal to -1.0, 0.0, or 1.0, then c must be assigned -(2b-1 - 1), 0, or 2b-1 - 1, respectively.
This equation is used everywhere that floating-point values are converted to signed normalized fixed-point.
2.10. API Version Numbers and Semantics
The Vulkan version number is used in several places in the API. In each such use, the API major version number, minor version number, and patch version number are packed into a 32-bit integer as follows:
-
The major version number is a 10-bit integer packed into bits 31-22.
-
The minor version number is a 10-bit integer packed into bits 21-12.
-
The patch version number is a 12-bit integer packed into bits 11-0.
Differences in any of the Vulkan version numbers indicates a change to the API in some way, with each part of the version number indicating a different scope of changes.
A difference in patch version numbers indicates that some usually small part of the specification or header has been modified, typically to fix a bug, and may have an impact on the behavior of existing functionality. Differences in this version number should not affect either full compatibility or backwards compatibility between two versions, or add additional interfaces to the API.
A difference in minor version numbers indicates that some amount of new functionality has been added. This will usually include new interfaces in the header, and may also include behavior changes and bug fixes. Functionality may be deprecated in a minor revision, but will not be removed. When a new minor version is introduced, the patch version is reset to 0, and each minor revision maintains its own set of patch versions. Differences in this version should not affect backwards compatibility, but will affect full compatibility.
A difference in major version numbers indicates a large set of changes to the API, potentially including new functionality and header interfaces, behavioral changes, removal of deprecated features, modification or outright replacement of any feature, and is thus very likely to break any and all compatibility. Differences in this version will typically require significant modification to an application in order for it to function.
C language macros for manipulating version numbers are defined in the Version Number Macros appendix.
2.11. Common Object Types
Some types of Vulkan objects are used in many different structures and command parameters, and are described here. These types include offsets, extents, and rectangles.
2.11.1. Offsets
Offsets are used to describe a pixel location within an image or framebuffer, as an (x,y) location for two-dimensional images, or an (x,y,z) location for three-dimensional images.
A two-dimensional offsets is defined by the structure:
typedef struct VkOffset2D {
int32_t x;
int32_t y;
} VkOffset2D;
-
x
is the x offset. -
y
is the y offset.
A three-dimensional offset is defined by the structure:
typedef struct VkOffset3D {
int32_t x;
int32_t y;
int32_t z;
} VkOffset3D;
-
x
is the x offset. -
y
is the y offset. -
z
is the z offset.
2.11.2. Extents
Extents are used to describe the size of a rectangular region of pixels within an image or framebuffer, as (width,height) for two-dimensional images, or as (width,height,depth) for three-dimensional images.
A two-dimensional extent is defined by the structure:
typedef struct VkExtent2D {
uint32_t width;
uint32_t height;
} VkExtent2D;
-
width
is the width of the extent. -
height
is the height of the extent.
A three-dimensional extent is defined by the structure:
typedef struct VkExtent3D {
uint32_t width;
uint32_t height;
uint32_t depth;
} VkExtent3D;
-
width
is the width of the extent. -
height
is the height of the extent. -
depth
is the depth of the extent.
2.11.3. Rectangles
Rectangles are used to describe a specified rectangular region of pixels within an image or framebuffer. Rectangles include both an offset and an extent of the same dimensionality, as described above. Two-dimensional rectangles are defined by the structure
typedef struct VkRect2D {
VkOffset2D offset;
VkExtent2D extent;
} VkRect2D;
-
offset
is a VkOffset2D specifying the rectangle offset. -
extent
is a VkExtent2D specifying the rectangle extent.
3. Initialization
Before using Vulkan, an application must initialize it by loading the
Vulkan commands, and creating a VkInstance
object.
3.1. Command Function Pointers
Vulkan commands are not necessarily exposed statically on a platform. Function pointers for all Vulkan commands can be obtained with the command:
PFN_vkVoidFunction vkGetInstanceProcAddr(
VkInstance instance,
const char* pName);
-
instance
is the instance that the function pointer will be compatible with, orNULL
for commands not dependent on any instance. -
pName
is the name of the command to obtain.
vkGetInstanceProcAddr
itself is obtained in a platform- and loader-
specific manner.
Typically, the loader library will export this command as a function symbol,
so applications can link against the loader library, or load it dynamically
and look up the symbol using platform-specific APIs.
Loaders are encouraged to export function symbols for all other core Vulkan
commands as well; if this is done, then applications that use only the core
Vulkan commands have no need to use vkGetInstanceProcAddr
.
The table below defines the various use cases for
vkGetInstanceProcAddr
and expected return value ("fp" is function
pointer) for each case.
The returned function pointer is of type PFN_vkVoidFunction, and must be cast to the type of the command being queried.
instance |
pName |
return value |
---|---|---|
* |
|
undefined |
invalid instance |
* |
undefined |
|
fp |
|
|
fp |
|
|
fp |
|
|
* (any |
|
instance |
core Vulkan command |
fp1 |
instance |
enabled instance extension commands for |
fp1 |
instance |
available device extension2 commands for |
fp1 |
instance |
* (any |
|
- 1
-
The returned function pointer must only be called with a dispatchable object (the first parameter) that is
instance
or a child ofinstance
. e.g.VkInstance
,VkPhysicalDevice
,VkDevice
,VkQueue
, orVkCommandBuffer
. - 2
-
An “available extension” is an extension function supported by any of the loader, driver or layer.
In order to support systems with multiple Vulkan implementations comprising
heterogeneous collections of hardware and software, the function pointers
returned by vkGetInstanceProcAddr
may point to dispatch code, which
calls a different real implementation for different VkDevice
objects
(and objects created from them).
The overhead of this internal dispatch can be avoided by obtaining
device-specific function pointers for any commands that use a device or
device-child object as their dispatchable object.
Such function pointers can be obtained with the command:
PFN_vkVoidFunction vkGetDeviceProcAddr(
VkDevice device,
const char* pName);
The table below defines the various use cases for vkGetDeviceProcAddr
and expected return value for each case.
The returned function pointer is of type PFN_vkVoidFunction, and must be cast to the type of the command being queried.
device |
pName |
return value |
---|---|---|
|
* |
undefined |
invalid device |
* |
undefined |
device |
|
undefined |
device |
core Vulkan command |
fp1 |
device |
enabled extension commands |
fp1 |
device |
* (any |
|
- 1
-
The returned function pointer must only be called with a dispatchable object (the first parameter) that is
device
or a child ofdevice
. e.g.VkDevice
,VkQueue
, orVkCommandBuffer
.
The definition of PFN_vkVoidFunction is:
typedef void (VKAPI_PTR *PFN_vkVoidFunction)(void);
3.2. Instances
There is no global state in Vulkan and all per-application state is stored
in a VkInstance
object.
Creating a VkInstance
object initializes the Vulkan library and allows
the application to pass information about itself to the implementation.
Instances are represented by VkInstance
handles:
VK_DEFINE_HANDLE(VkInstance)
To create an instance object, call:
VkResult vkCreateInstance(
const VkInstanceCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkInstance* pInstance);
-
pCreateInfo
points to an instance of VkInstanceCreateInfo controlling creation of the instance. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pInstance
points aVkInstance
handle in which the resulting instance is returned.
vkCreateInstance
verifies that the requested layers exist.
If not, vkCreateInstance
will return VK_ERROR_LAYER_NOT_PRESENT
.
Next vkCreateInstance
verifies that the requested extensions are
supported (e.g. in the implementation or in any enabled instance layer) and
if any requested extension is not supported, vkCreateInstance
must
return VK_ERROR_EXTENSION_NOT_PRESENT
.
After verifying and enabling the instance layers and extensions the
VkInstance
object is created and returned to the application.
If a requested extension is only supported by a layer, both the layer and
the extension need to be specified at vkCreateInstance
time for the
creation to succeed.
The VkInstanceCreateInfo
structure is defined as:
typedef struct VkInstanceCreateInfo {
VkStructureType sType;
const void* pNext;
VkInstanceCreateFlags flags;
const VkApplicationInfo* pApplicationInfo;
uint32_t enabledLayerCount;
const char* const* ppEnabledLayerNames;
uint32_t enabledExtensionCount;
const char* const* ppEnabledExtensionNames;
} VkInstanceCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
pApplicationInfo
isNULL
or a pointer to an instance ofVkApplicationInfo
. If notNULL
, this information helps implementations recognize behavior inherent to classes of applications. VkApplicationInfo is defined in detail below. -
enabledLayerCount
is the number of global layers to enable. -
ppEnabledLayerNames
is a pointer to an array ofenabledLayerCount
null-terminated UTF-8 strings containing the names of layers to enable for the created instance. See the Layers section for further details. -
enabledExtensionCount
is the number of global extensions to enable. -
ppEnabledExtensionNames
is a pointer to an array ofenabledExtensionCount
null-terminated UTF-8 strings containing the names of extensions to enable.
The VkApplicationInfo
structure is defined as:
typedef struct VkApplicationInfo {
VkStructureType sType;
const void* pNext;
const char* pApplicationName;
uint32_t applicationVersion;
const char* pEngineName;
uint32_t engineVersion;
uint32_t apiVersion;
} VkApplicationInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
pApplicationName
isNULL
or is a pointer to a null-terminated UTF-8 string containing the name of the application. -
applicationVersion
is an unsigned integer variable containing the developer-supplied version number of the application. -
pEngineName
isNULL
or is a pointer to a null-terminated UTF-8 string containing the name of the engine (if any) used to create the application. -
engineVersion
is an unsigned integer variable containing the developer-supplied version number of the engine used to create the application. -
apiVersion
is the version of the Vulkan API against which the application expects to run, encoded as described in the API Version Numbers and Semantics section. IfapiVersion
is 0 the implementation must ignore it, otherwise if the implementation does not support the requestedapiVersion
, or an effective substitute forapiVersion
, it must returnVK_ERROR_INCOMPATIBLE_DRIVER
. The patch version number specified inapiVersion
is ignored when creating an instance object. Only the major and minor versions of the instance must match those requested inapiVersion
.
To destroy an instance, call:
void vkDestroyInstance(
VkInstance instance,
const VkAllocationCallbacks* pAllocator);
-
instance
is the handle of the instance to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
4. Devices and Queues
Once Vulkan is initialized, devices and queues are the primary objects used to interact with a Vulkan implementation.
Vulkan separates the concept of physical and logical devices. A physical device usually represents a single device in a system (perhaps made up of several individual hardware devices working together), of which there are a finite number. A logical device represents an application’s view of the device.
Physical devices are represented by VkPhysicalDevice
handles:
VK_DEFINE_HANDLE(VkPhysicalDevice)
4.1. Physical Devices
To retrieve a list of physical device objects representing the physical devices installed in the system, call:
VkResult vkEnumeratePhysicalDevices(
VkInstance instance,
uint32_t* pPhysicalDeviceCount,
VkPhysicalDevice* pPhysicalDevices);
-
instance
is a handle to a Vulkan instance previously created with vkCreateInstance. -
pPhysicalDeviceCount
is a pointer to an integer related to the number of physical devices available or queried, as described below. -
pPhysicalDevices
is eitherNULL
or a pointer to an array ofVkPhysicalDevice
handles.
If pPhysicalDevices
is NULL
, then the number of physical devices
available is returned in pPhysicalDeviceCount
.
Otherwise, pPhysicalDeviceCount
must point to a variable set by the
user to the number of elements in the pPhysicalDevices
array, and on
return the variable is overwritten with the number of handles actually
written to pPhysicalDevices
.
If pPhysicalDeviceCount
is less than the number of physical devices
available, at most pPhysicalDeviceCount
structures will be written.
If pPhysicalDeviceCount
is smaller than the number of physical devices
available, VK_INCOMPLETE
will be returned instead of VK_SUCCESS
,
to indicate that not all the available physical devices were returned.
To query general properties of physical devices once enumerated, call:
void vkGetPhysicalDeviceProperties(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceProperties* pProperties);
-
physicalDevice
is the handle to the physical device whose properties will be queried. -
pProperties
points to an instance of the VkPhysicalDeviceProperties structure, that will be filled with returned information.
The VkPhysicalDeviceProperties
structure is defined as:
typedef struct VkPhysicalDeviceProperties {
uint32_t apiVersion;
uint32_t driverVersion;
uint32_t vendorID;
uint32_t deviceID;
VkPhysicalDeviceType deviceType;
char deviceName[VK_MAX_PHYSICAL_DEVICE_NAME_SIZE];
uint8_t pipelineCacheUUID[VK_UUID_SIZE];
VkPhysicalDeviceLimits limits;
VkPhysicalDeviceSparseProperties sparseProperties;
} VkPhysicalDeviceProperties;
-
apiVersion
is the version of Vulkan supported by the device, encoded as described in the API Version Numbers and Semantics section. -
driverVersion
is the vendor-specified version of the driver. -
vendorID
is a unique identifier for the vendor (see below) of the physical device. -
deviceID
is a unique identifier for the physical device among devices available from the vendor. -
deviceType
is a VkPhysicalDeviceType specifying the type of device. -
deviceName
is a null-terminated UTF-8 string containing the name of the device. -
pipelineCacheUUID
is an array of sizeVK_UUID_SIZE
, containing 8-bit values that represent a universally unique identifier for the device. -
limits
is the VkPhysicalDeviceLimits structure which specifies device-specific limits of the physical device. See Limits for details. -
sparseProperties
is the VkPhysicalDeviceSparseProperties structure which specifies various sparse related properties of the physical device. See Sparse Properties for details.
The vendorID
and deviceID
fields are provided to allow
applications to adapt to device characteristics that are not adequately
exposed by other Vulkan queries.
These may include performance profiles, hardware errata, or other
characteristics.
In PCI-based implementations, the low sixteen bits of vendorID
and
deviceID
must contain (respectively) the PCI vendor and device IDs
associated with the hardware device, and the remaining bits must be set to
zero.
In non-PCI implementations, the choice of what values to return may be
dictated by operating system or platform policies.
It is otherwise at the discretion of the implementer, subject to the
following constraints and guidelines:
-
For purposes of physical device identification, the vendor of a physical device is the entity responsible for the most salient characteristics of the hardware represented by the physical device handle. In the case of a discrete GPU, this should be the GPU chipset vendor. In the case of a GPU or other accelerator integrated into a system-on-chip (SoC), this should be the supplier of the silicon IP used to create the GPU or other accelerator.
-
If the vendor of the physical device has a valid PCI vendor ID issued by PCI-SIG, that ID should be used to construct
vendorID
as described above for PCI-based implementations. Implementations that do not return a PCI vendor ID invendorID
must return a valid Khronos vendor ID, obtained as described in the Vulkan Documentation and Extensions document in the section “Registering a Vendor ID with Khronos”. Khronos vendor IDs are allocated starting at 0x10000, to distinguish them from the PCI vendor ID namespace. -
The vendor of the physical device is responsible for selecting
deviceID
. The value selected should uniquely identify both the device version and any major configuration options (for example, core count in the case of multicore devices). The same device ID should be used for all physical implementations of that device version and configuration. For example, all uses of a specific silicon IP GPU version and configuration should use the same device ID, even if those uses occur in different SoCs.
The physical device types which may be returned in
VkPhysicalDeviceProperties::deviceType
are:
typedef enum VkPhysicalDeviceType {
VK_PHYSICAL_DEVICE_TYPE_OTHER = 0,
VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU = 1,
VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU = 2,
VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU = 3,
VK_PHYSICAL_DEVICE_TYPE_CPU = 4,
} VkPhysicalDeviceType;
-
VK_PHYSICAL_DEVICE_TYPE_OTHER
- the device does not match any other available types. -
VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU
- the device is typically one embedded in or tightly coupled with the host. -
VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
- the device is typically a separate processor connected to the host via an interlink. -
VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU
- the device is typically a virtual node in a virtualization environment. -
VK_PHYSICAL_DEVICE_TYPE_CPU
- the device is typically running on the same processors as the host.
The physical device type is advertised for informational purposes only, and does not directly affect the operation of the system. However, the device type may correlate with other advertised properties or capabilities of the system, such as how many memory heaps there are.
To query properties of queues available on a physical device, call:
void vkGetPhysicalDeviceQueueFamilyProperties(
VkPhysicalDevice physicalDevice,
uint32_t* pQueueFamilyPropertyCount,
VkQueueFamilyProperties* pQueueFamilyProperties);
-
physicalDevice
is the handle to the physical device whose properties will be queried. -
pQueueFamilyPropertyCount
is a pointer to an integer related to the number of queue families available or queried, as described below. -
pQueueFamilyProperties
is eitherNULL
or a pointer to an array of VkQueueFamilyProperties structures.
If pQueueFamilyProperties
is NULL
, then the number of queue families
available is returned in pQueueFamilyPropertyCount
.
Otherwise, pQueueFamilyPropertyCount
must point to a variable set by
the user to the number of elements in the pQueueFamilyProperties
array, and on return the variable is overwritten with the number of
structures actually written to pQueueFamilyProperties
.
If pQueueFamilyPropertyCount
is less than the number of queue families
available, at most pQueueFamilyPropertyCount
structures will be
written.
The VkQueueFamilyProperties
structure is defined as:
typedef struct VkQueueFamilyProperties {
VkQueueFlags queueFlags;
uint32_t queueCount;
uint32_t timestampValidBits;
VkExtent3D minImageTransferGranularity;
} VkQueueFamilyProperties;
-
queueFlags
is a bitmask of VkQueueFlagBits indicating capabilities of the queues in this queue family. -
queueCount
is the unsigned integer count of queues in this queue family. -
timestampValidBits
is the unsigned integer count of meaningful bits in the timestamps written viavkCmdWriteTimestamp
. The valid range for the count is 36..64 bits, or a value of 0, indicating no support for timestamps. Bits outside the valid range are guaranteed to be zeros. -
minImageTransferGranularity
is the minimum granularity supported for image transfer operations on the queues in this queue family.
The value returned in minImageTransferGranularity
has a unit of
compressed texel blocks for images having a block-compressed format, and a
unit of texels otherwise.
Possible values of minImageTransferGranularity
are:
-
(0,0,0) which indicates that only whole mip levels must be transferred using the image transfer operations on the corresponding queues. In this case, the following restrictions apply to all offset and extent parameters of image transfer operations:
-
The
x
,y
, andz
members of a VkOffset3D parameter must always be zero. -
The
width
,height
, anddepth
members of a VkExtent3D parameter must always match the width, height, and depth of the image subresource corresponding to the parameter, respectively.
-
-
(Ax, Ay, Az) where Ax, Ay, and Az are all integer powers of two. In this case the following restrictions apply to all image transfer operations:
-
x
,y
, andz
of a VkOffset3D parameter must be integer multiples of Ax, Ay, and Az, respectively. -
width
of a VkExtent3D parameter must be an integer multiple of Ax, or elsex
+width
must equal the width of the image subresource corresponding to the parameter. -
height
of a VkExtent3D parameter must be an integer multiple of Ay, or elsey
+height
must equal the height of the image subresource corresponding to the parameter. -
depth
of a VkExtent3D parameter must be an integer multiple of Az, or elsez
+depth
must equal the depth of the image subresource corresponding to the parameter. -
If the format of the image corresponding to the parameters is one of the block-compressed formats then for the purposes of the above calculations the granularity must be scaled up by the compressed texel block dimensions.
-
Queues supporting graphics and/or compute operations must report
(1,1,1) in minImageTransferGranularity
, meaning that there are
no additional restrictions on the granularity of image transfer operations
for these queues.
Other queues supporting image transfer operations are only required to
support whole mip level transfers, thus minImageTransferGranularity
for queues belonging to such queue families may be (0,0,0).
The Device Memory section describes memory properties queried from the physical device.
For physical device feature queries see the Features chapter.
Bits which may be set in VkQueueFamilyProperties::queueFlags
indicating capabilities of queues in a queue family are:
typedef enum VkQueueFlagBits {
VK_QUEUE_GRAPHICS_BIT = 0x00000001,
VK_QUEUE_COMPUTE_BIT = 0x00000002,
VK_QUEUE_TRANSFER_BIT = 0x00000004,
VK_QUEUE_SPARSE_BINDING_BIT = 0x00000008,
} VkQueueFlagBits;
-
VK_QUEUE_GRAPHICS_BIT
indicates that queues in this queue family support graphics operations. -
VK_QUEUE_COMPUTE_BIT
indicates that queues in this queue family support compute operations. -
VK_QUEUE_TRANSFER_BIT
indicates that queues in this queue family support transfer operations. -
VK_QUEUE_SPARSE_BINDING_BIT
indicates that queues in this queue family support sparse memory management operations (see Sparse Resources). If any of the sparse resource features are enabled, then at least one queue family must support this bit.
If an implementation exposes any queue family that supports graphics operations, at least one queue family of at least one physical device exposed by the implementation must support both graphics and compute operations.
Note
All commands that are allowed on a queue that supports transfer operations
are also allowed on a queue that supports either graphics or compute
operations.
Thus, if the capabilities of a queue family include
|
For further details see Queues.
4.2. Devices
Device objects represent logical connections to physical devices. Each device exposes a number of queue families each having one or more queues. All queues in a queue family support the same operations.
As described in Physical Devices, a Vulkan application will first query for all physical devices in a system. Each physical device can then be queried for its capabilities, including its queue and queue family properties. Once an acceptable physical device is identified, an application will create a corresponding logical device. An application must create a separate logical device for each physical device it will use. The created logical device is then the primary interface to the physical device.
How to enumerate the physical devices in a system and query those physical devices for their queue family properties is described in the Physical Device Enumeration section above.
4.2.1. Device Creation
Logical devices are represented by VkDevice
handles:
VK_DEFINE_HANDLE(VkDevice)
A logical device is created as a connection to a physical device. To create a logical device, call:
VkResult vkCreateDevice(
VkPhysicalDevice physicalDevice,
const VkDeviceCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkDevice* pDevice);
-
physicalDevice
must be one of the device handles returned from a call tovkEnumeratePhysicalDevices
(see Physical Device Enumeration). -
pCreateInfo
is a pointer to a VkDeviceCreateInfo structure containing information about how to create the device. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pDevice
points to a handle in which the createdVkDevice
is returned.
vkCreateDevice
verifies that extensions and features requested in the
ppEnabledExtensionNames
and pEnabledFeatures
members of
pCreateInfo
, respectively, are supported by the implementation.
If any requested extension is not supported, vkCreateDevice
must
return VK_ERROR_EXTENSION_NOT_PRESENT
.
If any requested feature is not supported, vkCreateDevice
must return
VK_ERROR_FEATURE_NOT_PRESENT
.
Support for extensions can be checked before creating a device by querying
vkEnumerateDeviceExtensionProperties.
Support for features can similarly be checked by querying
vkGetPhysicalDeviceFeatures.
After verifying and enabling the extensions the VkDevice
object is
created and returned to the application.
If a requested extension is only supported by a layer, both the layer and
the extension need to be specified at vkCreateInstance
time for the
creation to succeed.
Multiple logical devices can be created from the same physical device.
Logical device creation may fail due to lack of device-specific resources
(in addition to the other errors).
If that occurs, vkCreateDevice
will return
VK_ERROR_TOO_MANY_OBJECTS
.
The VkDeviceCreateInfo
structure is defined as:
typedef struct VkDeviceCreateInfo {
VkStructureType sType;
const void* pNext;
VkDeviceCreateFlags flags;
uint32_t queueCreateInfoCount;
const VkDeviceQueueCreateInfo* pQueueCreateInfos;
uint32_t enabledLayerCount;
const char* const* ppEnabledLayerNames;
uint32_t enabledExtensionCount;
const char* const* ppEnabledExtensionNames;
const VkPhysicalDeviceFeatures* pEnabledFeatures;
} VkDeviceCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
queueCreateInfoCount
is the unsigned integer size of thepQueueCreateInfos
array. Refer to the Queue Creation section below for further details. -
pQueueCreateInfos
is a pointer to an array of VkDeviceQueueCreateInfo structures describing the queues that are requested to be created along with the logical device. Refer to the Queue Creation section below for further details. -
enabledLayerCount
is deprecated and ignored. -
ppEnabledLayerNames
is deprecated and ignored. See Device Layer Deprecation. -
enabledExtensionCount
is the number of device extensions to enable. -
ppEnabledExtensionNames
is a pointer to an array ofenabledExtensionCount
null-terminated UTF-8 strings containing the names of extensions to enable for the created device. See the Extensions section for further details. -
pEnabledFeatures
isNULL
or a pointer to a VkPhysicalDeviceFeatures structure that contains boolean indicators of all the features to be enabled. Refer to the Features section for further details.
4.2.2. Device Use
The following is a high-level list of VkDevice
uses along with
references on where to find more information:
-
Creation of queues. See the Queues section below for further details.
-
Creation and tracking of various synchronization constructs. See Synchronization and Cache Control for further details.
-
Allocating, freeing, and managing memory. See Memory Allocation and Resource Creation for further details.
-
Creation and destruction of command buffers and command buffer pools. See Command Buffers for further details.
-
Creation, destruction, and management of graphics state. See Pipelines and Resource Descriptors, among others, for further details.
4.2.3. Lost Device
A logical device may become lost because of hardware errors, execution
timeouts, power management events and/or platform-specific events.
This may cause pending and future command execution to fail and cause
hardware resources to be corrupted.
When this happens, certain commands will return VK_ERROR_DEVICE_LOST
(see Error Codes for a list of such commands).
After any such event, the logical device is considered lost.
It is not possible to reset the logical device to a non-lost state, however
the lost state is specific to a logical device (VkDevice
), and the
corresponding physical device (VkPhysicalDevice
) may be otherwise
unaffected.
In some cases, the physical device may also be lost, and attempting to
create a new logical device will fail, returning VK_ERROR_DEVICE_LOST
.
This is usually indicative of a problem with the underlying hardware, or its
connection to the host.
If the physical device has not been lost, and a new logical device is
successfully created from that physical device, it must be in the non-lost
state.
Note
Whilst logical device loss may be recoverable, in the case of physical device loss, it is unlikely that an application will be able to recover unless additional, unaffected physical devices exist on the system. The error is largely informational and intended only to inform the user that their hardware has probably developed a fault or become physically disconnected, and should be investigated further. In many cases, physical device loss may cause other more serious issues such as the operating system crashing; in which case it may not be reported via the Vulkan API. |
Note
Undefined behavior caused by an application error may cause a device to
become lost.
However, such undefined behavior may also cause unrecoverable damage to the
process, and it is then not guaranteed that the API objects, including the
|
When a device is lost, its child objects are not implicitly destroyed and their handles are still valid. Those objects must still be destroyed before their parents or the device can be destroyed (see the Object Lifetime section). The host address space corresponding to device memory mapped using vkMapMemory is still valid, and host memory accesses to these mapped regions are still valid, but the contents are undefined. It is still legal to call any API command on the device and child objects.
Once a device is lost, command execution may fail, and commands that return
a VkResult may return VK_ERROR_DEVICE_LOST
.
Commands that do not allow run-time errors must still operate correctly for
valid usage and, if applicable, return valid data.
Commands that wait indefinitely for device execution (namely
vkDeviceWaitIdle, vkQueueWaitIdle, vkWaitForFences
or vkAcquireNextImageKHR
with a maximum timeout
, and vkGetQueryPoolResults with the
VK_QUERY_RESULT_WAIT_BIT
bit set in flags
) must return in
finite time even in the case of a lost device, and return either
VK_SUCCESS
or VK_ERROR_DEVICE_LOST
.
For any command that may return VK_ERROR_DEVICE_LOST
, for the purpose
of determining whether a command buffer is in the
pending state, or whether resources are
considered in-use by the device, a return value of
VK_ERROR_DEVICE_LOST
is equivalent to VK_SUCCESS
.
editing-note
TODO (piman) - I do not think we are very clear about what “in-use by the device” means. |
4.2.4. Device Destruction
To destroy a device, call:
void vkDestroyDevice(
VkDevice device,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
To ensure that no work is active on the device, vkDeviceWaitIdle can
be used to gate the destruction of the device.
Prior to destroying a device, an application is responsible for
destroying/freeing any Vulkan objects that were created using that device as
the first parameter of the corresponding vkCreate*
or
vkAllocate*
command.
Note
The lifetime of each of these objects is bound by the lifetime of the
|
4.3. Queues
4.3.1. Queue Family Properties
As discussed in the Physical Device Enumeration section above, the vkGetPhysicalDeviceQueueFamilyProperties command is used to retrieve details about the queue families and queues supported by a device.
Each index in the pQueueFamilyProperties
array returned by
vkGetPhysicalDeviceQueueFamilyProperties describes a unique queue
family on that physical device.
These indices are used when creating queues, and they correspond directly
with the queueFamilyIndex
that is passed to the vkCreateDevice
command via the VkDeviceQueueCreateInfo structure as described in the
Queue Creation section below.
Grouping of queue families within a physical device is implementation-dependent.
Note
The general expectation is that a physical device groups all queues of matching capabilities into a single family. However, while implementations should do this, it is possible that a physical device may return two separate queue families with the same capabilities. |
Once an application has identified a physical device with the queue(s) that it desires to use, it will create those queues in conjunction with a logical device. This is described in the following section.
4.3.2. Queue Creation
Creating a logical device also creates the queues associated with that
device.
The queues to create are described by a set of VkDeviceQueueCreateInfo
structures that are passed to vkCreateDevice in
pQueueCreateInfos
.
Queues are represented by VkQueue
handles:
VK_DEFINE_HANDLE(VkQueue)
The VkDeviceQueueCreateInfo
structure is defined as:
typedef struct VkDeviceQueueCreateInfo {
VkStructureType sType;
const void* pNext;
VkDeviceQueueCreateFlags flags;
uint32_t queueFamilyIndex;
uint32_t queueCount;
const float* pQueuePriorities;
} VkDeviceQueueCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
queueFamilyIndex
is an unsigned integer indicating the index of the queue family to create on this device. This index corresponds to the index of an element of thepQueueFamilyProperties
array that was returned byvkGetPhysicalDeviceQueueFamilyProperties
. -
queueCount
is an unsigned integer specifying the number of queues to create in the queue family indicated byqueueFamilyIndex
. -
pQueuePriorities
is an array ofqueueCount
normalized floating point values, specifying priorities of work that will be submitted to each created queue. See Queue Priority for more information.
To retrieve a handle to a VkQueue object, call:
void vkGetDeviceQueue(
VkDevice device,
uint32_t queueFamilyIndex,
uint32_t queueIndex,
VkQueue* pQueue);
-
device
is the logical device that owns the queue. -
queueFamilyIndex
is the index of the queue family to which the queue belongs. -
queueIndex
is the index within this queue family of the queue to retrieve. -
pQueue
is a pointer to aVkQueue
object that will be filled with the handle for the requested queue.
4.3.3. Queue Family Index
The queue family index is used in multiple places in Vulkan in order to tie operations to a specific family of queues.
When retrieving a handle to the queue via vkGetDeviceQueue
, the queue
family index is used to select which queue family to retrieve the
VkQueue
handle from as described in the previous section.
When creating a VkCommandPool
object (see
Command Pools), a queue family index is specified
in the VkCommandPoolCreateInfo structure.
Command buffers from this pool can only be submitted on queues
corresponding to this queue family.
When creating VkImage
(see Images) and
VkBuffer
(see Buffers) resources, a set of queue
families is included in the VkImageCreateInfo and
VkBufferCreateInfo structures to specify the queue families that can
access the resource.
When inserting a VkBufferMemoryBarrier or VkImageMemoryBarrier (see Events) a source and destination queue family index is specified to allow the ownership of a buffer or image to be transferred from one queue family to another. See the Resource Sharing section for details.
4.3.4. Queue Priority
Each queue is assigned a priority, as set in the VkDeviceQueueCreateInfo structures when creating the device. The priority of each queue is a normalized floating point value between 0.0 and 1.0, which is then translated to a discrete priority level by the implementation. Higher values indicate a higher priority, with 0.0 being the lowest priority and 1.0 being the highest.
Within the same device, queues with higher priority may be allotted more processing time than queues with lower priority. The implementation makes no guarantees with regards to ordering or scheduling among queues with the same priority, other than the constraints defined by any explicit synchronization primitives. The implementation make no guarantees with regards to queues across different devices.
An implementation may allow a higher-priority queue to starve a
lower-priority queue on the same VkDevice
until the higher-priority
queue has no further commands to execute.
The relationship of queue priorities must not cause queues on one VkDevice
to starve queues on another VkDevice
.
No specific guarantees are made about higher priority queues receiving more processing time or better quality of service than lower priority queues.
4.3.5. Queue Submission
Work is submitted to a queue via queue submission commands such as vkQueueSubmit. Queue submission commands define a set of queue operations to be executed by the underlying physical device, including synchronization with semaphores and fences.
Submission commands take as parameters a target queue, zero or more batches of work, and an optional fence to signal upon completion. Each batch consists of three distinct parts:
-
Zero or more semaphores to wait on before execution of the rest of the batch.
-
If present, these describe a semaphore wait operation.
-
-
Zero or more work items to execute.
-
If present, these describe a queue operation matching the work described.
-
-
Zero or more semaphores to signal upon completion of the work items.
-
If present, these describe a semaphore signal operation.
-
If a fence is present in a queue submission, it describes a fence signal operation.
All work described by a queue submission command must be submitted to the queue before the command returns.
Sparse Memory Binding
In Vulkan it is possible to sparsely bind memory to buffers and images as
described in the Sparse Resource chapter.
Sparse memory binding is a queue operation.
A queue whose flags include the VK_QUEUE_SPARSE_BINDING_BIT
must be
able to support the mapping of a virtual address to a physical address on
the device.
This causes an update to the page table mappings on the device.
This update must be synchronized on a queue to avoid corrupting page table
mappings during execution of graphics commands.
By binding the sparse memory resources on queues, all commands that are
dependent on the updated bindings are synchronized to only execute after the
binding is updated.
See the Synchronization and Cache Control chapter for
how this synchronization is accomplished.
4.3.6. Queue Destruction
Queues are created along with a logical device during vkCreateDevice
.
All queues associated with a logical device are destroyed when
vkDestroyDevice
is called on that device.
5. Command Buffers
Command buffers are objects used to record commands which can be subsequently submitted to a device queue for execution. There are two levels of command buffers - primary command buffers, which can execute secondary command buffers, and which are submitted to queues, and secondary command buffers, which can be executed by primary command buffers, and which are not directly submitted to queues.
Command buffers are represented by VkCommandBuffer
handles:
VK_DEFINE_HANDLE(VkCommandBuffer)
Recorded commands include commands to bind pipelines and descriptor sets to the command buffer, commands to modify dynamic state, commands to draw (for graphics rendering), commands to dispatch (for compute), commands to execute secondary command buffers (for primary command buffers only), commands to copy buffers and images, and other commands.
Each command buffer manages state independently of other command buffers. There is no inheritance of state across primary and secondary command buffers, or between secondary command buffers. When a command buffer begins recording, all state in that command buffer is undefined. When secondary command buffer(s) are recorded to execute on a primary command buffer, the secondary command buffer inherits no state from the primary command buffer, and all state of the primary command buffer is undefined after an execute secondary command buffer command is recorded. There is one exception to this rule - if the primary command buffer is inside a render pass instance, then the render pass and subpass state is not disturbed by executing secondary command buffers. Whenever the state of a command buffer is undefined, the application must set all relevant state on the command buffer before any state dependent commands such as draws and dispatches are recorded, otherwise the behavior of executing that command buffer is undefined.
Unless otherwise specified, and without explicit synchronization, the various commands submitted to a queue via command buffers may execute in arbitrary order relative to each other, and/or concurrently. Also, the memory side-effects of those commands may not be directly visible to other commands without explicit memory dependencies. This is true within a command buffer, and across command buffers submitted to a given queue. See the synchronization chapter for information on implicit and explicit synchronization between commands.
5.1. Command Buffer Lifecycle
Each command buffer is always in one of the following states:
- Initial
-
When a command buffer is first allocated is in the initial state. Some commands are able to reset a command buffer, or a set of command buffers, back to this state from any of the executable, recording or invalid state. Command buffers in the initial state can only be moved to the recording state, or freed.
- Recording
-
vkBeginCommandBuffer changes the state of a command buffer from the initial state to the recording state. Once a command buffer is in the recording state, vkCmd* commands can be used to record to the command buffer.
- Executable
-
vkEndCommandBuffer ends the recording of a command buffer, and moves it from the recording state to the executable state. Executable command buffers can be submitted, reset, or recorded to another command buffer.
- Pending
-
Queue submission of a command buffer changes the state of a command buffer from the executable state to the pending state. Whilst in the pending state, applications must not attempt to modify the command buffer in any way - the device may be processing the commands recorded to it. Once execution of a command buffer completes, the command buffer reverts back to the executable state. A synchronization command should be used to detect when this occurs.
- Invalid
-
Some operations, such as modifying or deleting a resource that was used in a command recorded to a command buffer, will transition the state of a command buffer into the invalid state. Command buffers in the invalid state can only be reset, moved to the recording state, or freed.
Any given command that operates on a command buffer has its own requirements on what state a command buffer must be in, which are detailed in the valid usage constraints for that command.
Resetting a command buffer is an operation that discards any previously recorded commands and puts a command buffer in the initial state. Resetting occurs as a result of vkResetCommandBuffer or vkResetCommandPool, or as part of vkBeginCommandBuffer (which additionally puts the command buffer in the recording state).
Secondary command buffers can be recorded to a primary command buffer via vkCmdExecuteCommands. This partially ties the lifecycle of the two command buffers together - if the primary is submitted to a queue, both the primary and any secondaries recorded to it move to the pending state. Once execution of the primary completes, so does any secondary recorded within it, and once all executions of each command buffer complete, they move to the executable state. If a secondary moves to any other state whilst it is recorded to another command buffer, the primary moves to the invalid state. A primary moving to any other state does not affect the state of the secondary. Resetting or freeing a primary command buffer removes the linkage to any secondary command buffers that were recorded to it.
5.2. Command Pools
Command pools are opaque objects that command buffer memory is allocated from, and which allow the implementation to amortize the cost of resource creation across multiple command buffers. Command pools are externally synchronized, meaning that a command pool must not be used concurrently in multiple threads. That includes use via recording commands on any command buffers allocated from the pool, as well as operations that allocate, free, and reset command buffers or the pool itself.
Command pools are represented by VkCommandPool
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkCommandPool)
To create a command pool, call:
VkResult vkCreateCommandPool(
VkDevice device,
const VkCommandPoolCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkCommandPool* pCommandPool);
-
device
is the logical device that creates the command pool. -
pCreateInfo
contains information used to create the command pool. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pCommandPool
points to aVkCommandPool
handle in which the created pool is returned.
The VkCommandPoolCreateInfo
structure is defined as:
typedef struct VkCommandPoolCreateInfo {
VkStructureType sType;
const void* pNext;
VkCommandPoolCreateFlags flags;
uint32_t queueFamilyIndex;
} VkCommandPoolCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkCommandPoolCreateFlagBits indicating usage behavior for the pool and command buffers allocated from it. -
queueFamilyIndex
designates a queue family as described in section Queue Family Properties. All command buffers allocated from this command pool must be submitted on queues from the same queue family.
Bits which can be set in VkCommandPoolCreateInfo::flags
to
specify usage behavior for a command pool are:
typedef enum VkCommandPoolCreateFlagBits {
VK_COMMAND_POOL_CREATE_TRANSIENT_BIT = 0x00000001,
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT = 0x00000002,
} VkCommandPoolCreateFlagBits;
-
VK_COMMAND_POOL_CREATE_TRANSIENT_BIT
indicates that command buffers allocated from the pool will be short-lived, meaning that they will be reset or freed in a relatively short timeframe. This flag may be used by the implementation to control memory allocation behavior within the pool. -
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
allows any command buffer allocated from a pool to be individually reset to the initial state; either by calling vkResetCommandBuffer, or via the implicit reset when calling vkBeginCommandBuffer. If this flag is not set on a pool, thenvkResetCommandBuffer
must not be called for any command buffer allocated from that pool.
To reset a command pool, call:
VkResult vkResetCommandPool(
VkDevice device,
VkCommandPool commandPool,
VkCommandPoolResetFlags flags);
-
device
is the logical device that owns the command pool. -
commandPool
is the command pool to reset. -
flags
is a bitmask of VkCommandPoolResetFlagBits controlling the reset operation.
Resetting a command pool recycles all of the resources from all of the command buffers allocated from the command pool back to the command pool. All command buffers that have been allocated from the command pool are put in the initial state.
Any primary command buffer allocated from another VkCommandPool that
is in the recording or executable state and
has a secondary command buffer allocated from commandPool
recorded
into it, becomes invalid.
Bits which can be set in vkResetCommandPool::flags
to control
the reset operation are:
typedef enum VkCommandPoolResetFlagBits {
VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT = 0x00000001,
} VkCommandPoolResetFlagBits;
-
VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT
specifies that resetting a command pool recycles all of the resources from the command pool back to the system.
To destroy a command pool, call:
void vkDestroyCommandPool(
VkDevice device,
VkCommandPool commandPool,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the command pool. -
commandPool
is the handle of the command pool to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
When a pool is destroyed, all command buffers allocated from the pool are freed.
Any primary command buffer allocated from another VkCommandPool that
is in the recording or executable state and
has a secondary command buffer allocated from commandPool
recorded
into it, becomes invalid.
5.3. Command Buffer Allocation and Management
To allocate command buffers, call:
VkResult vkAllocateCommandBuffers(
VkDevice device,
const VkCommandBufferAllocateInfo* pAllocateInfo,
VkCommandBuffer* pCommandBuffers);
-
device
is the logical device that owns the command pool. -
pAllocateInfo
is a pointer to an instance of theVkCommandBufferAllocateInfo
structure describing parameters of the allocation. -
pCommandBuffers
is a pointer to an array ofVkCommandBuffer
handles in which the resulting command buffer objects are returned. The array must be at least the length specified by thecommandBufferCount
member ofpAllocateInfo
. Each allocated command buffer begins in the initial state.
When command buffers are first allocated, they are in the initial state.
The VkCommandBufferAllocateInfo
structure is defined as:
typedef struct VkCommandBufferAllocateInfo {
VkStructureType sType;
const void* pNext;
VkCommandPool commandPool;
VkCommandBufferLevel level;
uint32_t commandBufferCount;
} VkCommandBufferAllocateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
commandPool
is the command pool from which the command buffers are allocated. -
level
is an VkCommandBufferLevel value specifying the command buffer level. -
commandBufferCount
is the number of command buffers to allocate from the pool.
Possible values of VkCommandBufferAllocateInfo::flags
,
specifying the command buffer level, are:
typedef enum VkCommandBufferLevel {
VK_COMMAND_BUFFER_LEVEL_PRIMARY = 0,
VK_COMMAND_BUFFER_LEVEL_SECONDARY = 1,
} VkCommandBufferLevel;
-
VK_COMMAND_BUFFER_LEVEL_PRIMARY
specifies a primary command buffer. -
VK_COMMAND_BUFFER_LEVEL_SECONDARY
specifies a secondary command buffer.
To reset command buffers, call:
VkResult vkResetCommandBuffer(
VkCommandBuffer commandBuffer,
VkCommandBufferResetFlags flags);
-
commandBuffer
is the command buffer to reset. The command buffer can be in any state other than pending, and is moved into the initial state. -
flags
is a bitmask of VkCommandBufferResetFlagBits controlling the reset operation.
Any primary command buffer that is in the recording or executable state and has commandBuffer
recorded into
it, becomes invalid.
Bits which can be set in vkResetCommandBuffer::flags
to control
the reset operation are:
typedef enum VkCommandBufferResetFlagBits {
VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT = 0x00000001,
} VkCommandBufferResetFlagBits;
-
VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT
specifies that most or all memory resources currently owned by the command buffer should be returned to the parent command pool. If this flag is not set, then the command buffer may hold onto memory resources and reuse them when recording commands.commandBuffer
is moved to the initial state.
To free command buffers, call:
void vkFreeCommandBuffers(
VkDevice device,
VkCommandPool commandPool,
uint32_t commandBufferCount,
const VkCommandBuffer* pCommandBuffers);
-
device
is the logical device that owns the command pool. -
commandPool
is the command pool from which the command buffers were allocated. -
commandBufferCount
is the length of thepCommandBuffers
array. -
pCommandBuffers
is an array of handles of command buffers to free.
Any primary command buffer that is in the recording or executable state and has any element of pCommandBuffers
recorded into it, becomes invalid.
5.4. Command Buffer Recording
To begin recording a command buffer, call:
VkResult vkBeginCommandBuffer(
VkCommandBuffer commandBuffer,
const VkCommandBufferBeginInfo* pBeginInfo);
-
commandBuffer
is the handle of the command buffer which is to be put in the recording state. -
pBeginInfo
is an instance of theVkCommandBufferBeginInfo
structure, which defines additional information about how the command buffer begins recording.
The VkCommandBufferBeginInfo
structure is defined as:
typedef struct VkCommandBufferBeginInfo {
VkStructureType sType;
const void* pNext;
VkCommandBufferUsageFlags flags;
const VkCommandBufferInheritanceInfo* pInheritanceInfo;
} VkCommandBufferBeginInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkCommandBufferUsageFlagBits specifying usage behavior for the command buffer. -
pInheritanceInfo
is a pointer to aVkCommandBufferInheritanceInfo
structure, which is used ifcommandBuffer
is a secondary command buffer. If this is a primary command buffer, then this value is ignored.
Bits which can be set in VkCommandBufferBeginInfo::flags
to
specify usage behavior for a command buffer are:
typedef enum VkCommandBufferUsageFlagBits {
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT = 0x00000001,
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT = 0x00000002,
VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT = 0x00000004,
} VkCommandBufferUsageFlagBits;
-
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
specifies that each recording of the command buffer will only be submitted once, and the command buffer will be reset and recorded again between each submission. -
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT
specifies that a secondary command buffer is considered to be entirely inside a render pass. If this is a primary command buffer, then this bit is ignored. -
VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT
specifies that a command buffer can be resubmitted to a queue while it is in the pending state, and recorded into multiple primary command buffers.
If the command buffer is a secondary command buffer, then the
VkCommandBufferInheritanceInfo
structure defines any state that will
be inherited from the primary command buffer:
typedef struct VkCommandBufferInheritanceInfo {
VkStructureType sType;
const void* pNext;
VkRenderPass renderPass;
uint32_t subpass;
VkFramebuffer framebuffer;
VkBool32 occlusionQueryEnable;
VkQueryControlFlags queryFlags;
VkQueryPipelineStatisticFlags pipelineStatistics;
} VkCommandBufferInheritanceInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
renderPass
is aVkRenderPass
object defining which render passes theVkCommandBuffer
will be compatible with and can be executed within. If theVkCommandBuffer
will not be executed within a render pass instance,renderPass
is ignored. -
subpass
is the index of the subpass within the render pass instance that theVkCommandBuffer
will be executed within. If theVkCommandBuffer
will not be executed within a render pass instance,subpass
is ignored. -
framebuffer
optionally refers to theVkFramebuffer
object that theVkCommandBuffer
will be rendering to if it is executed within a render pass instance. It can be VK_NULL_HANDLE if the framebuffer is not known, or if theVkCommandBuffer
will not be executed within a render pass instance.NoteSpecifying the exact framebuffer that the secondary command buffer will be executed with may result in better performance at command buffer execution time.
-
occlusionQueryEnable
indicates whether the command buffer can be executed while an occlusion query is active in the primary command buffer. If this isVK_TRUE
, then this command buffer can be executed whether the primary command buffer has an occlusion query active or not. If this isVK_FALSE
, then the primary command buffer must not have an occlusion query active. -
queryFlags
indicates the query flags that can be used by an active occlusion query in the primary command buffer when this secondary command buffer is executed. If this value includes theVK_QUERY_CONTROL_PRECISE_BIT
bit, then the active query can return boolean results or actual sample counts. If this bit is not set, then the active query must not use theVK_QUERY_CONTROL_PRECISE_BIT
bit. -
pipelineStatistics
is a bitmask of VkQueryPipelineStatisticFlagBits specifying the set of pipeline statistics that can be counted by an active query in the primary command buffer when this secondary command buffer is executed. If this value includes a given bit, then this command buffer can be executed whether the primary command buffer has a pipeline statistics query active that includes this bit or not. If this value excludes a given bit, then the active pipeline statistics query must not be from a query pool that counts that statistic.
If VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT
was not set when
creating a command buffer, that command buffer must not be submitted to a
queue whilst it is already in the pending
state.
If VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT
is not set on a
secondary command buffer, that command buffer must not be used more than
once in a given primary command buffer.
Note
On some implementations, not using the
|
If a command buffer is in the invalid, or
executable state, and the command buffer was allocated from a command pool
with the VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
flag set,
then vkBeginCommandBuffer
implicitly resets the command buffer,
behaving as if vkResetCommandBuffer
had been called with
VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT
not set.
After the implicit reset, commandBuffer
is moved to the
recording state.
Once recording starts, an application records a sequence of commands
(vkCmd*
) to set state in the command buffer, draw, dispatch, and other
commands.
To complete recording of a command buffer, call:
VkResult vkEndCommandBuffer(
VkCommandBuffer commandBuffer);
-
commandBuffer
is the command buffer to complete recording.
If there was an error during recording, the application will be notified by
an unsuccessful return code returned by vkEndCommandBuffer
.
If the application wishes to further use the command buffer, the command
buffer must be reset.
The command buffer must have been in the recording state, and is moved to the executable state.
When a command buffer is in the executable state, it can be submitted to a queue for execution.
5.5. Command Buffer Submission
To submit command buffers to a queue, call:
VkResult vkQueueSubmit(
VkQueue queue,
uint32_t submitCount,
const VkSubmitInfo* pSubmits,
VkFence fence);
-
queue
is the queue that the command buffers will be submitted to. -
submitCount
is the number of elements in thepSubmits
array. -
pSubmits
is a pointer to an array of VkSubmitInfo structures, each specifying a command buffer submission batch. -
fence
is an optional handle to a fence to be signaled once all submitted command buffers have completed execution. Iffence
is not VK_NULL_HANDLE, it defines a fence signal operation.
Note
Submission can be a high overhead operation, and applications should
attempt to batch work together into as few calls to |
vkQueueSubmit
is a queue submission
command, with each batch defined by an element of pSubmits
as an
instance of the VkSubmitInfo structure.
Batches begin execution in the order they appear in pSubmits
, but may
complete out of order.
Fence and semaphore operations submitted with vkQueueSubmit have additional ordering constraints compared to other submission commands, with dependencies involving previous and subsequent queue operations. Information about these additional constraints can be found in the semaphore and fence sections of the synchronization chapter.
Details on the interaction of pWaitDstStageMask
with synchronization
are described in the semaphore wait
operation section of the synchronization chapter.
The order that batches appear in pSubmits
is used to determine
submission order, and thus all the
implicit ordering guarantees that respect it.
Other than these implicit ordering guarantees and any explicit synchronization primitives, these batches may overlap or
otherwise execute out of order.
If any command buffer submitted to this queue is in the
executable state, it is moved to the
pending state.
Once execution of all submissions of a command buffer complete, it moves
from the pending state, back to the
executable state.
If a command buffer was recorded with the
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
flag, it instead moves
back to the invalid state.
If vkQueueSubmit
fails, it may return
VK_ERROR_OUT_OF_HOST_MEMORY
or VK_ERROR_OUT_OF_DEVICE_MEMORY
.
If it does, the implementation must ensure that the state and contents of
any resources or synchronization primitives referenced by the submitted
command buffers and any semaphores referenced by pSubmits
is
unaffected by the call or its failure.
If vkQueueSubmit
fails in such a way that the implementation can not
make that guarantee, the implementation must return
VK_ERROR_DEVICE_LOST
.
See Lost Device.
The VkSubmitInfo
structure is defined as:
typedef struct VkSubmitInfo {
VkStructureType sType;
const void* pNext;
uint32_t waitSemaphoreCount;
const VkSemaphore* pWaitSemaphores;
const VkPipelineStageFlags* pWaitDstStageMask;
uint32_t commandBufferCount;
const VkCommandBuffer* pCommandBuffers;
uint32_t signalSemaphoreCount;
const VkSemaphore* pSignalSemaphores;
} VkSubmitInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
waitSemaphoreCount
is the number of semaphores upon which to wait before executing the command buffers for the batch. -
pWaitSemaphores
is a pointer to an array of semaphores upon which to wait before the command buffers for this batch begin execution. If semaphores to wait on are provided, they define a semaphore wait operation. -
pWaitDstStageMask
is a pointer to an array of pipeline stages at which each corresponding semaphore wait will occur. -
commandBufferCount
is the number of command buffers to execute in the batch. -
pCommandBuffers
is a pointer to an array of command buffers to execute in the batch. -
signalSemaphoreCount
is the number of semaphores to be signaled once the commands specified inpCommandBuffers
have completed execution. -
pSignalSemaphores
is a pointer to an array of semaphores which will be signaled when the command buffers for this batch have completed execution. If semaphores to be signaled are provided, they define a semaphore signal operation.
The order that command buffers appear in pCommandBuffers
is used to
determine submission order, and thus
all the implicit ordering guarantees that
respect it.
Other than these implicit ordering guarantees and any explicit synchronization primitives, these command buffers may overlap or
otherwise execute out of order.
5.6. Queue Forward Progress
The application must ensure that command buffer submissions will be able to
complete without any subsequent operations by the application on any queue.
After any call to vkQueueSubmit
, for every queued wait on a semaphore
there must be a prior signal of that semaphore that will not be consumed by
a different wait on the semaphore.
Command buffers in the submission can include vkCmdWaitEvents
commands that wait on events that will not be signaled by earlier commands
in the queue.
Such events must be signaled by the application using vkSetEvent, and
the vkCmdWaitEvents
commands that wait upon them must not be inside a
render pass instance.
Implementations may have limits on how long the command buffer will wait,
in order to avoid interfering with progress of other clients of the device.
If the event is not signaled within these limits, results are undefined and
may include device loss.
5.7. Secondary Command Buffer Execution
A secondary command buffer must not be directly submitted to a queue. Instead, secondary command buffers are recorded to execute as part of a primary command buffer with the command:
void vkCmdExecuteCommands(
VkCommandBuffer commandBuffer,
uint32_t commandBufferCount,
const VkCommandBuffer* pCommandBuffers);
-
commandBuffer
is a handle to a primary command buffer that the secondary command buffers are executed in. -
commandBufferCount
is the length of thepCommandBuffers
array. -
pCommandBuffers
is an array of secondary command buffer handles, which are recorded to execute in the primary command buffer in the order they are listed in the array.
If any element of pCommandBuffers
was not recorded with the
VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT
flag, and it was recorded
into any other primary command buffer which is currently in the
executable or recording state, that primary
command buffer becomes invalid.
6. Synchronization and Cache Control
Synchronization of access to resources is primarily the responsibility of the application in Vulkan. The order of execution of commands with respect to the host and other commands on the device has few implicit guarantees, and needs to be explicitly specified. Memory caches and other optimizations are also explicitly managed, requiring that the flow of data through the system is largely under application control.
Whilst some implicit guarantees exist between commands, five explicit synchronization mechanisms are exposed by Vulkan:
- Fences
-
Fences can be used to communicate to the host that execution of some task on the device has completed.
- Semaphores
-
Semaphores can be used to control resource access across multiple queues.
- Events
-
Events provide a fine-grained synchronization primitive which can be signaled either within a command buffer or by the host, and can be waited upon within a command buffer or queried on the host.
- Pipeline Barriers
-
Pipeline barriers also provide synchronization control within a command buffer, but at a single point, rather than with separate signal and wait operations.
- Render Passes
-
Render passes provide a useful synchronization framework for most rendering tasks, built upon the concepts in this chapter. Many cases that would otherwise need an application to use other synchronization primitives can be expressed more efficiently as part of a render pass.
6.1. Execution and Memory Dependencies
An operation is an arbitrary amount of work to be executed on the host, a device, or an external entity such as a presentation engine. Synchronization commands introduce explicit execution dependencies, and memory dependencies between two sets of operations defined by the command’s two synchronization scopes.
The synchronization scopes define which other operations a synchronization command is able to create execution dependencies with. Any type of operation that is not in a synchronization command’s synchronization scopes will not be included in the resulting dependency. For example, for many synchronization commands, the synchronization scopes can be limited to just operations executing in specific pipeline stages, which allows other pipeline stages to be excluded from a dependency. Other scoping options are possible, depending on the particular command.
An execution dependency is a guarantee that for two sets of operations, the first set must happen-before the second set. If an operation happens-before another operation, then the first operation must complete before the second operation is initiated. More precisely:
-
Let A and B be separate sets of operations.
-
Let S be a synchronization command.
-
Let AS and BS be the synchronization scopes of S.
-
Let A' be the intersection of sets A and AS.
-
Let B' be the intersection of sets B and BS.
-
Submitting A, S and B for execution, in that order, will result in execution dependency E between A' and B'.
-
Execution dependency E guarantees that A' happens-before B'.
An execution dependency chain is a sequence of execution dependencies that form a happens-before relation between the first dependency’s A' and the final dependency’s B'. For each consecutive pair of execution dependencies, a chain exists if the intersection of BS in the first dependency and AS in the second dependency is not an empty set. The formation of a single execution dependency from an execution dependency chain can be described by substituting the following in the description of execution dependencies:
-
Let S be a set of synchronization commands that generate an execution dependency chain.
-
Let AS be the first synchronization scope of the first command in S.
-
Let BS be the second synchronization scope of the last command in S.
Note
An execution dependency is inherently also multiple execution dependencies - a dependency exists between each subset of A' and each subset of B', and the same is true for execution dependency chains. For example, a synchronization command with multiple pipeline stages in its stage masks effectively generates one dependency between each source stage and each destination stage. This can be useful to think about when considering how execution chains are formed if they do not involve all parts of a synchronization command’s dependency. Similarly, any set of adjacent dependencies in an execution dependency chain can be considered an execution dependency chain in its own right. |
Execution dependencies alone are not sufficient to guarantee that values resulting from writes in one set of operations can be read from another set of operations.
Two additional types of operation are used to control memory access. Availability operations cause the values generated by specified memory write accesses to become available for future access. Any available value remains available until a subsequent write to the same memory location occurs (whether it is made available or not) or the memory is freed. Visibility operations cause any available values to become visible to specified memory accesses.
A memory dependency is an execution dependency which includes availability and visibility operations such that:
-
The first set of operations happens-before the availability operation.
-
The availability operation happens-before the visibility operation.
-
The visibility operation happens-before the second set of operations.
Once written values are made visible to a particular type of memory access, they can be read or written by that type of memory access. Most synchronization commands in Vulkan define a memory dependency.
The specific memory accesses that are made available and visible are defined by the access scopes of a memory dependency. Any type of access that is in a memory dependency’s first access scope and occurs in A' is made available. Any type of access that is in a memory dependency’s second access scope and occurs in B' has any available writes made visible to it. Any type of operation that is not in a synchronization command’s access scopes will not be included in the resulting dependency.
A memory dependency enforces availability and visibility of memory accesses and execution order between two sets of operations. Adding to the description of execution dependency chains:
-
Let a be the set of memory accesses performed by A'.
-
Let b be the set of memory accesses performed by B'.
-
Let aS be the first access scope of the first command in S.
-
Let bS be the second access scope of the last command in S.
-
Let a' be the intersection of sets a and aS.
-
Let b' be the intersection of sets b and bS.
-
Submitting A, S and B for execution, in that order, will result in a memory dependency m between A' and B'.
-
Memory dependency m guarantees that:
-
Memory writes in a' are made available.
-
Available memory writes, including those from a', are made visible to b'.
-
Note
Execution and memory dependencies are used to solve data hazards, i.e. to ensure that read and write operations occur in a well-defined order. Write-after-read hazards can be solved with just an execution dependency, but read-after-write and write-after-write hazards need appropriate memory dependencies to be included between them. If an application does not include dependencies to solve these hazards, the results and execution orders of memory accesses are undefined. |
6.1.1. Image Layout Transitions
Image subresources can be transitioned from one layout to another as part of a memory dependency (e.g. by using an image memory barrier). When a layout transition is specified in a memory dependency, it happens-after the availability operations in the memory dependency, and happens-before the visibility operations. Image layout transitions may perform read and write accesses on all memory bound to the image subresource range, so applications must ensure that all memory writes have been made available before a layout transition is executed. Available memory is automatically made visible to a layout transition, and writes performed by a layout transition are automatically made available.
Layout transitions always apply to a particular image subresource range, and
specify both an old layout and new layout.
If the old layout does not match the new layout, a transition occurs.
The old layout must match the current layout of the image subresource
range, with one exception.
The old layout can always be specified as VK_IMAGE_LAYOUT_UNDEFINED
,
though doing so invalidates the contents of the image subresource range.
Note
Setting the old layout to |
Note
Applications must ensure that layout transitions happen-after all operations accessing the image with the old layout, and happen-before any operations that will access the image with the new layout. Layout transitions are potentially read/write operations, so not defining appropriate memory dependencies to guarantee this will result in a data race. |
Image layout transitions interact with memory aliasing.
6.1.2. Pipeline Stages
The work performed by an action command consists of multiple operations, which are performed by a sequence of logically independent execution units known as pipeline stages. The exact pipeline stages executed depend on the particular action command that is used, and current command buffer state when the action command was recorded. Drawing commands, dispatching commands, copy commands, and clear commands all execute in different sets of pipeline stages.
Execution of operations across pipeline stages must adhere to implicit ordering guarantees, particularly including pipeline stage order. Otherwise, execution across pipeline stages may overlap or execute out of order with regards to other stages, unless otherwise enforced by an execution dependency.
Several of the synchronization commands include pipeline stage parameters, restricting the synchronization scopes for that command to just those stages. This allows fine grained control over the exact execution dependencies and accesses performed by action commands. Implementations should use these pipeline stages to avoid unnecessary stalls or cache flushing.
Bits which can be set, specifying pipeline stages, are:
typedef enum VkPipelineStageFlagBits {
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT = 0x00000001,
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT = 0x00000002,
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT = 0x00000004,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT = 0x00000008,
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT = 0x00000010,
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT = 0x00000020,
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT = 0x00000040,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT = 0x00000080,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT = 0x00000100,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT = 0x00000200,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT = 0x00000400,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT = 0x00000800,
VK_PIPELINE_STAGE_TRANSFER_BIT = 0x00001000,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT = 0x00002000,
VK_PIPELINE_STAGE_HOST_BIT = 0x00004000,
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT = 0x00008000,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT = 0x00010000,
} VkPipelineStageFlagBits;
-
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT
specifies the stage of the pipeline where any commands are initially received by the queue. -
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
specifies the stage of the pipeline where Draw/DispatchIndirect data structures are consumed. -
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
specifies the stage of the pipeline where vertex and index buffers are consumed. -
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
specifies the vertex shader stage. -
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
specifies the tessellation control shader stage. -
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
specifies the tessellation evaluation shader stage. -
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
specifies the geometry shader stage. -
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
specifies the fragment shader stage. -
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
specifies the stage of the pipeline where early fragment tests (depth and stencil tests before fragment shading) are performed. This stage also includes subpass load operations for framebuffer attachments with a depth/stencil format. -
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
specifies the stage of the pipeline where late fragment tests (depth and stencil tests after fragment shading) are performed. This stage also includes subpass store operations for framebuffer attachments with a depth/stencil format. -
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
specifies the stage of the pipeline after blending where the final color values are output from the pipeline. This stage also includes subpass load and store operations and multisample resolve operations for framebuffer attachments with a color format. -
VK_PIPELINE_STAGE_TRANSFER_BIT
specifies the execution of copy commands. This includes the operations resulting from all copy commands, clear commands (with the exception of vkCmdClearAttachments), and vkCmdCopyQueryPoolResults. -
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
specifies the execution of a compute shader. -
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT
specifies the final stage in the pipeline where operations generated by all commands complete execution. -
VK_PIPELINE_STAGE_HOST_BIT
specifies a pseudo-stage indicating execution on the host of reads/writes of device memory. This stage is not invoked by any commands recorded in a command buffer. -
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT
specifies the execution of all graphics pipeline stages, and is equivalent to the logical OR of:-
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT
-
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
-
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
-
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
-
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
-
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
-
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
-
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
-
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
-
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
-
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
-
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT
-
-
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT
is equivalent to the logical OR of every other pipeline stage flag that is supported on the queue it is used with.
Note
An execution dependency with only When defining a memory dependency, using only
|
If a synchronization command includes a source stage mask, its first synchronization scope only includes execution of the pipeline stages specified in that mask, and its first access scope only includes memory access performed by pipeline stages specified in that mask. If a synchronization command includes a destination stage mask, its second synchronization scope only includes execution of the pipeline stages specified in that mask, and its second access scope only includes memory access performed by pipeline stages specified in that mask.
Note
Including a particular pipeline stage in the first synchronization scope of a command implicitly includes logically earlier pipeline stages in the synchronization scope. Similarly, the second synchronization scope includes logically later pipeline stages. However, note that access scopes are not affected in this way - only the precise stages specified are considered part of each access scope. |
Certain pipeline stages are only available on queues that support a particular set of operations. The following table lists, for each pipeline stage flag, which queue capability flag must be supported by the queue. When multiple flags are enumerated in the second column of the table, it means that the pipeline stage is supported on the queue if it supports any of the listed capability flags. For further details on queue capabilities see Physical Device Enumeration and Queues.
Pipeline stage flag | Required queue capability flag |
---|---|
|
None required |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
None required |
|
None required |
|
|
|
None required |
Pipeline stages that execute as a result of a command logically complete execution in a specific order, such that completion of a logically later pipeline stage must not happen-before completion of a logically earlier stage. This means that including any given stage in the source stage mask for a particular synchronization command also implies that any logically earlier stages are included in AS for that command.
Similarly, initiation of a logically earlier pipeline stage must not happen-after initiation of a logically later pipeline stage. Including any given stage in the destination stage mask for a particular synchronization command also implies that any logically later stages are included in BS for that command.
Note
Implementations may not support synchronization at every pipeline stage for every synchronization operation. If a pipeline stage that an implementation does not support synchronization for appears in a source stage mask, it may substitute any logically later stage in its place for the first synchronization scope. If a pipeline stage that an implementation does not support synchronization for appears in a destination stage mask, it may substitute any logically earlier stage in its place for the second synchronization scope. For example, if an implementation is unable to signal an event immediately after vertex shader execution is complete, it may instead signal the event after color attachment output has completed. If an implementation makes such a substitution, it must not affect the semantics of execution or memory dependencies or image and buffer memory barriers. |
The order of pipeline stages depends on the particular pipeline; graphics, compute, transfer or host.
For the graphics pipeline, the following stages occur in this order:
-
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT
-
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
-
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
-
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
-
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
-
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
-
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
-
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
-
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
-
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
-
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
-
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT
For the compute pipeline, the following stages occur in this order:
-
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT
-
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
-
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
-
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT
For the transfer pipeline, the following stages occur in this order:
-
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT
-
VK_PIPELINE_STAGE_TRANSFER_BIT
-
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT
For host operations, only one pipeline stage occurs, so no order is guaranteed:
-
VK_PIPELINE_STAGE_HOST_BIT
6.1.3. Access Types
Memory in Vulkan can be accessed from within shader invocations and via some fixed-function stages of the pipeline. The access type is a function of the descriptor type used, or how a fixed-function stage accesses memory. Each access type corresponds to a bit flag in VkAccessFlagBits.
Some synchronization commands take sets of access types as parameters to define the access scopes of a memory dependency. If a synchronization command includes a source access mask, its first access scope only includes accesses via the access types specified in that mask. Similarly, if a synchronization command includes a destination access mask, its second access scope only includes accesses via the access types specified in that mask.
Access types that can be set in an access mask include:
typedef enum VkAccessFlagBits {
VK_ACCESS_INDIRECT_COMMAND_READ_BIT = 0x00000001,
VK_ACCESS_INDEX_READ_BIT = 0x00000002,
VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT = 0x00000004,
VK_ACCESS_UNIFORM_READ_BIT = 0x00000008,
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT = 0x00000010,
VK_ACCESS_SHADER_READ_BIT = 0x00000020,
VK_ACCESS_SHADER_WRITE_BIT = 0x00000040,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT = 0x00000080,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT = 0x00000100,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT = 0x00000200,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = 0x00000400,
VK_ACCESS_TRANSFER_READ_BIT = 0x00000800,
VK_ACCESS_TRANSFER_WRITE_BIT = 0x00001000,
VK_ACCESS_HOST_READ_BIT = 0x00002000,
VK_ACCESS_HOST_WRITE_BIT = 0x00004000,
VK_ACCESS_MEMORY_READ_BIT = 0x00008000,
VK_ACCESS_MEMORY_WRITE_BIT = 0x00010000,
} VkAccessFlagBits;
-
VK_ACCESS_INDIRECT_COMMAND_READ_BIT
specifies read access to an indirect command structure read as part of an indirect drawing or dispatch command. -
VK_ACCESS_INDEX_READ_BIT
specifies read access to an index buffer as part of an indexed drawing command, bound by vkCmdBindIndexBuffer. -
VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT
specifies read access to a vertex buffer as part of a drawing command, bound by vkCmdBindVertexBuffers. -
VK_ACCESS_UNIFORM_READ_BIT
specifies read access to a uniform buffer. -
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT
specifies read access to an input attachment within a renderpass during fragment shading. -
VK_ACCESS_SHADER_READ_BIT
specifies read access to a storage buffer, uniform texel buffer, storage texel buffer, sampled image, or storage image. -
VK_ACCESS_SHADER_WRITE_BIT
specifies write access to a storage buffer, storage texel buffer, or storage image. -
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT
specifies read access to a color attachment, such as via blending, logic operations, or via certain subpass load operations. -
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT
specifies write access to a color or resolve attachment during a render pass or via certain subpass load and store operations. -
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
specifies read access to a depth/stencil attachment, via depth or stencil operations or via certain subpass load operations. -
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT
specifies write access to a depth/stencil attachment, via depth or stencil operations or via certain subpass load and store operations. -
VK_ACCESS_TRANSFER_READ_BIT
specifies read access to an image or buffer in a copy operation. -
VK_ACCESS_TRANSFER_WRITE_BIT
specifies write access to an image or buffer in a clear or copy operation. -
VK_ACCESS_HOST_READ_BIT
specifies read access by a host operation. Accesses of this type are not performed through a resource, but directly on memory. -
VK_ACCESS_HOST_WRITE_BIT
specifies write access by a host operation. Accesses of this type are not performed through a resource, but directly on memory. -
VK_ACCESS_MEMORY_READ_BIT
specifies read access via non-specific entities. These entities include the Vulkan device and host, but may also include entities external to the Vulkan device or otherwise not part of the core Vulkan pipeline. When included in a destination access mask, makes all available writes visible to all future read accesses on entities known to the Vulkan device. -
VK_ACCESS_MEMORY_WRITE_BIT
specifies write access via non-specific entities. These entities include the Vulkan device and host, but may also include entities external to the Vulkan device or otherwise not part of the core Vulkan pipeline. When included in a source access mask, all writes that are performed by entities known to the Vulkan device are made available. When included in a destination access mask, makes all available writes visible to all future write accesses on entities known to the Vulkan device.
Certain access types are only performed by a subset of pipeline stages. Any synchronization command that takes both stage masks and access masks uses both to define the access scopes - only the specified access types performed by the specified stages are included in the access scope. An application must not specify an access flag in a synchronization command if it does not include a pipeline stage in the corresponding stage mask that is able to perform accesses of that type. The following table lists, for each access flag, which pipeline stages can perform that type of access.
Access flag | Supported pipeline stages |
---|---|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
N/A |
|
N/A |
If a memory object does not have the
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
property, then
vkFlushMappedMemoryRanges must be called in order to guarantee that
writes to the memory object from the host are made visible to the
VK_ACCESS_HOST_WRITE_BIT
access
type, where it can be further made available to the device by
synchronization commands.
Similarly, vkInvalidateMappedMemoryRanges must be called to guarantee
that writes which are visible to the VK_ACCESS_HOST_READ_BIT
access type are made visible to host
operations.
If the memory object does have the
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
property flag, writes to the
memory object from the host are automatically made visible to the
VK_ACCESS_HOST_WRITE_BIT
access type.
Similarly, writes made visible to the VK_ACCESS_HOST_READ_BIT
access type are automatically made visible
to the host.
Note
The vkQueueSubmit command automatically guarantees that host writes flushed to
|
6.1.4. Framebuffer Region Dependencies
Pipeline stages that operate on, or with respect to, the framebuffer are collectively the framebuffer-space pipeline stages. These stages are:
-
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
-
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
-
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
-
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
For these pipeline stages, an execution or memory dependency from the first set of operations to the second set can either be a single framebuffer-global dependency, or split into multiple framebuffer-local dependencies. A dependency with non-framebuffer-space pipeline stages is neither framebuffer-global nor framebuffer-local.
A framebuffer region is a set of sample (x, y, layer, sample) coordinates that is a subset of the entire framebuffer.
Both synchronization scopes of a framebuffer-local dependency include only the operations performed within corresponding framebuffer regions (as defined below). No ordering guarantees are made between different framebuffer regions for a framebuffer-local dependency.
Both synchronization scopes of a framebuffer-global dependency include operations on all framebuffer-regions.
If the first synchronization scope includes operations on pixels/fragments with N samples and the second synchronization scope includes operations on pixels/fragments with M samples, where N does not equal M, then a framebuffer region containing all samples at a given (x, y, layer) coordinate in the first synchronization scope corresponds to a region containing all samples at the same coordinate in the second synchronization scope. In other words, it is a pixel granularity dependency. If N equals M, then a framebuffer region containing a single (x, y, layer, sample) coordinate in the first synchronization scope corresponds to a region containing the same sample at the same coordinate in the second synchronization scope. In other words, it is a sample granularity dependency.
Note
Since fragment invocations are not specified to run in any particular groupings, the size of a framebuffer region is implementation-dependent, not known to the application, and must be assumed to be no larger than specified above. |
Note
Practically, the pixel vs sample granularity dependency means that if an
input attachment has a different number of samples than the pipeline’s
|
If a synchronization command includes a dependencyFlags
parameter, and
specifies the VK_DEPENDENCY_BY_REGION_BIT
flag, then it defines
framebuffer-local dependencies for the framebuffer-space pipeline stages in
that synchronization command, for all framebuffer regions.
If no dependencyFlags
parameter is included, or the
VK_DEPENDENCY_BY_REGION_BIT
flag is not specified, then a
framebuffer-global dependency is specified for those stages.
The VK_DEPENDENCY_BY_REGION_BIT
flag does not affect the dependencies
between non-framebuffer-space pipeline stages, nor does it affect the
dependencies between framebuffer-space and non-framebuffer-space pipeline
stages.
Note
Framebuffer-local dependencies are more optimal for most architectures; particularly tile-based architectures - which can keep framebuffer-regions entirely in on-chip registers and thus avoid external bandwidth across such a dependency. Including a framebuffer-global dependency in your rendering will usually force all implementations to flush data to memory, or to a higher level cache, breaking any potential locality optimizations. |
6.2. Implicit Synchronization Guarantees
A small number of implicit ordering guarantees are provided by Vulkan, ensuring that the order in which commands are submitted is meaningful, and avoiding unnecessary complexity in common operations.
Submission order is a fundamental ordering in Vulkan, giving meaning to the order in which action and synchronization commands are recorded and submitted to a single queue. Explicit and implicit ordering guarantees between commands in Vulkan all work on the premise that this ordering is meaningful.
Submission order for any given set of commands is based on the order in which they were recorded to command buffers and then submitted. This order is determined as follows:
-
The initial order is determined by the order in which vkQueueSubmit commands are executed on the host, for a single queue, from first to last.
-
The order in which VkSubmitInfo structures are specified in the
pSubmits
parameter of vkQueueSubmit, from lowest index to highest. -
The order in which command buffers are specified in the
pCommandBuffers
member of VkSubmitInfo, from lowest index to highest. -
The order in which commands were recorded to a command buffer on the host, from first to last:
-
For commands recorded outside a render pass, this includes all other commands recorded outside a renderpass, including vkCmdBeginRenderPass and vkCmdEndRenderPass commands; it does not directly include commands inside a render pass.
-
For commands recorded inside a render pass, this includes all other commands recorded inside the same subpass, including the vkCmdBeginRenderPass and vkCmdEndRenderPass commands that delimit the same renderpass instance; it does not include commands recorded to other subpasses.
-
Action and synchronization
commands recorded to a command buffer execute the
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT
pipeline stage in
submission order - forming an implicit
execution dependency between this stage in each command.
State commands do not execute any operations on the device, instead they set the state of the command buffer when they execute on the host, in the order that they are recorded. Action commands consume the current state of the command buffer when they are recorded, and will execute state changes on the device as required to match the recorded state.
Query commands, the order of primitives passing through the graphics pipeline and image layout transitions as part of an image memory barrier provide additional guarantees based on submission order.
Execution of pipeline stages within a given command also has a loose ordering, dependent only on a single command.
6.3. Fences
Fences are a synchronization primitive that can be used to insert a dependency from a queue to the host. Fences have two states - signaled and unsignaled. A fence can be signaled as part of the execution of a queue submission command. Fences can be unsignaled on the host with vkResetFences. Fences can be waited on by the host with the vkWaitForFences command, and the current state can be queried with vkGetFenceStatus.
Fences are represented by VkFence
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkFence)
To create a fence, call:
VkResult vkCreateFence(
VkDevice device,
const VkFenceCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkFence* pFence);
-
device
is the logical device that creates the fence. -
pCreateInfo
is a pointer to an instance of theVkFenceCreateInfo
structure which contains information about how the fence is to be created. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pFence
points to a handle in which the resulting fence object is returned.
The VkFenceCreateInfo
structure is defined as:
typedef struct VkFenceCreateInfo {
VkStructureType sType;
const void* pNext;
VkFenceCreateFlags flags;
} VkFenceCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkFenceCreateFlagBits specifying the initial state and behavior of the fence.
typedef enum VkFenceCreateFlagBits {
VK_FENCE_CREATE_SIGNALED_BIT = 0x00000001,
} VkFenceCreateFlagBits;
-
VK_FENCE_CREATE_SIGNALED_BIT
specifies that the fence object is created in the signaled state. Otherwise, it is created in the unsignaled state.
To destroy a fence, call:
void vkDestroyFence(
VkDevice device,
VkFence fence,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the fence. -
fence
is the handle of the fence to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
To query the status of a fence from the host, call:
VkResult vkGetFenceStatus(
VkDevice device,
VkFence fence);
-
device
is the logical device that owns the fence. -
fence
is the handle of the fence to query.
Upon success, vkGetFenceStatus
returns the status of the fence object,
with the following return codes:
Status | Meaning |
---|---|
|
The fence specified by |
|
The fence specified by |
|
The device has been lost. See Lost Device. |
If a queue submission command is pending execution, then the value returned by this command may immediately be out of date.
If the device has been lost (see Lost Device),
vkGetFenceStatus
may return any of the above status codes.
If the device has been lost and vkGetFenceStatus
is called repeatedly,
it will eventually return either VK_SUCCESS
or
VK_ERROR_DEVICE_LOST
.
To set the state of fences to unsignaled from the host, call:
VkResult vkResetFences(
VkDevice device,
uint32_t fenceCount,
const VkFence* pFences);
-
device
is the logical device that owns the fences. -
fenceCount
is the number of fences to reset. -
pFences
is a pointer to an array of fence handles to reset.
When vkResetFences is executed on the host, it defines a fence unsignal operation for each fence, which resets the fence to the unsignaled state.
If any member of pFences
is already in the unsignaled state when
vkResetFences is executed, then vkResetFences has no effect on
that fence.
When a fence is submitted to a queue as part of a queue submission command, it defines a memory dependency on the batches that were submitted as part of that command, and defines a fence signal operation which sets the fence to the signaled state.
The first synchronization scope includes every batch submitted in the same queue submission command. Fence signal operations that are defined by vkQueueSubmit additionally include in the first synchronization scope all previous queue submissions to the same queue via vkQueueSubmit.
The second synchronization scope only includes the fence signal operation.
The first access scope includes all memory access performed by the device.
The second access scope is empty.
To wait for one or more fences to enter the signaled state on the host, call:
VkResult vkWaitForFences(
VkDevice device,
uint32_t fenceCount,
const VkFence* pFences,
VkBool32 waitAll,
uint64_t timeout);
-
device
is the logical device that owns the fences. -
fenceCount
is the number of fences to wait on. -
pFences
is a pointer to an array offenceCount
fence handles. -
waitAll
is the condition that must be satisfied to successfully unblock the wait. IfwaitAll
isVK_TRUE
, then the condition is that all fences inpFences
are signaled. Otherwise, the condition is that at least one fence inpFences
is signaled. -
timeout
is the timeout period in units of nanoseconds.timeout
is adjusted to the closest value allowed by the implementation-dependent timeout accuracy, which may be substantially longer than one nanosecond, and may be longer than the requested period.
If the condition is satisfied when vkWaitForFences
is called, then
vkWaitForFences
returns immediately.
If the condition is not satisfied at the time vkWaitForFences
is
called, then vkWaitForFences
will block and wait up to timeout
nanoseconds for the condition to become satisfied.
If timeout
is zero, then vkWaitForFences
does not wait, but
simply returns the current state of the fences.
VK_TIMEOUT
will be returned in this case if the condition is not
satisfied, even though no actual wait was performed.
If the specified timeout period expires before the condition is satisfied,
vkWaitForFences
returns VK_TIMEOUT
.
If the condition is satisfied before timeout
nanoseconds has expired,
vkWaitForFences
returns VK_SUCCESS
.
If device loss occurs (see Lost Device) before
the timeout has expired, vkWaitForFences
must return in finite time
with either VK_SUCCESS
or VK_ERROR_DEVICE_LOST
.
Note
While we guarantee that |
An execution dependency is defined by waiting for a fence to become signaled, either via vkWaitForFences or by polling on vkGetFenceStatus.
The first synchronization scope includes only the fence signal operation.
The second synchronization scope includes the host operations of vkWaitForFences or vkGetFenceStatus indicating that the fence has become signaled.
Note
Signaling a fence and waiting on the host does not guarantee that the results of memory accesses will be visible to the host, as the access scope of a memory dependency defined by a fence only includes device access. A memory barrier or other memory dependency must be used to guarantee this. See the description of host access types for more information. |
6.4. Semaphores
Semaphores are a synchronization primitive that can be used to insert a dependency between batches submitted to queues. Semaphores have two states - signaled and unsignaled. The state of a semaphore can be signaled after execution of a batch of commands is completed. A batch can wait for a semaphore to become signaled before it begins execution, and the semaphore is also unsignaled before the batch begins execution.
Semaphores are represented by VkSemaphore
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSemaphore)
To create a semaphore, call:
VkResult vkCreateSemaphore(
VkDevice device,
const VkSemaphoreCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSemaphore* pSemaphore);
-
device
is the logical device that creates the semaphore. -
pCreateInfo
is a pointer to an instance of theVkSemaphoreCreateInfo
structure which contains information about how the semaphore is to be created. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pSemaphore
points to a handle in which the resulting semaphore object is returned.
When created, the semaphore is in the unsignaled state.
The VkSemaphoreCreateInfo
structure is defined as:
typedef struct VkSemaphoreCreateInfo {
VkStructureType sType;
const void* pNext;
VkSemaphoreCreateFlags flags;
} VkSemaphoreCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use.
To destroy a semaphore, call:
void vkDestroySemaphore(
VkDevice device,
VkSemaphore semaphore,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the semaphore. -
semaphore
is the handle of the semaphore to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
6.4.1. Semaphore Signaling
When a batch is submitted to a queue via a queue submission, and it includes semaphores to be signaled, it defines a memory dependency on the batch, and defines semaphore signal operations which set the semaphores to the signaled state.
The first synchronization scope includes every command submitted in the same batch. Semaphore signal operations that are defined by vkQueueSubmit additionally include all batches previously submitted to the same queue via vkQueueSubmit, including batches that are submitted in the same queue submission command, but at a lower index within the array of batches.
The second synchronization scope includes only the semaphore signal operation.
The first access scope includes all memory access performed by the device.
The second access scope is empty.
6.4.2. Semaphore Waiting & Unsignaling
When a batch is submitted to a queue via a queue submission, and it includes semaphores to be waited on, it defines a memory dependency between prior semaphore signal operations and the batch, and defines semaphore unsignal operations which set the semaphores to the unsignaled state.
The first synchronization scope includes all semaphore signal operations that operate on semaphores waited on in the same batch, and that happen-before the wait completes.
The second synchronization scope
includes every command submitted in the same batch.
In the case of vkQueueSubmit, the second synchronization scope is
limited to operations on the pipeline stages determined by the
destination stage mask specified
by the corresponding element of pWaitDstStageMask
.
Also, in the case of vkQueueSubmit, the second synchronization scope
additionally includes all batches subsequently submitted to the same queue
via vkQueueSubmit, including batches that are submitted in the same
queue submission command, but at a higher
index within the array of batches.
The first access scope is empty.
The second access scope includes all memory access performed by the device.
The semaphore unsignal operation happens-after the first set of operations in the execution dependency, and happens-before the second set of operations in the execution dependency.
Note
Unlike fences or events, the act of waiting for a semaphore also unsignals that semaphore. If two operations are separately specified to wait for the same semaphore, and there are no other execution dependencies between those operations, behaviour is undefined. An execution dependency must be present that guarantees that the semaphore unsignal operation for the first of those waits, happens-before the semaphore is signalled again, and before the second unsignal operation. Semaphore waits and signals should thus occur in discrete 1:1 pairs. |
Note
A common scenario for using If an image layout transition needs to be performed on a presentable image
before it is used in a framebuffer, that can be performed as the first
operation submitted to the queue after acquiring the image, and should not
prevent other work from overlapping with the presentation operation.
For example, a
Alternatively, This barrier accomplishes a dependency chain between previous presentation
operations and subsequent color attachment output operations, with the
layout transition performed in between, and does not introduce a dependency
between previous work and any vertex processing stages.
More precisely, the semaphore signals after the presentation operation
completes, the semaphore wait stalls the
|
6.4.3. Semaphore State Requirements For Wait Operations
Before waiting on a semaphore, the application must ensure the semaphore is in a valid state for a wait operation. Specifically, when a semaphore wait and unsignal operation is submitted to a queue:
-
The semaphore must be signaled, or have an associated semaphore signal operation that is pending execution.
-
There must be no other queue waiting on the same semaphore when the operation executes.
6.5. Events
Events are a synchronization primitive that can be used to insert a fine-grained dependency between commands submitted to the same queue, or between the host and a queue. Events must not be used to insert a dependency between commands submitted to different queues. Events have two states - signaled and unsignaled. An application can signal an event, or unsignal it, on either the host or the device. A device can wait for an event to become signaled before executing further operations. No command exists to wait for an event to become signaled on the host, but the current state of an event can be queried.
Events are represented by VkEvent
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkEvent)
To create an event, call:
VkResult vkCreateEvent(
VkDevice device,
const VkEventCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkEvent* pEvent);
-
device
is the logical device that creates the event. -
pCreateInfo
is a pointer to an instance of theVkEventCreateInfo
structure which contains information about how the event is to be created. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pEvent
points to a handle in which the resulting event object is returned.
When created, the event object is in the unsignaled state.
The VkEventCreateInfo
structure is defined as:
typedef struct VkEventCreateInfo {
VkStructureType sType;
const void* pNext;
VkEventCreateFlags flags;
} VkEventCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use.
To destroy an event, call:
void vkDestroyEvent(
VkDevice device,
VkEvent event,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the event. -
event
is the handle of the event to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
To query the state of an event from the host, call:
VkResult vkGetEventStatus(
VkDevice device,
VkEvent event);
-
device
is the logical device that owns the event. -
event
is the handle of the event to query.
Upon success, vkGetEventStatus
returns the state of the event object
with the following return codes:
Status | Meaning |
---|---|
|
The event specified by |
|
The event specified by |
If a vkCmdSetEvent
or vkCmdResetEvent
command is in a command
buffer that is in the pending state, then the
value returned by this command may immediately be out of date.
The state of an event can be updated by the host.
The state of the event is immediately changed, and subsequent calls to
vkGetEventStatus
will return the new state.
If an event is already in the requested state, then updating it to the same
state has no effect.
To set the state of an event to signaled from the host, call:
VkResult vkSetEvent(
VkDevice device,
VkEvent event);
-
device
is the logical device that owns the event. -
event
is the event to set.
When vkSetEvent is executed on the host, it defines an event signal operation which sets the event to the signaled state.
If event
is already in the signaled state when vkSetEvent is
executed, then vkSetEvent has no effect, and no event signal operation
occurs.
To set the state of an event to unsignaled from the host, call:
VkResult vkResetEvent(
VkDevice device,
VkEvent event);
-
device
is the logical device that owns the event. -
event
is the event to reset.
When vkResetEvent is executed on the host, it defines an event unsignal operation which resets the event to the unsignaled state.
If event
is already in the unsignaled state when vkResetEvent is
executed, then vkResetEvent has no effect, and no event unsignal
operation occurs.
The state of an event can also be updated on the device by commands inserted in command buffers.
To set the state of an event to signaled from a device, call:
void vkCmdSetEvent(
VkCommandBuffer commandBuffer,
VkEvent event,
VkPipelineStageFlags stageMask);
-
commandBuffer
is the command buffer into which the command is recorded. -
event
is the event that will be signaled. -
stageMask
specifies the source stage mask used to determine when theevent
is signaled.
When vkCmdSetEvent is submitted to a queue, it defines an execution dependency on commands that were submitted before it, and defines an event signal operation which sets the event to the signaled state.
The first synchronization scope
includes every command previously submitted to the same queue, including
those in the same command buffer and batch.
The synchronization scope is limited to operations on the pipeline stages
determined by the source stage
mask specified by stageMask
.
The second synchronization scope includes only the event signal operation.
If event
is already in the signaled state when vkCmdSetEvent is
executed on the device, then vkCmdSetEvent has no effect, no event
signal operation occurs, and no execution dependency is generated.
To set the state of an event to unsignaled from a device, call:
void vkCmdResetEvent(
VkCommandBuffer commandBuffer,
VkEvent event,
VkPipelineStageFlags stageMask);
-
commandBuffer
is the command buffer into which the command is recorded. -
event
is the event that will be unsignaled. -
stageMask
is a bitmask of VkPipelineStageFlagBits specifying the source stage mask used to determine when theevent
is unsignaled.
When vkCmdResetEvent is submitted to a queue, it defines an execution dependency on commands that were submitted before it, and defines an event unsignal operation which resets the event to the unsignaled state.
The first synchronization scope
includes every command previously submitted to the same queue, including
those in the same command buffer and batch.
The synchronization scope is limited to operations on the pipeline stages
determined by the source stage
mask specified by stageMask
.
The second synchronization scope includes only the event unsignal operation.
If event
is already in the unsignaled state when vkCmdResetEvent
is executed on the device, then vkCmdResetEvent has no effect, no
event unsignal operation occurs, and no execution dependency is generated.
To wait for one or more events to enter the signaled state on a device, call:
void vkCmdWaitEvents(
VkCommandBuffer commandBuffer,
uint32_t eventCount,
const VkEvent* pEvents,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
uint32_t memoryBarrierCount,
const VkMemoryBarrier* pMemoryBarriers,
uint32_t bufferMemoryBarrierCount,
const VkBufferMemoryBarrier* pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount,
const VkImageMemoryBarrier* pImageMemoryBarriers);
-
commandBuffer
is the command buffer into which the command is recorded. -
eventCount
is the length of thepEvents
array. -
pEvents
is an array of event object handles to wait on. -
srcStageMask
is a bitmask of VkPipelineStageFlagBits specifying the source stage mask. -
dstStageMask
is a bitmask of VkPipelineStageFlagBits specifying the destination stage mask. -
memoryBarrierCount
is the length of thepMemoryBarriers
array. -
pMemoryBarriers
is a pointer to an array of VkMemoryBarrier structures. -
bufferMemoryBarrierCount
is the length of thepBufferMemoryBarriers
array. -
pBufferMemoryBarriers
is a pointer to an array of VkBufferMemoryBarrier structures. -
imageMemoryBarrierCount
is the length of thepImageMemoryBarriers
array. -
pImageMemoryBarriers
is a pointer to an array of VkImageMemoryBarrier structures.
When vkCmdWaitEvents
is submitted to a queue, it defines a memory
dependency between prior event signal operations on the same queue or the
host, and subsequent commands.
vkCmdWaitEvents
must not be used to wait on event signal operations
occuring on other queues.
The first synchronization scope only includes event signal operations that
operate on members of pEvents
, and the operations that happened-before
the event signal operations.
Event signal operations performed by vkCmdSetEvent that were
previously submitted to the same queue are included in the first
synchronization scope, if the logically latest pipeline stage in their stageMask
parameter is
logically earlier than or equal
to the logically latest pipeline
stage in srcStageMask
.
Event signal operations performed by vkSetEvent are only included in
the first synchronization scope if VK_PIPELINE_STAGE_HOST_BIT
is
included in srcStageMask
.
The second synchronization scope
includes commands subsequently submitted to the same queue, including those
in the same command buffer and batch.
The second synchronization scope is limited to operations on the pipeline
stages determined by the destination stage mask specified by dstStageMask
.
The first access scope is
limited to access in the pipeline stages determined by the
source stage mask specified by
srcStageMask
.
Within that, the first access scope only includes the first access scopes
defined by elements of the pMemoryBarriers
,
pBufferMemoryBarriers
and pImageMemoryBarriers
arrays, which
each define a set of memory barriers.
If no memory barriers are specified, then the first access scope includes no
accesses.
The second access scope is
limited to access in the pipeline stages determined by the
destination stage mask specified
by dstStageMask
.
Within that, the second access scope only includes the second access scopes
defined by elements of the pMemoryBarriers
,
pBufferMemoryBarriers
and pImageMemoryBarriers
arrays, which
each define a set of memory barriers.
If no memory barriers are specified, then the second access scope includes
no accesses.
Note
vkCmdWaitEvents is used with vkCmdSetEvent to define a memory dependency between two sets of action commands, roughly in the same way as pipeline barriers, but split into two commands such that work between the two may execute unhindered. |
Note
Applications should be careful to avoid race conditions when using events. There is no direct ordering guarantee between a vkCmdResetEvent command and a vkCmdWaitEvents command submitted after it, so some other execution dependency must be included between these commands (e.g. a semaphore). |
6.6. Pipeline Barriers
vkCmdPipelineBarrier is a synchronization command that inserts a dependency between commands submitted to the same queue, or between commands in the same subpass.
To record a pipeline barrier, call:
void vkCmdPipelineBarrier(
VkCommandBuffer commandBuffer,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
VkDependencyFlags dependencyFlags,
uint32_t memoryBarrierCount,
const VkMemoryBarrier* pMemoryBarriers,
uint32_t bufferMemoryBarrierCount,
const VkBufferMemoryBarrier* pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount,
const VkImageMemoryBarrier* pImageMemoryBarriers);
-
commandBuffer
is the command buffer into which the command is recorded. -
srcStageMask
is a bitmask of VkPipelineStageFlagBits specifying the source stage mask. -
dstStageMask
is a bitmask of VkPipelineStageFlagBits specifying the destination stage mask. -
dependencyFlags
is a bitmask of VkDependencyFlagBits specifying how execution and memory dependencies are formed. -
memoryBarrierCount
is the length of thepMemoryBarriers
array. -
pMemoryBarriers
is a pointer to an array of VkMemoryBarrier structures. -
bufferMemoryBarrierCount
is the length of thepBufferMemoryBarriers
array. -
pBufferMemoryBarriers
is a pointer to an array of VkBufferMemoryBarrier structures. -
imageMemoryBarrierCount
is the length of thepImageMemoryBarriers
array. -
pImageMemoryBarriers
is a pointer to an array of VkImageMemoryBarrier structures.
When vkCmdPipelineBarrier is submitted to a queue, it defines a memory dependency between commands that were submitted before it, and those submitted after it.
If vkCmdPipelineBarrier was recorded outside a render pass instance,
the first synchronization scope
includes every command submitted to the same queue before it, including
those in the same command buffer and batch.
If vkCmdPipelineBarrier was recorded inside a render pass instance,
the first synchronization scope includes only commands submitted before it
within the same subpass.
In either case, the first synchronization scope is limited to operations on
the pipeline stages determined by the
source stage mask specified by
srcStageMask
.
If vkCmdPipelineBarrier was recorded outside a render pass instance,
the second synchronization scope
includes every command submitted to the same queue after it, including those
in the same command buffer and batch.
If vkCmdPipelineBarrier was recorded inside a render pass instance,
the second synchronization scope includes only commands submitted after it
within the same subpass.
In either case, the second synchronization scope is limited to operations on
the pipeline stages determined by the
destination stage mask specified
by dstStageMask
.
The first access scope is
limited to access in the pipeline stages determined by the
source stage mask specified by
srcStageMask
.
Within that, the first access scope only includes the first access scopes
defined by elements of the pMemoryBarriers
,
pBufferMemoryBarriers
and pImageMemoryBarriers
arrays, which
each define a set of memory barriers.
If no memory barriers are specified, then the first access scope includes no
accesses.
The second access scope is
limited to access in the pipeline stages determined by the
destination stage mask specified
by dstStageMask
.
Within that, the second access scope only includes the second access scopes
defined by elements of the pMemoryBarriers
,
pBufferMemoryBarriers
and pImageMemoryBarriers
arrays, which
each define a set of memory barriers.
If no memory barriers are specified, then the second access scope includes
no accesses.
If dependencyFlags
includes VK_DEPENDENCY_BY_REGION_BIT
, then
any dependency between framebuffer-space pipeline stages is
framebuffer-local - otherwise it is
framebuffer-global.
Bits which can be set in vkCmdPipelineBarrier::dependencyFlags
,
specifying how execution and memory dependencies are formed, are:
typedef enum VkDependencyFlagBits {
VK_DEPENDENCY_BY_REGION_BIT = 0x00000001,
} VkDependencyFlagBits;
-
VK_DEPENDENCY_BY_REGION_BIT
specifies that dependencies will be framebuffer-local.
6.6.1. Subpass Self-dependency
If vkCmdPipelineBarrier
is called inside a render pass instance, the
following restrictions apply.
For a given subpass to allow a pipeline barrier, the render pass must
declare a self-dependency from that subpass to itself.
That is, there must exist a VkSubpassDependency
in the subpass
dependency list for the render pass with srcSubpass
and
dstSubpass
equal to that subpass index.
More than one self-dependency can be declared for each subpass.
Self-dependencies must only include pipeline stage bits that are graphics
stages.
Self-dependencies must not have any earlier pipeline stages depend on any
later pipeline stages (according to the order of
graphics pipeline stages), unless
all of the stages are
framebuffer-space stages.
If the source and destination stage masks both include framebuffer-space
stages, then dependencyFlags
must include
VK_DEPENDENCY_BY_REGION_BIT
.
A vkCmdPipelineBarrier
command inside a render pass instance must be
a subset of one of the self-dependencies of the subpass it is used in,
meaning that the stage masks and access masks must each include only a
subset of the bits of the corresponding mask in that self-dependency.
If the self-dependency has VK_DEPENDENCY_BY_REGION_BIT
set, then so must the pipeline barrier.
Pipeline barriers within a render pass instance can only be types
VkMemoryBarrier
or VkImageMemoryBarrier
.
If a VkImageMemoryBarrier
is used, the image and image subresource
range specified in the barrier must be a subset of one of the image views
used by the framebuffer in the current subpass.
Additionally, oldLayout
must be equal to newLayout
, and both
the srcQueueFamilyIndex
and dstQueueFamilyIndex
must be
VK_QUEUE_FAMILY_IGNORED
.
6.7. Memory Barriers
Memory barriers are used to explicitly control access to buffer and image subresource ranges. Memory barriers are used to transfer ownership between queue families, change image layouts, and define availability and visibility operations. They explicitly define the access types and buffer and image subresource ranges that are included in the access scopes of a memory dependency that is created by a synchronization command that includes them.
6.7.1. Global Memory Barriers
Global memory barriers apply to memory accesses involving all memory objects that exist at the time of its execution.
The VkMemoryBarrier
structure is defined as:
typedef struct VkMemoryBarrier {
VkStructureType sType;
const void* pNext;
VkAccessFlags srcAccessMask;
VkAccessFlags dstAccessMask;
} VkMemoryBarrier;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
srcAccessMask
is a bitmask of VkAccessFlagBits specifying a source access mask. -
dstAccessMask
is a bitmask of VkAccessFlagBits specifying a destination access mask.
The first access scope is
limited to access types in the source access
mask specified by srcAccessMask
.
The second access scope is
limited to access types in the destination
access mask specified by dstAccessMask
.
6.7.2. Buffer Memory Barriers
Buffer memory barriers only apply to memory accesses involving a specific buffer range. That is, a memory dependency formed from an buffer memory barrier is scoped to access via the specified buffer range. Buffer memory barriers can also be used to define a queue family ownership transfer for the specified buffer range.
The VkBufferMemoryBarrier
structure is defined as:
typedef struct VkBufferMemoryBarrier {
VkStructureType sType;
const void* pNext;
VkAccessFlags srcAccessMask;
VkAccessFlags dstAccessMask;
uint32_t srcQueueFamilyIndex;
uint32_t dstQueueFamilyIndex;
VkBuffer buffer;
VkDeviceSize offset;
VkDeviceSize size;
} VkBufferMemoryBarrier;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
srcAccessMask
is a bitmask of VkAccessFlagBits specifying a source access mask. -
dstAccessMask
is a bitmask of VkAccessFlagBits specifying a destination access mask. -
srcQueueFamilyIndex
is the source queue family for a queue family ownership transfer. -
dstQueueFamilyIndex
is the destination queue family for a queue family ownership transfer. -
buffer
is a handle to the buffer whose backing memory is affected by the barrier. -
offset
is an offset in bytes into the backing memory forbuffer
; this is relative to the base offset as bound to the buffer (see vkBindBufferMemory). -
size
is a size in bytes of the affected area of backing memory forbuffer
, orVK_WHOLE_SIZE
to use the range fromoffset
to the end of the buffer.
The first access scope is
limited to access to memory through the specified buffer range, via access
types in the source access mask specified
by srcAccessMask
.
If srcAccessMask
includes VK_ACCESS_HOST_WRITE_BIT
, memory
writes performed by that access type are also made visible, as that access
type is not performed through a resource.
The second access scope is
limited to access to memory through the specified buffer range, via access
types in the destination access mask.
specified by dstAccessMask
.
If dstAccessMask
includes VK_ACCESS_HOST_WRITE_BIT
or
VK_ACCESS_HOST_READ_BIT
, available memory writes are also made visible
to accesses of those types, as those access types are not performed through
a resource.
If srcQueueFamilyIndex
is not equal to dstQueueFamilyIndex
, and
srcQueueFamilyIndex
is equal to the current queue family, then the
memory barrier defines a queue
family release operation for the specified buffer range, and the second
access scope includes no access, as if dstAccessMask
was 0
.
If dstQueueFamilyIndex
is not equal to srcQueueFamilyIndex
, and
dstQueueFamilyIndex
is equal to the current queue family, then the
memory barrier defines a queue
family acquire operation for the specified buffer range, and the first
access scope includes no access, as if srcAccessMask
was 0
.
6.7.3. Image Memory Barriers
Image memory barriers only apply to memory accesses involving a specific image subresource range. That is, a memory dependency formed from an image memory barrier is scoped to access via the specified image subresource range. Image memory barriers can also be used to define image layout transitions or a queue family ownership transfer for the specified image subresource range.
The VkImageMemoryBarrier
structure is defined as:
typedef struct VkImageMemoryBarrier {
VkStructureType sType;
const void* pNext;
VkAccessFlags srcAccessMask;
VkAccessFlags dstAccessMask;
VkImageLayout oldLayout;
VkImageLayout newLayout;
uint32_t srcQueueFamilyIndex;
uint32_t dstQueueFamilyIndex;
VkImage image;
VkImageSubresourceRange subresourceRange;
} VkImageMemoryBarrier;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
srcAccessMask
is a bitmask of VkAccessFlagBits specifying a source access mask. -
dstAccessMask
is a bitmask of VkAccessFlagBits specifying a destination access mask. -
oldLayout
is the old layout in an image layout transition. -
newLayout
is the new layout in an image layout transition. -
srcQueueFamilyIndex
is the source queue family for a queue family ownership transfer. -
dstQueueFamilyIndex
is the destination queue family for a queue family ownership transfer. -
image
is a handle to the image affected by this barrier. -
subresourceRange
describes the image subresource range withinimage
that is affected by this barrier.
The first access scope is
limited to access to memory through the specified image subresource range,
via access types in the source access mask
specified by srcAccessMask
.
If srcAccessMask
includes VK_ACCESS_HOST_WRITE_BIT
, memory
writes performed by that access type are also made visible, as that access
type is not performed through a resource.
The second access scope is
limited to access to memory through the specified image subresource range,
via access types in the destination access
mask specified by dstAccessMask
.
If dstAccessMask
includes VK_ACCESS_HOST_WRITE_BIT
or
VK_ACCESS_HOST_READ_BIT
, available memory writes are also made visible
to accesses of those types, as those access types are not performed through
a resource.
If srcQueueFamilyIndex
is not equal to dstQueueFamilyIndex
, and
srcQueueFamilyIndex
is equal to the current queue family, then the
memory barrier defines a queue
family release operation for the specified image subresource range, and
the second access scope includes no access, as if dstAccessMask
was
0
.
If dstQueueFamilyIndex
is not equal to srcQueueFamilyIndex
, and
dstQueueFamilyIndex
is equal to the current queue family, then the
memory barrier defines a queue
family acquire operation for the specified image subresource range, and
the first access scope includes no access, as if srcAccessMask
was
0
.
If oldLayout
is not equal to newLayout
, then the memory barrier
defines an image layout
transition for the specified image subresource range.
Layout transitions that are performed via image memory barriers execute in their entirety in submission order, relative to other image layout transitions submitted to the same queue, including those performed by render passes. In effect there is an implicit execution dependency from each such layout transition to all layout transitions previously submitted to the same queue.
6.7.4. Queue Family Ownership Transfer
Resources created with a VkSharingMode of
VK_SHARING_MODE_EXCLUSIVE
must have their ownership explicitly
transferred from one queue family to another in order to access their
content in a well-defined manner on a queue in a different queue family.
If memory dependencies are correctly expressed between uses of such a
resource between two queues in different families, but no ownership transfer
is defined, the contents of that resource are undefined for any read
accesses performed by the second queue family.
Note
If an application does not need the contents of a resource to remain valid when transferring from one queue family to another, then the ownership transfer should be skipped. |
A queue family ownership transfer consists of two distinct parts:
-
Release exclusive ownership from the source queue family
-
Acquire exclusive ownership for the destination queue family
An application must ensure that these operations occur in the correct order by defining an execution dependency between them, e.g. using a semaphore.
A release operation is used to
release exclusive ownership of a range of a buffer or image subresource
range.
A release operation is defined by executing a
buffer memory barrier (for a
buffer range) or an image memory
barrier (for an image subresource range), on a queue from the source queue
family.
The srcQueueFamilyIndex
parameter of the barrier must be set to the
source queue family index, and the dstQueueFamilyIndex
parameter to
the destination queue family index.
dstStageMask
is ignored for such a barrier, such that no visibility
operation is executed - the value of this mask does not affect the validity
of the barrier.
The release operation happens-after the availability operation.
An acquire operation is used
to acquire exclusive ownership of a range of a buffer or image subresource
range.
An acquire operation is defined by executing a
buffer memory barrier (for a
buffer range) or an image memory
barrier (for an image subresource range), on a queue from the destination
queue family.
The srcQueueFamilyIndex
parameter of the barrier must be set to the
source queue family index, and the dstQueueFamilyIndex
parameter to
the destination queue family index.
srcStageMask
is ignored for such a barrier, such that no availability
operation is executed - the value of this mask does not affect the validity
of the barrier.
The acquire operation happens-before the visibility operation.
Note
Whilst it is not invalid to provide destination or source access masks for memory barriers used for release or acquire operations, respectively, they have no practical effect. Access after a release operation has undefined results, and so visibility for those accesses has no practical effect. Similarly, write access before an acquire operation will produce undefined results for future access, so availability of those writes has no practical use. In an earlier version of the specification, these were required to match on both sides - but this was subsequently relaxed. These masks should be set to 0. |
If the transfer is via an image memory barrier, and an
image layout transition is
desired, then the values of oldLayout
and newLayout
in the
release memory barrier must be equal to values of oldLayout
and
newLayout
in the acquire memory barrier.
Although the image layout transition is submitted twice, it will only be
executed once.
A layout transition specified in this way happens-after the release
operation and happens-before the acquire operation.
If the values of srcQueueFamilyIndex
and dstQueueFamilyIndex
are
equal, no ownership transfer is performed, and the barrier operates as if
they were both set to VK_QUEUE_FAMILY_IGNORED
.
Queue family ownership transfers may perform read and write accesses on all memory bound to the image subresource or buffer range, so applications must ensure that all memory writes have been made available before a queue family ownership transfer is executed. Available memory is automatically made visible to queue family release and acquire operations, and writes performed by those operations are automatically made available.
Once a queue family has acquired ownership of a buffer range or image
subresource range of an VK_SHARING_MODE_EXCLUSIVE
resource, its
contents are undefined to other queue families unless ownership is
transferred.
The contents of any portion of another resource which aliases memory that is
bound to the transferred buffer or image subresource range are undefined
after a release or acquire operation.
6.8. Wait Idle Operations
To wait on the host for the completion of outstanding queue operations for a given queue, call:
VkResult vkQueueWaitIdle(
VkQueue queue);
-
queue
is the queue on which to wait.
vkQueueWaitIdle
is equivalent to submitting a fence to a queue and
waiting with an infinite timeout for that fence to signal.
To wait on the host for the completion of outstanding queue operations for all queues on a given logical device, call:
VkResult vkDeviceWaitIdle(
VkDevice device);
-
device
is the logical device to idle.
vkDeviceWaitIdle
is equivalent to calling vkQueueWaitIdle
for
all queues owned by device
.
6.9. Host Write Ordering Guarantees
When batches of command buffers are submitted to a queue via vkQueueSubmit, it defines a memory dependency with prior host operations, and execution of command buffers submitted to the queue.
The first synchronization scope is defined by the host execution model, but includes execution of vkQueueSubmit on the host and anything that happened-before it.
The second synchronization scope includes every command submitted in the same queue submission command, and all future submissions to the same queue.
The first access scope includes all host writes to mappable device memory that are either coherent, or have been flushed with vkFlushMappedMemoryRanges.
The second access scope includes all memory access performed by the device.
7. Render Pass
A render pass represents a collection of attachments, subpasses, and dependencies between the subpasses, and describes how the attachments are used over the course of the subpasses. The use of a render pass in a command buffer is a render pass instance.
Render passes are represented by VkRenderPass
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkRenderPass)
An attachment description describes the properties of an attachment including its format, sample count, and how its contents are treated at the beginning and end of each render pass instance.
A subpass represents a phase of rendering that reads and writes a subset of the attachments in a render pass. Rendering commands are recorded into a particular subpass of a render pass instance.
A subpass description describes the subset of attachments that is involved in the execution of a subpass. Each subpass can read from some attachments as input attachments, write to some as color attachments or depth/stencil attachments, and perform multisample resolve operations to resolve attachments. A subpass description can also include a set of preserve attachments, which are attachments that are not read or written by the subpass but whose contents must be preserved throughout the subpass.
A subpass uses an attachment if the attachment is a color, depth/stencil,
resolve, or input attachment for that subpass (as determined by the
pColorAttachments
, pDepthStencilAttachment
,
pResolveAttachments
, and pInputAttachments
members of
VkSubpassDescription, respectively).
A subpass does not use an attachment if that attachment is preserved by the
subpass.
The first use of an attachment is in the lowest numbered subpass that uses
that attachment.
Similarly, the last use of an attachment is in the highest numbered
subpass that uses that attachment.
The subpasses in a render pass all render to the same dimensions, and fragments for pixel (x,y,layer) in one subpass can only read attachment contents written by previous subpasses at that same (x,y,layer) location.
Note
By describing a complete set of subpasses in advance, render passes provide the implementation an opportunity to optimize the storage and transfer of attachment data between subpasses. In practice, this means that subpasses with a simple framebuffer-space dependency may be merged into a single tiled rendering pass, keeping the attachment data on-chip for the duration of a render pass instance. However, it is also quite common for a render pass to only contain a single subpass. |
Subpass dependencies describe execution and memory dependencies between subpasses.
A subpass dependency chain is a sequence of subpass dependencies in a render pass, where the source subpass of each subpass dependency (after the first) equals the destination subpass of the previous dependency.
Execution of subpasses may overlap or execute out of order with regards to other subpasses, unless otherwise enforced by an execution dependency. Each subpass only respects submission order for commands recorded in the same subpass, and the vkCmdBeginRenderPass and vkCmdEndRenderPass commands that delimit the render pass - commands within other subpasses are not included. This affects most other implicit ordering guarantees.
A render pass describes the structure of subpasses and attachments
independent of any specific image views for the attachments.
The specific image views that will be used for the attachments, and their
dimensions, are specified in VkFramebuffer
objects.
Framebuffers are created with respect to a specific render pass that the
framebuffer is compatible with (see Render Pass
Compatibility).
Collectively, a render pass and a framebuffer define the complete render
target state for one or more subpasses as well as the algorithmic
dependencies between the subpasses.
The various pipeline stages of the drawing commands for a given subpass may execute concurrently and/or out of order, both within and across drawing commands, whilst still respecting pipeline order. However for a given (x,y,layer,sample) sample location, certain per-sample operations are performed in rasterization order.
7.1. Render Pass Creation
To create a render pass, call:
VkResult vkCreateRenderPass(
VkDevice device,
const VkRenderPassCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkRenderPass* pRenderPass);
-
device
is the logical device that creates the render pass. -
pCreateInfo
is a pointer to an instance of the VkRenderPassCreateInfo structure that describes the parameters of the render pass. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pRenderPass
points to aVkRenderPass
handle in which the resulting render pass object is returned.
The VkRenderPassCreateInfo
structure is defined as:
typedef struct VkRenderPassCreateInfo {
VkStructureType sType;
const void* pNext;
VkRenderPassCreateFlags flags;
uint32_t attachmentCount;
const VkAttachmentDescription* pAttachments;
uint32_t subpassCount;
const VkSubpassDescription* pSubpasses;
uint32_t dependencyCount;
const VkSubpassDependency* pDependencies;
} VkRenderPassCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
attachmentCount
is the number of attachments used by this render pass, or zero indicating no attachments. Attachments are referred to by zero-based indices in the range [0,attachmentCount
). -
pAttachments
points to an array ofattachmentCount
number of VkAttachmentDescription structures describing properties of the attachments, orNULL
ifattachmentCount
is zero. -
subpassCount
is the number of subpasses to create for this render pass. Subpasses are referred to by zero-based indices in the range [0,subpassCount
). A render pass must have at least one subpass. -
pSubpasses
points to an array ofsubpassCount
number of VkSubpassDescription structures describing properties of the subpasses. -
dependencyCount
is the number of dependencies between pairs of subpasses, or zero indicating no dependencies. -
pDependencies
points to an array ofdependencyCount
number of VkSubpassDependency structures describing dependencies between pairs of subpasses, orNULL
ifdependencyCount
is zero.
The VkAttachmentDescription
structure is defined as:
typedef struct VkAttachmentDescription {
VkAttachmentDescriptionFlags flags;
VkFormat format;
VkSampleCountFlagBits samples;
VkAttachmentLoadOp loadOp;
VkAttachmentStoreOp storeOp;
VkAttachmentLoadOp stencilLoadOp;
VkAttachmentStoreOp stencilStoreOp;
VkImageLayout initialLayout;
VkImageLayout finalLayout;
} VkAttachmentDescription;
-
flags
is a bitmask of VkAttachmentDescriptionFlagBits specifying additional properties of the attachment. -
format
is a VkFormat value specifying the format of the image that will be used for the attachment. -
samples
is the number of samples of the image as defined in VkSampleCountFlagBits. -
loadOp
is a VkAttachmentLoadOp value specifying how the contents of color and depth components of the attachment are treated at the beginning of the subpass where it is first used. -
storeOp
is a VkAttachmentStoreOp value specifying how the contents of color and depth components of the attachment are treated at the end of the subpass where it is last used. -
stencilLoadOp
is a VkAttachmentLoadOp value specifying how the contents of stencil components of the attachment are treated at the beginning of the subpass where it is first used. -
stencilStoreOp
is a VkAttachmentStoreOp value specifying how the contents of stencil components of the attachment are treated at the end of the last subpass where it is used. -
initialLayout
is the layout the attachment image subresource will be in when a render pass instance begins. -
finalLayout
is the layout the attachment image subresource will be transitioned to when a render pass instance ends. During a render pass instance, an attachment can use a different layout in each subpass, if desired.
If the attachment uses a color format, then loadOp
and storeOp
are used, and stencilLoadOp
and stencilStoreOp
are ignored.
If the format has depth and/or stencil components, loadOp
and
storeOp
apply only to the depth data, while stencilLoadOp
and
stencilStoreOp
define how the stencil data is handled.
loadOp
and stencilLoadOp
define the load operations that
execute as part of the first subpass that uses the attachment.
storeOp
and stencilStoreOp
define the store operations that
execute as part of the last subpass that uses the attachment.
The load operation for each sample in an attachment happens-before any
recorded command which accesses the sample in the first subpass where the
attachment is used.
Load operations for attachments with a depth/stencil format execute in the
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
pipeline stage.
Load operations for attachments with a color format execute in the
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
pipeline stage.
The store operation for each sample in an attachment happens-after any
recorded command which accesses the sample in the last subpass where the
attachment is used.
Store operations for attachments with a depth/stencil format execute in the
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
pipeline stage.
Store operations for attachments with a color format execute in the
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
pipeline stage.
If an attachment is not used by any subpass, then loadOp
,
storeOp
, stencilStoreOp
, and stencilLoadOp
are ignored,
and the attachment’s memory contents will not be modified by execution of a
render pass instance.
During a render pass instance, input/color attachments with color formats
that have a component size of 8, 16, or 32 bits must be represented in the
attachment’s format throughout the instance.
Attachments with other floating- or fixed-point color formats, or with depth
components may be represented in a format with a precision higher than the
attachment format, but must be represented with the same range.
When such a component is loaded via the loadOp
, it will be converted
into an implementation-dependent format used by the render pass.
Such components must be converted from the render pass format, to the
format of the attachment, before they are resolved or stored at the end of a
render pass instance via storeOp
.
Conversions occur as described in Numeric
Representation and Computation and Fixed-Point
Data Conversions.
If flags
includes VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT
, then
the attachment is treated as if it shares physical memory with another
attachment in the same render pass.
This information limits the ability of the implementation to reorder certain
operations (like layout transitions and the loadOp
) such that it is
not improperly reordered against other uses of the same physical memory via
a different attachment.
This is described in more detail below.
Bits which can be set in VkAttachmentDescription::flags
describing additional properties of the attachment are:
typedef enum VkAttachmentDescriptionFlagBits {
VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT = 0x00000001,
} VkAttachmentDescriptionFlagBits;
-
VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT
specifies that the attachment aliases the same device memory as other attachments.
Possible values of VkAttachmentDescription::loadOp
and
stencilLoadOp
, specifying how the contents of the attachment are
treated, are:
typedef enum VkAttachmentLoadOp {
VK_ATTACHMENT_LOAD_OP_LOAD = 0,
VK_ATTACHMENT_LOAD_OP_CLEAR = 1,
VK_ATTACHMENT_LOAD_OP_DONT_CARE = 2,
} VkAttachmentLoadOp;
-
VK_ATTACHMENT_LOAD_OP_LOAD
specifies that the previous contents of the image within the render area will be preserved. For attachments with a depth/stencil format, this uses the access typeVK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
. For attachments with a color format, this uses the access typeVK_ACCESS_COLOR_ATTACHMENT_READ_BIT
. -
VK_ATTACHMENT_LOAD_OP_CLEAR
specifies that the contents within the render area will be cleared to a uniform value, which is specified when a render pass instance is begun. For attachments with a depth/stencil format, this uses the access typeVK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT
. For attachments with a color format, this uses the access typeVK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT
. -
VK_ATTACHMENT_LOAD_OP_DONT_CARE
specifies that the previous contents within the area need not be preserved; the contents of the attachment will be undefined inside the render area. For attachments with a depth/stencil format, this uses the access typeVK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT
. For attachments with a color format, this uses the access typeVK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT
.
Possible values of VkAttachmentDescription::storeOp
and
stencilStoreOp
, specifying how the contents of the attachment are
treated, are:
typedef enum VkAttachmentStoreOp {
VK_ATTACHMENT_STORE_OP_STORE = 0,
VK_ATTACHMENT_STORE_OP_DONT_CARE = 1,
} VkAttachmentStoreOp;
-
VK_ATTACHMENT_STORE_OP_STORE
specifies the contents generated during the render pass and within the render area are written to memory. For attachments with a depth/stencil format, this uses the access typeVK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT
. For attachments with a color format, this uses the access typeVK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT
. -
VK_ATTACHMENT_STORE_OP_DONT_CARE
specifies the contents within the render area are not needed after rendering, and may be discarded; the contents of the attachment will be undefined inside the render area. For attachments with a depth/stencil format, this uses the access typeVK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT
. For attachments with a color format, this uses the access typeVK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT
.
editing-note
TODO (Jon) - the following text may need to be moved back to combine with vkCreateRenderPass above for automatic ref page generation. |
If a render pass uses multiple attachments that alias the same device
memory, those attachments must each include the
VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT
bit in their attachment
description flags.
Attachments aliasing the same memory occurs in multiple ways:
-
Multiple attachments being assigned the same image view as part of framebuffer creation.
-
Attachments using distinct image views that correspond to the same image subresource of an image.
-
Attachments using views of distinct image subresources which are bound to overlapping memory ranges.
Note
Render passes must include subpass dependencies (either directly or via a
subpass dependency chain) between any two subpasses that operate on the same
attachment or aliasing attachments and those subpass dependencies must
include execution and memory dependencies separating uses of the aliases, if
at least one of those subpasses writes to one of the aliases.
These dependencies must not include the |
Multiple attachments that alias the same memory must not be used in a single subpass. A given attachment index must not be used multiple times in a single subpass, with one exception: two subpass attachments can use the same attachment index if at least one use is as an input attachment and neither use is as a resolve or preserve attachment. In other words, the same view can be used simultaneously as an input and color or depth/stencil attachment, but must not be used as multiple color or depth/stencil attachments nor as resolve or preserve attachments. The precise set of valid scenarios is described in more detail below.
If a set of attachments alias each other, then all except the first to be
used in the render pass must use an initialLayout
of
VK_IMAGE_LAYOUT_UNDEFINED
, since the earlier uses of the other aliases
make their contents undefined.
Once an alias has been used and a different alias has been used after it,
the first alias must not be used in any later subpasses.
However, an application can assign the same image view to multiple aliasing
attachment indices, which allows that image view to be used multiple times
even if other aliases are used in between.
Note
Once an attachment needs the |
The VkSubpassDescription
structure is defined as:
typedef struct VkSubpassDescription {
VkSubpassDescriptionFlags flags;
VkPipelineBindPoint pipelineBindPoint;
uint32_t inputAttachmentCount;
const VkAttachmentReference* pInputAttachments;
uint32_t colorAttachmentCount;
const VkAttachmentReference* pColorAttachments;
const VkAttachmentReference* pResolveAttachments;
const VkAttachmentReference* pDepthStencilAttachment;
uint32_t preserveAttachmentCount;
const uint32_t* pPreserveAttachments;
} VkSubpassDescription;
-
flags
is a bitmask of VkSubpassDescriptionFlagBits specifying usage of the subpass. -
pipelineBindPoint
is a VkPipelineBindPoint value specifying whether this is a compute or graphics subpass. Currently, only graphics subpasses are supported. -
inputAttachmentCount
is the number of input attachments. -
pInputAttachments
is an array of VkAttachmentReference structures (defined below) that lists which of the render pass’s attachments can be read in the fragment shader stage during the subpass, and what layout each attachment will be in during the subpass. Each element of the array corresponds to an input attachment unit number in the shader, i.e. if the shader declares an input variablelayout(input_attachment_index=X, set=Y, binding=Z)
then it uses the attachment provided inpInputAttachments
[X]. Input attachments must also be bound to the pipeline with a descriptor set, with the input attachment descriptor written in the location (set=Y, binding=Z). Fragment shaders can use subpass input variables to access the contents of an input attachment at the fragment’s (x, y, layer) framebuffer coordinates. -
colorAttachmentCount
is the number of color attachments. -
pColorAttachments
is an array ofcolorAttachmentCount
VkAttachmentReference structures that lists which of the render pass’s attachments will be used as color attachments in the subpass, and what layout each attachment will be in during the subpass. Each element of the array corresponds to a fragment shader output location, i.e. if the shader declared an output variablelayout(location=X)
then it uses the attachment provided inpColorAttachments
[X]. -
pResolveAttachments
isNULL
or an array ofcolorAttachmentCount
VkAttachmentReference structures that lists which of the render pass’s attachments are resolved to at the end of the subpass, and what layout each attachment will be in during the multisample resolve operation. IfpResolveAttachments
is notNULL
, each of its elements corresponds to a color attachment (the element inpColorAttachments
at the same index), and a multisample resolve operation is defined for each attachment. At the end of each subpass, multisample resolve operations read the subpass’s color attachments, and resolve the samples for each pixel to the same pixel location in the corresponding resolve attachments, unless the resolve attachment index isVK_ATTACHMENT_UNUSED
. If the first use of an attachment in a render pass is as a resolve attachment, then theloadOp
is effectively ignored as the resolve is guaranteed to overwrite all pixels in the render area. -
pDepthStencilAttachment
is a pointer to a VkAttachmentReference specifying which attachment will be used for depth/stencil data and the layout it will be in during the subpass. Setting the attachment index toVK_ATTACHMENT_UNUSED
or leaving this pointer asNULL
indicates that no depth/stencil attachment will be used in the subpass. -
preserveAttachmentCount
is the number of preserved attachments. -
pPreserveAttachments
is an array ofpreserveAttachmentCount
render pass attachment indices describing the attachments that are not used by a subpass, but whose contents must be preserved throughout the subpass.
The contents of an attachment within the render area become undefined at the start of a subpass S if all of the following conditions are true:
-
The attachment is used as a color, depth/stencil, or resolve attachment in any subpass in the render pass.
-
There is a subpass S1 that uses or preserves the attachment, and a subpass dependency from S1 to S.
-
The attachment is not used or preserved in subpass S.
Once the contents of an attachment become undefined in subpass S, they remain undefined for subpasses in subpass dependency chains starting with subpass S until they are written again. However, they remain valid for subpasses in other subpass dependency chains starting with subpass S1 if those subpasses use or preserve the attachment.
Bits which can be set in VkSubpassDescription::flags
,
specifying usage of the subpass, are:
typedef enum VkSubpassDescriptionFlagBits {
} VkSubpassDescriptionFlagBits;
Note
All bits for this type are defined by extensions, and none of those extensions are enabled in this build of the specification. |
The VkAttachmentReference
structure is defined as:
typedef struct VkAttachmentReference {
uint32_t attachment;
VkImageLayout layout;
} VkAttachmentReference;
-
attachment
is the index of the attachment of the render pass, and corresponds to the index of the corresponding element in thepAttachments
array of theVkRenderPassCreateInfo
structure. If any color or depth/stencil attachments areVK_ATTACHMENT_UNUSED
, then no writes occur for those attachments. -
layout
is a VkImageLayout value specifying the layout the attachment uses during the subpass.
The VkSubpassDependency
structure is defined as:
typedef struct VkSubpassDependency {
uint32_t srcSubpass;
uint32_t dstSubpass;
VkPipelineStageFlags srcStageMask;
VkPipelineStageFlags dstStageMask;
VkAccessFlags srcAccessMask;
VkAccessFlags dstAccessMask;
VkDependencyFlags dependencyFlags;
} VkSubpassDependency;
-
srcSubpass
is the subpass index of the first subpass in the dependency, orVK_SUBPASS_EXTERNAL
. -
dstSubpass
is the subpass index of the second subpass in the dependency, orVK_SUBPASS_EXTERNAL
. -
srcStageMask
is a bitmask of VkPipelineStageFlagBits specifying the source stage mask. -
dstStageMask
is a bitmask of VkPipelineStageFlagBits specifying the destination stage mask -
srcAccessMask
is a bitmask of VkAccessFlagBits specifying a source access mask. -
dstAccessMask
is a bitmask of VkAccessFlagBits specifying a destination access mask. -
dependencyFlags
is a bitmask of VkDependencyFlagBits.
If srcSubpass
is equal to dstSubpass
then the
VkSubpassDependency describes a
subpass
self-dependency, and only constrains the pipeline barriers allowed within
a subpass instance.
Otherwise, when a render pass instance which includes a subpass dependency
is submitted to a queue, it defines a memory dependency between the
subpasses identified by srcSubpass
and dstSubpass
.
If srcSubpass
is equal to VK_SUBPASS_EXTERNAL
, the first
synchronization scope includes
commands submitted to the queue before the render pass instance began.
Otherwise, the first set of commands includes all commands submitted as part
of the subpass instance identified by srcSubpass
and any load, store
or multisample resolve operations on attachments used in srcSubpass
.
In either case, the first synchronization scope is limited to operations on
the pipeline stages determined by the
source stage mask specified by
srcStageMask
.
If dstSubpass
is equal to VK_SUBPASS_EXTERNAL
, the second
synchronization scope includes
commands submitted after the render pass instance is ended.
Otherwise, the second set of commands includes all commands submitted as
part of the subpass instance identified by dstSubpass
and any load,
store or multisample resolve operations on attachments used in
dstSubpass
.
In either case, the second synchronization scope is limited to operations on
the pipeline stages determined by the
destination stage mask specified
by dstStageMask
.
The first access scope is
limited to access in the pipeline stages determined by the
source stage mask specified by
srcStageMask
.
It is also limited to access types in the source access mask specified by srcAccessMask
.
The second access scope is
limited to access in the pipeline stages determined by the
destination stage mask specified
by dstStageMask
.
It is also limited to access types in the destination access mask specified by dstAccessMask
.
The availability and visibility operations defined by a subpass dependency affect the execution of image layout transitions within the render pass.
Note
For non-attachment resources, the memory dependency expressed by subpass
dependency is nearly identical to that of a VkMemoryBarrier (with
matching For attachments however, subpass dependencies work more like an
VkImageMemoryBarrier defined similarly to the VkMemoryBarrier
above, the queue family indices set to
|
editing-note
The following two alleged implicit dependencies are practically no-ops, as the operations they describe are already guaranteed by semaphores and submission order (so they’re almost entirely no-ops on their own). The only reason they exist is because it simplifies reasoning about where automatic layout transitions happen. Further rewrites of this chapter could potentially remove the need for these. |
If there is no subpass dependency from VK_SUBPASS_EXTERNAL
to the
first subpass that uses an attachment, then an implicit subpass dependency
exists from VK_SUBPASS_EXTERNAL
to the first subpass it is used in.
The subpass dependency operates as if defined with the following parameters:
VkSubpassDependency implicitDependency = {
.srcSubpass = VK_SUBPASS_EXTERNAL;
.dstSubpass = firstSubpass; // First subpass attachment is used in
.srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
.dstStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
.srcAccessMask = 0;
.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
.dependencyFlags = 0;
};
Similarly, if there is no subpass dependency from the last subpass that uses
an attachment to VK_SUBPASS_EXTERNAL
, then an implicit subpass
dependency exists from the last subpass it is used in to
VK_SUBPASS_EXTERNAL
.
The subpass dependency operates as if defined with the following parameters:
VkSubpassDependency implicitDependency = {
.srcSubpass = lastSubpass; // Last subpass attachment is used in
.dstSubpass = VK_SUBPASS_EXTERNAL;
.srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
.dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
.srcAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
.dstAccessMask = 0;
.dependencyFlags = 0;
};
As subpasses may overlap or execute out of order with regards to other subpasses unless a subpass dependency chain describes otherwise, the layout transitions required between subpasses cannot be known to an application. Instead, an application provides the layout that each attachment must be in at the start and end of a renderpass, and the layout it must be in during each subpass it is used in. The implementation then must execute layout transitions between subpasses in order to guarantee that the images are in the layouts required by each subpass, and in the final layout at the end of the render pass.
Automatic layout transitions apply to the entire image subresource attached to the framebuffer.
Automatic layout transitions away from the layout used in a subpass
happen-after the availability operations for all dependencies with that
subpass as the srcSubpass
.
Automatic layout transitions into the layout used in a subpass happen-before
the visibility operations for all dependencies with that subpass as the
dstSubpass
.
Automatic layout transitions away from initialLayout
happens-after the
availability operations for all dependencies with a srcSubpass
equal
to VK_SUBPASS_EXTERNAL
, where dstSubpass
uses the attachment
that will be transitioned.
For attachments created with VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT
,
automatic layout transitions away from initialLayout
happen-after the
availability operations for all dependencies with a srcSubpass
equal
to VK_SUBPASS_EXTERNAL
, where dstSubpass
uses any aliased
attachment.
Automatic layout transitions into finalLayout
happens-before the
visibility operations for all dependencies with a dstSubpass
equal to
VK_SUBPASS_EXTERNAL
, where srcSubpass
uses the attachment that
will be transitioned.
For attachments created with VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT
,
automatic layout transitions into finalLayout
happen-before the
visibility operations for all dependencies with a dstSubpass
equal to
VK_SUBPASS_EXTERNAL
, where srcSubpass
uses any aliased
attachment.
If two subpasses use the same attachment in different layouts, and both layouts are read-only, no subpass dependency needs to be specified between those subpasses. If an implementation treats those layouts separately, it must insert an implicit subpass dependency between those subpasses to separate the uses in each layout. The subpass dependency operates as if defined with the following parameters:
// Used for input attachments
VkPipelineStageFlags inputAttachmentStages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
VkAccessFlags inputAttachmentAccess = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
// Used for depth/stencil attachments
VkPipelineStageFlags depthStencilAttachmentStages = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
VkAccessFlags depthStencilAttachmentAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
VkSubpassDependency implicitDependency = {
.srcSubpass = firstSubpass;
.dstSubpass = secondSubpass;
.srcStageMask = inputAttachmentStages | depthStencilAttachmentStages;
.dstStageMask = inputAttachmentStages | depthStencilAttachmentStages;
.srcAccessMask = inputAttachmentAccess | depthStencilAttachmentAccess;
.dstAccessMask = inputAttachmentAccess | depthStencilAttachmentAccess;
.dependencyFlags = 0;
};
If a subpass uses the same attachment as both an input attachment and either a color attachment or a depth/stencil attachment, writes via the color or depth/stencil attachment are not automatically made visible to reads via the input attachment, causing a feedback loop, except in any of the following conditions:
-
If the color components or depth/stencil components read by the input attachment are mutually exclusive with the components written by the color or depth/stencil attachments, then there is no feedback loop. This requires the graphics pipelines used by the subpass to disable writes to color components that are read as inputs via the
colorWriteMask
, and to disable writes to depth/stencil components that are read as inputs viadepthWriteEnable
orstencilTestEnable
. -
If the attachment is used as an input attachment and depth/stencil attachment only, and the depth/stencil attachment is not written to.
-
If a memory dependency is inserted between when the attachment is written and when it is subsequently read by later fragments. Pipeline barriers expressing a subpass self-dependency are the only way to achieve this, and one must be inserted every time a fragment will read values at a particular sample (x, y, layer, sample) coordinate, if those values have been written since the most recent pipeline barrier; or the since start of the subpass if there have been no pipeline barriers since the start of the subpass.
An attachment used as both an input attachment and a color attachment must
be in the
VK_IMAGE_LAYOUT_GENERAL
layout.
An attachment used as an input attachment and depth/stencil attachment must
be in the
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
, or
VK_IMAGE_LAYOUT_GENERAL
layout.
An attachment must not be used as both a depth/stencil attachment and a
color attachment.
To destroy a render pass, call:
void vkDestroyRenderPass(
VkDevice device,
VkRenderPass renderPass,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the render pass. -
renderPass
is the handle of the render pass to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
7.2. Render Pass Compatibility
Framebuffers and graphics pipelines are created based on a specific render pass object. They must only be used with that render pass object, or one compatible with it.
Two attachment references are compatible if they have matching format and
sample count, or are both VK_ATTACHMENT_UNUSED
or the pointer that
would contain the reference is NULL
.
Two arrays of attachment references are compatible if all corresponding
pairs of attachments are compatible.
If the arrays are of different lengths, attachment references not present in
the smaller array are treated as VK_ATTACHMENT_UNUSED
.
Two render passes are compatible if their corresponding color, input, resolve, and depth/stencil attachment references are compatible and if they are otherwise identical except for:
-
Initial and final image layout in attachment descriptions
-
Load and store operations in attachment descriptions
-
Image layout in attachment references
A framebuffer is compatible with a render pass if it was created using the same render pass or a compatible render pass.
7.3. Framebuffers
Render passes operate in conjunction with framebuffers. Framebuffers represent a collection of specific memory attachments that a render pass instance uses.
Framebuffers are represented by VkFramebuffer
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkFramebuffer)
To create a framebuffer, call:
VkResult vkCreateFramebuffer(
VkDevice device,
const VkFramebufferCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkFramebuffer* pFramebuffer);
-
device
is the logical device that creates the framebuffer. -
pCreateInfo
points to a VkFramebufferCreateInfo structure which describes additional information about framebuffer creation. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pFramebuffer
points to aVkFramebuffer
handle in which the resulting framebuffer object is returned.
The VkFramebufferCreateInfo
structure is defined as:
typedef struct VkFramebufferCreateInfo {
VkStructureType sType;
const void* pNext;
VkFramebufferCreateFlags flags;
VkRenderPass renderPass;
uint32_t attachmentCount;
const VkImageView* pAttachments;
uint32_t width;
uint32_t height;
uint32_t layers;
} VkFramebufferCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
renderPass
is a render pass that defines what render passes the framebuffer will be compatible with. See Render Pass Compatibility for details. -
attachmentCount
is the number of attachments. -
pAttachments
is an array ofVkImageView
handles, each of which will be used as the corresponding attachment in a render pass instance. -
width
,height
andlayers
define the dimensions of the framebuffer.
Image subresources used as attachments must not be accessed in any other way for the duration of a render pass instance.
Note
This restriction means that the render pass has full knowledge of all uses of all of the attachments, so that the implementation is able to make correct decisions about when and how to perform layout transitions, when to overlap execution of subpasses, etc. |
It is legal for a subpass to use no color or depth/stencil attachments, and
rather use shader side effects such as image stores and atomics to produce
an output.
In this case, the subpass continues to use the width
, height
,
and layers
of the framebuffer to define the dimensions of the
rendering area, and the rasterizationSamples
from each pipeline’s
VkPipelineMultisampleStateCreateInfo to define the number of samples
used in rasterization; however, if
VkPhysicalDeviceFeatures::variableMultisampleRate
is
VK_FALSE
, then all pipelines to be bound with a given zero-attachment
subpass must have the same value for
VkPipelineMultisampleStateCreateInfo::rasterizationSamples
.
To destroy a framebuffer, call:
void vkDestroyFramebuffer(
VkDevice device,
VkFramebuffer framebuffer,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the framebuffer. -
framebuffer
is the handle of the framebuffer to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
7.4. Render Pass Commands
An application records the commands for a render pass instance one subpass at a time, by beginning a render pass instance, iterating over the subpasses to record commands for that subpass, and then ending the render pass instance.
To begin a render pass instance, call:
void vkCmdBeginRenderPass(
VkCommandBuffer commandBuffer,
const VkRenderPassBeginInfo* pRenderPassBegin,
VkSubpassContents contents);
-
commandBuffer
is the command buffer in which to record the command. -
pRenderPassBegin
is a pointer to a VkRenderPassBeginInfo structure (defined below) which indicates the render pass to begin an instance of, and the framebuffer the instance uses. -
contents
is a VkSubpassContents value specifying how the commands in the first subpass will be provided.
After beginning a render pass instance, the command buffer is ready to record the commands for the first subpass of that render pass.
The VkRenderPassBeginInfo
structure is defined as:
typedef struct VkRenderPassBeginInfo {
VkStructureType sType;
const void* pNext;
VkRenderPass renderPass;
VkFramebuffer framebuffer;
VkRect2D renderArea;
uint32_t clearValueCount;
const VkClearValue* pClearValues;
} VkRenderPassBeginInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
renderPass
is the render pass to begin an instance of. -
framebuffer
is the framebuffer containing the attachments that are used with the render pass. -
renderArea
is the render area that is affected by the render pass instance, and is described in more detail below. -
clearValueCount
is the number of elements inpClearValues
. -
pClearValues
is an array of VkClearValue structures that contains clear values for each attachment, if the attachment uses aloadOp
value ofVK_ATTACHMENT_LOAD_OP_CLEAR
or if the attachment has a depth/stencil format and uses astencilLoadOp
value ofVK_ATTACHMENT_LOAD_OP_CLEAR
. The array is indexed by attachment number. Only elements corresponding to cleared attachments are used. Other elements ofpClearValues
are ignored.
renderArea
is the render area that is affected by the render pass
instance.
The effects of attachment load, store and multisample resolve operations are
restricted to the pixels whose x and y coordinates fall within the render
area on all attachments.
The render area extends to all layers of framebuffer
.
The application must ensure (using scissor if necessary) that all rendering
is contained within the render area, otherwise the pixels outside of the
render area become undefined and shader side effects may occur for
fragments outside the render area.
The render area must be contained within the framebuffer dimensions.
Note
There may be a performance cost for using a render area smaller than the framebuffer, unless it matches the render area granularity for the render pass. |
Possible values of vkCmdBeginRenderPass::contents
, specifying
how the commands in the first subpass will be provided, are:
typedef enum VkSubpassContents {
VK_SUBPASS_CONTENTS_INLINE = 0,
VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS = 1,
} VkSubpassContents;
-
VK_SUBPASS_CONTENTS_INLINE
specifies that the contents of the subpass will be recorded inline in the primary command buffer, and secondary command buffers must not be executed within the subpass. -
VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS
specifies that the contents are recorded in secondary command buffers that will be called from the primary command buffer, and vkCmdExecuteCommands is the only valid command on the command buffer until vkCmdNextSubpass or vkCmdEndRenderPass.
To query the render area granularity, call:
void vkGetRenderAreaGranularity(
VkDevice device,
VkRenderPass renderPass,
VkExtent2D* pGranularity);
-
device
is the logical device that owns the render pass. -
renderPass
is a handle to a render pass. -
pGranularity
points to a VkExtent2D structure in which the granularity is returned.
The conditions leading to an optimal renderArea
are:
-
the
offset.x
member inrenderArea
is a multiple of thewidth
member of the returned VkExtent2D (the horizontal granularity). -
the
offset.y
member inrenderArea
is a multiple of theheight
of the returned VkExtent2D (the vertical granularity). -
either the
offset.width
member inrenderArea
is a multiple of the horizontal granularity oroffset.x
+offset.width
is equal to thewidth
of theframebuffer
in the VkRenderPassBeginInfo. -
either the
offset.height
member inrenderArea
is a multiple of the vertical granularity oroffset.y
+offset.height
is equal to theheight
of theframebuffer
in the VkRenderPassBeginInfo.
Subpass dependencies are not affected by the render area, and apply to the entire image subresources attached to the framebuffer as specified in the description of automatic layout transitions. Similarly, pipeline barriers are valid even if their effect extends outside the render area.
To transition to the next subpass in the render pass instance after recording the commands for a subpass, call:
void vkCmdNextSubpass(
VkCommandBuffer commandBuffer,
VkSubpassContents contents);
-
commandBuffer
is the command buffer in which to record the command. -
contents
specifies how the commands in the next subpass will be provided, in the same fashion as the corresponding parameter of vkCmdBeginRenderPass.
The subpass index for a render pass begins at zero when
vkCmdBeginRenderPass
is recorded, and increments each time
vkCmdNextSubpass
is recorded.
Moving to the next subpass automatically performs any multisample resolve
operations in the subpass being ended.
End-of-subpass multisample resolves are treated as color attachment writes
for the purposes of synchronization.
That is, they are considered to execute in the
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
pipeline stage and their
writes are synchronized with VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT
.
Synchronization between rendering within a subpass and any resolve
operations at the end of the subpass occurs automatically, without need for
explicit dependencies or pipeline barriers.
However, if the resolve attachment is also used in a different subpass, an
explicit dependency is needed.
After transitioning to the next subpass, the application can record the commands for that subpass.
To record a command to end a render pass instance after recording the commands for the last subpass, call:
void vkCmdEndRenderPass(
VkCommandBuffer commandBuffer);
-
commandBuffer
is the command buffer in which to end the current render pass instance.
Ending a render pass instance performs any multisample resolve operations on the final subpass.
8. Shaders
A shader specifies programmable operations that execute for each vertex, control point, tessellated vertex, primitive, fragment, or workgroup in the corresponding stage(s) of the graphics and compute pipelines.
Graphics pipelines include vertex shader execution as a result of primitive assembly, followed, if enabled, by tessellation control and evaluation shaders operating on patches, geometry shaders, if enabled, operating on primitives, and fragment shaders, if present, operating on fragments generated by Rasterization. In this specification, vertex, tessellation control, tessellation evaluation and geometry shaders are collectively referred to as vertex processing stages and occur in the logical pipeline before rasterization. The fragment shader occurs logically after rasterization.
Only the compute shader stage is included in a compute pipeline. Compute shaders operate on compute invocations in a workgroup.
Shaders can read from input variables, and read from and write to output variables. Input and output variables can be used to transfer data between shader stages, or to allow the shader to interact with values that exist in the execution environment. Similarly, the execution environment provides constants that describe capabilities.
Shader variables are associated with execution environment-provided inputs and outputs using built-in decorations in the shader. The available decorations for each stage are documented in the following subsections.
8.1. Shader Modules
Shader modules contain shader code and one or more entry points. Shaders are selected from a shader module by specifying an entry point as part of pipeline creation. The stages of a pipeline can use shaders that come from different modules. The shader code defining a shader module must be in the SPIR-V format, as described by the Vulkan Environment for SPIR-V appendix.
Shader modules are represented by VkShaderModule
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkShaderModule)
To create a shader module, call:
VkResult vkCreateShaderModule(
VkDevice device,
const VkShaderModuleCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkShaderModule* pShaderModule);
-
device
is the logical device that creates the shader module. -
pCreateInfo
parameter is a pointer to an instance of theVkShaderModuleCreateInfo
structure. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pShaderModule
points to aVkShaderModule
handle in which the resulting shader module object is returned.
Once a shader module has been created, any entry points it contains can be used in pipeline shader stages as described in Compute Pipelines and Graphics Pipelines.
The VkShaderModuleCreateInfo
structure is defined as:
typedef struct VkShaderModuleCreateInfo {
VkStructureType sType;
const void* pNext;
VkShaderModuleCreateFlags flags;
size_t codeSize;
const uint32_t* pCode;
} VkShaderModuleCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
codeSize
is the size, in bytes, of the code pointed to bypCode
. -
pCode
points to code that is used to create the shader module. The type and format of the code is determined from the content of the memory addressed bypCode
.
To destroy a shader module, call:
void vkDestroyShaderModule(
VkDevice device,
VkShaderModule shaderModule,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the shader module. -
shaderModule
is the handle of the shader module to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
A shader module can be destroyed while pipelines created using its shaders are still in use.
8.2. Shader Execution
At each stage of the pipeline, multiple invocations of a shader may execute simultaneously. Further, invocations of a single shader produced as the result of different commands may execute simultaneously. The relative execution order of invocations of the same shader type is undefined. Shader invocations may complete in a different order than that in which the primitives they originated from were drawn or dispatched by the application. However, fragment shader outputs are written to attachments in rasterization order.
The relative order of invocations of different shader types is largely undefined. However, when invoking a shader whose inputs are generated from a previous pipeline stage, the shader invocations from the previous stage are guaranteed to have executed far enough to generate input values for all required inputs.
8.3. Shader Memory Access Ordering
The order in which image or buffer memory is read or written by shaders is largely undefined. For some shader types (vertex, tessellation evaluation, and in some cases, fragment), even the number of shader invocations that may perform loads and stores is undefined.
In particular, the following rules apply:
-
Vertex and tessellation evaluation shaders will be invoked at least once for each unique vertex, as defined in those sections.
-
Fragment shaders will be invoked zero or more times, as defined in that section.
-
The relative order of invocations of the same shader type are undefined. A store issued by a shader when working on primitive B might complete prior to a store for primitive A, even if primitive A is specified prior to primitive B. This applies even to fragment shaders; while fragment shader outputs are always written to the framebuffer in rasterization order, stores executed by fragment shader invocations are not.
-
The relative order of invocations of different shader types is largely undefined.
Note
The above limitations on shader invocation order make some forms of synchronization between shader invocations within a single set of primitives unimplementable. For example, having one invocation poll memory written by another invocation assumes that the other invocation has been launched and will complete its writes in finite time. |
Stores issued to different memory locations within a single shader invocation may not be visible to other invocations, or may not become visible in the order they were performed.
The OpMemoryBarrier
instruction can be used to provide stronger
ordering of reads and writes performed by a single invocation.
OpMemoryBarrier
guarantees that any memory transactions issued by the
shader invocation prior to the instruction complete prior to the memory
transactions issued after the instruction.
Memory barriers are needed for algorithms that require multiple invocations
to access the same memory and require the operations to be performed in a
partially-defined relative order.
For example, if one shader invocation does a series of writes, followed by
an OpMemoryBarrier
instruction, followed by another write, then the
results of the series of writes before the barrier become visible to other
shader invocations at a time earlier or equal to when the results of the
final write become visible to those invocations.
In practice it means that another invocation that sees the results of the
final write would also see the previous writes.
Without the memory barrier, the final write may be visible before the
previous writes.
Writes that are the result of shader stores through a variable decorated
with Coherent
automatically have available writes to the same buffer,
buffer view, or image view made visible to them, and are themselves
automatically made available to access by the same buffer, buffer view, or
image view.
Reads that are the result of shader loads through a variable decorated with
Coherent
automatically have available writes to the same buffer, buffer
view, or image view made visible to them.
The order that coherent writes to different locations become available is
undefined, unless enforced by a memory barrier instruction or other memory
dependency.
Note
Explicit memory dependencies must still be used to guarantee availability and visibility for access via other buffers, buffer views, or image views. |
The built-in atomic memory transaction instructions can be used to read and
write a given memory address atomically.
While built-in atomic functions issued by multiple shader invocations are
executed in undefined order relative to each other, these functions perform
both a read and a write of a memory address and guarantee that no other
memory transaction will write to the underlying memory between the read and
write.
Atomic operations ensure automatic availability and visibility for writes
and reads in the same way as those to Coherent
variables.
Memory accesses performed on different resource descriptors with the same
memory backing may not be well-defined even with the Coherent
decoration or via atomics, due to things such as image layouts or ownership
of the resource - as described in the Synchronization and
Cache Control chapter.
Note
Atomics allow shaders to use shared global addresses for mutual exclusion or as counters, among other uses. |
8.4. Shader Inputs and Outputs
Data is passed into and out of shaders using variables with input or output
storage class, respectively.
User-defined inputs and outputs are connected between stages by matching
their Location
decorations.
Additionally, data can be provided by or communicated to special functions
provided by the execution environment using BuiltIn
decorations.
In many cases, the same BuiltIn
decoration can be used in multiple
shader stages with similar meaning.
The specific behavior of variables decorated as BuiltIn
is documented
in the following sections.
8.5. Vertex Shaders
Each vertex shader invocation operates on one vertex and its associated vertex attribute data, and outputs one vertex and associated data. Graphics pipelines must include a vertex shader, and the vertex shader stage is always the first shader stage in the graphics pipeline.
8.5.1. Vertex Shader Execution
A vertex shader must be executed at least once for each vertex specified by a draw command. During execution, the shader is presented with the index of the vertex and instance for which it has been invoked. Input variables declared in the vertex shader are filled by the implementation with the values of vertex attributes associated with the invocation being executed.
If the same vertex is specified multiple times in a draw command (e.g. by including the same index value multiple times in an index buffer) the implementation may reuse the results of vertex shading if it can statically determine that the vertex shader invocations will produce identical results.
Note
It is implementation-dependent when and if results of vertex shading are
reused, and thus how many times the vertex shader will be executed.
This is true also if the vertex shader contains stores or atomic operations
(see |
8.6. Tessellation Control Shaders
The tessellation control shader is used to read an input patch provided by
the application and to produce an output patch.
Each tessellation control shader invocation operates on an input patch
(after all control points in the patch are processed by a vertex shader) and
its associated data, and outputs a single control point of the output patch
and its associated data, and can also output additional per-patch data.
The input patch is sized according to the patchControlPoints
member of
VkPipelineTessellationStateCreateInfo, as part of input assembly.
The size of the output patch is controlled by the OpExecutionMode
OutputVertices
specified in the tessellation control or tessellation
evaluation shaders, which must be specified in at least one of the shaders.
The size of the input and output patches must each be greater than zero and
less than or equal to
VkPhysicalDeviceLimits
::maxTessellationPatchSize
.
8.6.1. Tessellation Control Shader Execution
A tessellation control shader is invoked at least once for each output vertex in a patch.
Inputs to the tessellation control shader are generated by the vertex
shader.
Each invocation of the tessellation control shader can read the attributes
of any incoming vertices and their associated data.
The invocations corresponding to a given patch execute logically in
parallel, with undefined relative execution order.
However, the OpControlBarrier
instruction can be used to provide
limited control of the execution order by synchronizing invocations within a
patch, effectively dividing tessellation control shader execution into a set
of phases.
Tessellation control shaders will read undefined values if one invocation
reads a per-vertex or per-patch attribute written by another invocation at
any point during the same phase, or if two invocations attempt to write
different values to the same per-patch output in a single phase.
8.7. Tessellation Evaluation Shaders
The Tessellation Evaluation Shader operates on an input patch of control points and their associated data, and a single input barycentric coordinate indicating the invocation’s relative position within the subdivided patch, and outputs a single vertex and its associated data.
8.7.1. Tessellation Evaluation Shader Execution
A tessellation evaluation shader is invoked at least once for each unique vertex generated by the tessellator.
8.8. Geometry Shaders
The geometry shader operates on a group of vertices and their associated data assembled from a single input primitive, and emits zero or more output primitives and the group of vertices and their associated data required for each output primitive.
8.8.1. Geometry Shader Execution
A geometry shader is invoked at least once for each primitive produced by
the tessellation stages, or at least once for each primitive generated by
primitive assembly when tessellation is not in use.
The number of geometry shader invocations per input primitive is determined
from the invocation count of the geometry shader specified by the
OpExecutionMode
Invocations
in the geometry shader.
If the invocation count is not specified, then a default of one invocation
is executed.
8.9. Fragment Shaders
Fragment shaders are invoked as the result of rasterization in a graphics pipeline. Each fragment shader invocation operates on a single fragment and its associated data. With few exceptions, fragment shaders do not have access to any data associated with other fragments and are considered to execute in isolation of fragment shader invocations associated with other fragments.
8.9.1. Fragment Shader Execution
For each fragment generated by rasterization, a fragment shader may be invoked. A fragment shader must not be invoked if the Early Per-Fragment Tests cause it to have no coverage.
Furthermore, if it is determined that a fragment generated as the result of rasterizing a first primitive will have its outputs entirely overwritten by a fragment generated as the result of rasterizing a second primitive in the same subpass, and the fragment shader used for the fragment has no other side effects, then the fragment shader may not be executed for the fragment from the first primitive.
Relative ordering of execution of different fragment shader invocations is not defined.
The number of fragment shader invocations produced per-pixel is determined as follows:
-
If per-sample shading is enabled, the fragment shader is invoked once per covered sample.
-
Otherwise, the fragment shader is invoked at least once per fragment but no more than once per covered sample.
In addition to the conditions outlined above for the invocation of a fragment shader, a fragment shader invocation may be produced as a helper invocation. A helper invocation is a fragment shader invocation that is created solely for the purposes of evaluating derivatives for use in non-helper fragment shader invocations. Stores and atomics performed by helper invocations must not have any effect on memory, and values returned by atomic instructions in helper invocations are undefined.
8.9.2. Early Fragment Tests
An explicit control is provided to allow fragment shaders to enable early
fragment tests.
If the fragment shader specifies the EarlyFragmentTests
OpExecutionMode
, the per-fragment tests described in
Early Fragment Test Mode are performed prior to
fragment shader execution.
Otherwise, they are performed after fragment shader execution.
8.10. Compute Shaders
Compute shaders are invoked via vkCmdDispatch and vkCmdDispatchIndirect commands. In general, they have access to similar resources as shader stages executing as part of a graphics pipeline.
Compute workloads are formed from groups of work items called workgroups and
processed by the compute shader in the current compute pipeline.
A workgroup is a collection of shader invocations that execute the same
shader, potentially in parallel.
Compute shaders execute in global workgroups which are divided into a
number of local workgroups with a size that can be set by assigning a
value to the LocalSize
execution mode or via an object decorated by the
WorkgroupSize
decoration.
An invocation within a local workgroup can share data with other members of
the local workgroup through shared variables and issue memory and control
flow barriers to synchronize with other members of the local workgroup.
8.11. Interpolation Decorations
Interpolation decorations control the behavior of attribute interpolation in
the fragment shader stage.
Interpolation decorations can be applied to Input
storage class
variables in the fragment shader stage’s interface, and control the
interpolation behavior of those variables.
Inputs that could be interpolated can be decorated by at most one of the following decorations:
Fragment input variables decorated with neither Flat
nor
NoPerspective
use perspective-correct interpolation (for
lines and
polygons).
The presence of and type of interpolation is controlled by the above
interpolation decorations as well as the auxiliary decorations Centroid
and Sample
.
A variable decorated with Flat
will not be interpolated.
Instead, it will have the same value for every fragment within a triangle.
This value will come from a single provoking
vertex.
A variable decorated with Flat
can also be decorated with
Centroid
or Sample
, which will mean the same thing as decorating
it only as Flat
.
For fragment shader input variables decorated with neither Centroid
nor
Sample
, the assigned variable may be interpolated anywhere within the
pixel and a single value may be assigned to each sample within the pixel.
Centroid
and Sample
can be used to control the location and
frequency of the sampling of the decorated fragment shader input.
If a fragment shader input is decorated with Centroid
, a single value
may be assigned to that variable for all samples in the pixel, but that
value must be interpolated to a location that lies in both the pixel and in
the primitive being rendered, including any of the pixel’s samples covered
by the primitive.
Because the location at which the variable is interpolated may be different
in neighboring pixels, and derivatives may be computed by computing
differences between neighboring pixels, derivatives of centroid-sampled
inputs may be less accurate than those for non-centroid interpolated
variables.
If a fragment shader input is decorated with Sample
, a separate value
must be assigned to that variable for each covered sample in the pixel, and
that value must be sampled at the location of the individual sample.
When rasterizationSamples
is VK_SAMPLE_COUNT_1_BIT
, the pixel
center must be used for Centroid
, Sample
, and undecorated
attribute interpolation.
Fragment shader inputs that are signed or unsigned integers, integer
vectors, or any double-precision floating-point type must be decorated with
Flat
.
8.12. Static Use
A SPIR-V module declares a global object in memory using the OpVariable
instruction, which results in a pointer x
to that object.
A specific entry point in a SPIR-V module is said to statically use that
object if that entry point’s call tree contains a function that contains a
memory instruction or image instruction with x
as an id
operand.
See the “Memory Instructions” and “Image Instructions” subsections of
section 3 “Binary Form” of the SPIR-V specification for the complete list
of SPIR-V memory instructions.
Static use is not used to control the behavior of variables with Input
and Output
storage.
The effects of those variables are applied based only on whether they are
present in a shader entry point’s interface.
8.13. Invocation and Derivative Groups
An invocation group (see the subsection “Control Flow” of section 2 of
the SPIR-V specification) for a compute shader is the set of invocations in
a single local workgroup.
For graphics shaders, an invocation group is an implementation-dependent
subset of the set of shader invocations of a given shader stage which are
produced by a single drawing command.
For indirect drawing commands with drawCount
greater than one,
invocations from separate draws are in distinct invocation groups.
Note
Because the partitioning of invocations into invocation groups is implementation-dependent and not observable, applications generally need to assume the worst case of all invocations in a draw belonging to a single invocation group. |
A derivative group (see the subsection “Control Flow” of section 2 of the SPIR-V 1.00 Revision 4 specification) for a fragment shader is the set of invocations generated by a single primitive (point, line, or triangle), including any helper invocations generated by that primitive. Derivatives are undefined for a sampled image instruction if the instruction is in flow control that is not uniform across the derivative group.
9. Pipelines
The following figure shows a block diagram of the Vulkan pipelines. Some Vulkan commands specify geometric objects to be drawn or computational work to be performed, while others specify state controlling how objects are handled by the various pipeline stages, or control data transfer between memory organized as images and buffers. Commands are effectively sent through a processing pipeline, either a graphics pipeline or a compute pipeline.
The first stage of the graphics pipeline (Input Assembler) assembles vertices to form geometric primitives such as points, lines, and triangles, based on a requested primitive topology. In the next stage (Vertex Shader) vertices can be transformed, computing positions and attributes for each vertex. If tessellation and/or geometry shaders are supported, they can then generate multiple primitives from a single input primitive, possibly changing the primitive topology or generating additional attribute data in the process.
The final resulting primitives are clipped to a clip volume in preparation for the next stage, Rasterization. The rasterizer produces a series of framebuffer addresses and values using a two-dimensional description of a point, line segment, or triangle. Each fragment so produced is fed to the next stage (Fragment Shader) that performs operations on individual fragments before they finally alter the framebuffer. These operations include conditional updates into the framebuffer based on incoming and previously stored depth values (to effect depth buffering), blending of incoming fragment colors with stored colors, as well as masking, stenciling, and other logical operations on fragment values.
Framebuffer operations read and write the color and depth/stencil attachments of the framebuffer for a given subpass of a render pass instance. The attachments can be used as input attachments in the fragment shader in a later subpass of the same render pass.
The compute pipeline is a separate pipeline from the graphics pipeline, which operates on one-, two-, or three-dimensional workgroups which can read from and write to buffer and image memory.
This ordering is meant only as a tool for describing Vulkan, not as a strict rule of how Vulkan is implemented, and we present it only as a means to organize the various operations of the pipelines. Actual ordering guarantees between pipeline stages are explained in detail in the synchronization chapter.
Each pipeline is controlled by a monolithic object created from a description of all of the shader stages and any relevant fixed-function stages. Linking the whole pipeline together allows the optimization of shaders based on their input/outputs and eliminates expensive draw time state validation.
A pipeline object is bound to the device state in command buffers. Any pipeline object state that is marked as dynamic is not applied to the device state when the pipeline is bound. Dynamic state not set by binding the pipeline object can be modified at any time and persists for the lifetime of the command buffer, or until modified by another dynamic state command or another pipeline bind. No state, including dynamic state, is inherited from one command buffer to another. Only dynamic state that is required for the operations performed in the command buffer needs to be set. For example, if blending is disabled by the pipeline state then the dynamic color blend constants do not need to be specified in the command buffer, even if this state is marked as dynamic in the pipeline state object. If a new pipeline object is bound with state not marked as dynamic after a previous pipeline object with that same state as dynamic, the new pipeline object state will override the dynamic state. Modifying dynamic state that is not set as dynamic by the pipeline state object will lead to undefined results.
Compute and graphics pipelines are each represented by VkPipeline
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipeline)
9.1. Compute Pipelines
Compute pipelines consist of a single static compute shader stage and the pipeline layout.
The compute pipeline represents a compute shader and is created by calling
vkCreateComputePipelines
with module
and pName
selecting
an entry point from a shader module, where that entry point defines a valid
compute shader, in the VkPipelineShaderStageCreateInfo
structure
contained within the VkComputePipelineCreateInfo
structure.
To create compute pipelines, call:
VkResult vkCreateComputePipelines(
VkDevice device,
VkPipelineCache pipelineCache,
uint32_t createInfoCount,
const VkComputePipelineCreateInfo* pCreateInfos,
const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipelines);
-
device
is the logical device that creates the compute pipelines. -
pipelineCache
is either VK_NULL_HANDLE, indicating that pipeline caching is disabled; or the handle of a valid pipeline cache object, in which case use of that cache is enabled for the duration of the command. -
createInfoCount
is the length of thepCreateInfos
andpPipelines
arrays. -
pCreateInfos
is an array ofVkComputePipelineCreateInfo
structures. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pPipelines
is a pointer to an array in which the resulting compute pipeline objects are returned.editing-noteTODO (Jon) - Should we say something like “the i’th element of the
pPipelines
array is created based on the corresponding element of thepCreateInfos
array”? Also for vkCreateGraphicsPipelines below.
The VkComputePipelineCreateInfo
structure is defined as:
typedef struct VkComputePipelineCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineCreateFlags flags;
VkPipelineShaderStageCreateInfo stage;
VkPipelineLayout layout;
VkPipeline basePipelineHandle;
int32_t basePipelineIndex;
} VkComputePipelineCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkPipelineCreateFlagBits specifying how the pipeline will be generated. -
stage
is a VkPipelineShaderStageCreateInfo describing the compute shader. -
layout
is the description of binding locations used by both the pipeline and descriptor sets used with the pipeline. -
basePipelineHandle
is a pipeline to derive from -
basePipelineIndex
is an index into thepCreateInfos
parameter to use as a pipeline to derive from
The parameters basePipelineHandle
and basePipelineIndex
are
described in more detail in Pipeline
Derivatives.
stage
points to a structure of type
VkPipelineShaderStageCreateInfo
.
The VkPipelineShaderStageCreateInfo
structure is defined as:
typedef struct VkPipelineShaderStageCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineShaderStageCreateFlags flags;
VkShaderStageFlagBits stage;
VkShaderModule module;
const char* pName;
const VkSpecializationInfo* pSpecializationInfo;
} VkPipelineShaderStageCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
stage
is a VkShaderStageFlagBits value specifying a single pipeline stage. -
module
is aVkShaderModule
object that contains the shader for this stage. -
pName
is a pointer to a null-terminated UTF-8 string specifying the entry point name of the shader for this stage. -
pSpecializationInfo
is a pointer to VkSpecializationInfo, as described in Specialization Constants, and can beNULL
.
Commands and structures which need to specify one or more shader stages do so using a bitmask whose bits correspond to stages. Bits which can be set to specify shader stages are:
typedef enum VkShaderStageFlagBits {
VK_SHADER_STAGE_VERTEX_BIT = 0x00000001,
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT = 0x00000002,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT = 0x00000004,
VK_SHADER_STAGE_GEOMETRY_BIT = 0x00000008,
VK_SHADER_STAGE_FRAGMENT_BIT = 0x00000010,
VK_SHADER_STAGE_COMPUTE_BIT = 0x00000020,
VK_SHADER_STAGE_ALL_GRAPHICS = 0x0000001F,
VK_SHADER_STAGE_ALL = 0x7FFFFFFF,
} VkShaderStageFlagBits;
-
VK_SHADER_STAGE_VERTEX_BIT
specifies the vertex stage. -
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT
specifies the tessellation control stage. -
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT
specifies the tessellation evaluation stage. -
VK_SHADER_STAGE_GEOMETRY_BIT
specifies the geometry stage. -
VK_SHADER_STAGE_FRAGMENT_BIT
specifies the fragment stage. -
VK_SHADER_STAGE_COMPUTE_BIT
specifies the compute stage. -
VK_SHADER_STAGE_ALL_GRAPHICS
is a combination of bits used as shorthand to specify all graphics stages defined above (excluding the compute stage). -
VK_SHADER_STAGE_ALL
is a combination of bits used as shorthand to specify all shader stages supported by the device, including all additional stages which are introduced by extensions.
9.2. Graphics Pipelines
Graphics pipelines consist of multiple shader stages, multiple fixed-function pipeline stages, and a pipeline layout.
To create graphics pipelines, call:
VkResult vkCreateGraphicsPipelines(
VkDevice device,
VkPipelineCache pipelineCache,
uint32_t createInfoCount,
const VkGraphicsPipelineCreateInfo* pCreateInfos,
const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipelines);
-
device
is the logical device that creates the graphics pipelines. -
pipelineCache
is either VK_NULL_HANDLE, indicating that pipeline caching is disabled; or the handle of a valid pipeline cache object, in which case use of that cache is enabled for the duration of the command. -
createInfoCount
is the length of thepCreateInfos
andpPipelines
arrays. -
pCreateInfos
is an array ofVkGraphicsPipelineCreateInfo
structures. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pPipelines
is a pointer to an array in which the resulting graphics pipeline objects are returned.
The VkGraphicsPipelineCreateInfo structure includes an array of shader create info structures containing all the desired active shader stages, as well as creation info to define all relevant fixed-function stages, and a pipeline layout.
The VkGraphicsPipelineCreateInfo
structure is defined as:
typedef struct VkGraphicsPipelineCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineCreateFlags flags;
uint32_t stageCount;
const VkPipelineShaderStageCreateInfo* pStages;
const VkPipelineVertexInputStateCreateInfo* pVertexInputState;
const VkPipelineInputAssemblyStateCreateInfo* pInputAssemblyState;
const VkPipelineTessellationStateCreateInfo* pTessellationState;
const VkPipelineViewportStateCreateInfo* pViewportState;
const VkPipelineRasterizationStateCreateInfo* pRasterizationState;
const VkPipelineMultisampleStateCreateInfo* pMultisampleState;
const VkPipelineDepthStencilStateCreateInfo* pDepthStencilState;
const VkPipelineColorBlendStateCreateInfo* pColorBlendState;
const VkPipelineDynamicStateCreateInfo* pDynamicState;
VkPipelineLayout layout;
VkRenderPass renderPass;
uint32_t subpass;
VkPipeline basePipelineHandle;
int32_t basePipelineIndex;
} VkGraphicsPipelineCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkPipelineCreateFlagBits specifying how the pipeline will be generated. -
stageCount
is the number of entries in thepStages
array. -
pStages
is an array of sizestageCount
structures of type VkPipelineShaderStageCreateInfo describing the set of the shader stages to be included in the graphics pipeline. -
pVertexInputState
is a pointer to an instance of the VkPipelineVertexInputStateCreateInfo structure. -
pInputAssemblyState
is a pointer to an instance of the VkPipelineInputAssemblyStateCreateInfo structure which determines input assembly behavior, as described in Drawing Commands. -
pTessellationState
is a pointer to an instance of the VkPipelineTessellationStateCreateInfo structure, and is ignored if the pipeline does not include a tessellation control shader stage and tessellation evaluation shader stage. -
pViewportState
is a pointer to an instance of the VkPipelineViewportStateCreateInfo structure, and is ignored if the pipeline has rasterization disabled. -
pRasterizationState
is a pointer to an instance of the VkPipelineRasterizationStateCreateInfo structure. -
pMultisampleState
is a pointer to an instance of the VkPipelineMultisampleStateCreateInfo, and is ignored if the pipeline has rasterization disabled. -
pDepthStencilState
is a pointer to an instance of the VkPipelineDepthStencilStateCreateInfo structure, and is ignored if the pipeline has rasterization disabled or if the subpass of the render pass the pipeline is created against does not use a depth/stencil attachment. -
pColorBlendState
is a pointer to an instance of the VkPipelineColorBlendStateCreateInfo structure, and is ignored if the pipeline has rasterization disabled or if the subpass of the render pass the pipeline is created against does not use any color attachments. -
pDynamicState
is a pointer to VkPipelineDynamicStateCreateInfo and is used to indicate which properties of the pipeline state object are dynamic and can be changed independently of the pipeline state. This can beNULL
, which means no state in the pipeline is considered dynamic. -
layout
is the description of binding locations used by both the pipeline and descriptor sets used with the pipeline. -
renderPass
is a handle to a render pass object describing the environment in which the pipeline will be used; the pipeline must only be used with an instance of any render pass compatible with the one provided. See Render Pass Compatibility for more information. -
subpass
is the index of the subpass in the render pass where this pipeline will be used. -
basePipelineHandle
is a pipeline to derive from. -
basePipelineIndex
is an index into thepCreateInfos
parameter to use as a pipeline to derive from.
The parameters basePipelineHandle
and basePipelineIndex
are
described in more detail in Pipeline
Derivatives.
pStages
points to an array of VkPipelineShaderStageCreateInfo
structures, which were previously described in Compute
Pipelines.
pDynamicState
points to a structure of type
VkPipelineDynamicStateCreateInfo.
Possible values of the flags
member of
VkGraphicsPipelineCreateInfo and VkComputePipelineCreateInfo,
specifying how a pipeline is created, are:
typedef enum VkPipelineCreateFlagBits {
VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT = 0x00000001,
VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT = 0x00000002,
VK_PIPELINE_CREATE_DERIVATIVE_BIT = 0x00000004,
} VkPipelineCreateFlagBits;
-
VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT
specifies that the created pipeline will not be optimized. Using this flag may reduce the time taken to create the pipeline. -
VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT
specifies that the pipeline to be created is allowed to be the parent of a pipeline that will be created in a subsequent call to vkCreateGraphicsPipelines or vkCreateComputePipelines. -
VK_PIPELINE_CREATE_DERIVATIVE_BIT
specifies that the pipeline to be created will be a child of a previously created parent pipeline.
It is valid to set both VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT
and
VK_PIPELINE_CREATE_DERIVATIVE_BIT
.
This allows a pipeline to be both a parent and possibly a child in a
pipeline hierarchy.
See Pipeline Derivatives for more
information.
The VkPipelineDynamicStateCreateInfo
structure is defined as:
typedef struct VkPipelineDynamicStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineDynamicStateCreateFlags flags;
uint32_t dynamicStateCount;
const VkDynamicState* pDynamicStates;
} VkPipelineDynamicStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
dynamicStateCount
is the number of elements in thepDynamicStates
array. -
pDynamicStates
is an array of VkDynamicState values specifying which pieces of pipeline state will use the values from dynamic state commands rather than from pipeline state creation info.
The source of different pieces of dynamic state is specified by the
VkPipelineDynamicStateCreateInfo::pDynamicStates
property of the
currently active pipeline, each of whose elements must be one of the
values:
typedef enum VkDynamicState {
VK_DYNAMIC_STATE_VIEWPORT = 0,
VK_DYNAMIC_STATE_SCISSOR = 1,
VK_DYNAMIC_STATE_LINE_WIDTH = 2,
VK_DYNAMIC_STATE_DEPTH_BIAS = 3,
VK_DYNAMIC_STATE_BLEND_CONSTANTS = 4,
VK_DYNAMIC_STATE_DEPTH_BOUNDS = 5,
VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK = 6,
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK = 7,
VK_DYNAMIC_STATE_STENCIL_REFERENCE = 8,
} VkDynamicState;
-
VK_DYNAMIC_STATE_VIEWPORT
specifies that thepViewports
state inVkPipelineViewportStateCreateInfo
will be ignored and must be set dynamically with vkCmdSetViewport before any draw commands. The number of viewports used by a pipeline is still specified by theviewportCount
member ofVkPipelineViewportStateCreateInfo
. -
VK_DYNAMIC_STATE_SCISSOR
specifies that thepScissors
state inVkPipelineViewportStateCreateInfo
will be ignored and must be set dynamically with vkCmdSetScissor before any draw commands. The number of scissor rectangles used by a pipeline is still specified by thescissorCount
member ofVkPipelineViewportStateCreateInfo
. -
VK_DYNAMIC_STATE_LINE_WIDTH
specifies that thelineWidth
state inVkPipelineRasterizationStateCreateInfo
will be ignored and must be set dynamically with vkCmdSetLineWidth before any draw commands that generate line primitives for the rasterizer. -
VK_DYNAMIC_STATE_DEPTH_BIAS
specifies that thedepthBiasConstantFactor
,depthBiasClamp
anddepthBiasSlopeFactor
states inVkPipelineRasterizationStateCreateInfo
will be ignored and must be set dynamically with vkCmdSetDepthBias before any draws are performed withdepthBiasEnable
inVkPipelineRasterizationStateCreateInfo
set toVK_TRUE
. -
VK_DYNAMIC_STATE_BLEND_CONSTANTS
specifies that theblendConstants
state inVkPipelineColorBlendStateCreateInfo
will be ignored and must be set dynamically with vkCmdSetBlendConstants before any draws are performed with a pipeline state withVkPipelineColorBlendAttachmentState
memberblendEnable
set toVK_TRUE
and any of the blend functions using a constant blend color. -
VK_DYNAMIC_STATE_DEPTH_BOUNDS
specifies that theminDepthBounds
andmaxDepthBounds
states of VkPipelineDepthStencilStateCreateInfo will be ignored and must be set dynamically with vkCmdSetDepthBounds before any draws are performed with a pipeline state withVkPipelineDepthStencilStateCreateInfo
memberdepthBoundsTestEnable
set toVK_TRUE
. -
VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK
specifies that thecompareMask
state inVkPipelineDepthStencilStateCreateInfo
for bothfront
andback
will be ignored and must be set dynamically with vkCmdSetStencilCompareMask before any draws are performed with a pipeline state withVkPipelineDepthStencilStateCreateInfo
memberstencilTestEnable
set toVK_TRUE
-
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK
specifies that thewriteMask
state inVkPipelineDepthStencilStateCreateInfo
for bothfront
andback
will be ignored and must be set dynamically with vkCmdSetStencilWriteMask before any draws are performed with a pipeline state withVkPipelineDepthStencilStateCreateInfo
memberstencilTestEnable
set toVK_TRUE
-
VK_DYNAMIC_STATE_STENCIL_REFERENCE
specifies that thereference
state inVkPipelineDepthStencilStateCreateInfo
for bothfront
andback
will be ignored and must be set dynamically with vkCmdSetStencilReference before any draws are performed with a pipeline state withVkPipelineDepthStencilStateCreateInfo
memberstencilTestEnable
set toVK_TRUE
9.2.1. Valid Combinations of Stages for Graphics Pipelines
If tessellation shader stages are omitted, the tessellation shading and fixed-function stages of the pipeline are skipped.
If a geometry shader is omitted, the geometry shading stage is skipped.
If a fragment shader is omitted, the results of fragment processing are undefined. Specifically, any fragment color outputs are considered to have undefined values, and the fragment depth is considered to be unmodified. This can be useful for depth-only rendering.
Presence of a shader stage in a pipeline is indicated by including a valid
VkPipelineShaderStageCreateInfo
with module
and pName
selecting an entry point from a shader module, where that entry point is
valid for the stage specified by stage
.
Presence of some of the fixed-function stages in the pipeline is implicitly derived from enabled shaders and provided state. For example, the fixed-function tessellator is always present when the pipeline has valid Tessellation Control and Tessellation Evaluation shaders.
-
Depth/stencil-only rendering in a subpass with no color attachments
-
Active Pipeline Shader Stages
-
Vertex Shader
-
-
Required: Fixed-Function Pipeline Stages
-
-
Color-only rendering in a subpass with no depth/stencil attachment
-
Active Pipeline Shader Stages
-
Vertex Shader
-
Fragment Shader
-
-
Required: Fixed-Function Pipeline Stages
-
-
Rendering pipeline with tessellation and geometry shaders
-
Active Pipeline Shader Stages
-
Vertex Shader
-
Tessellation Control Shader
-
Tessellation Evaluation Shader
-
Geometry Shader
-
Fragment Shader
-
-
Required: Fixed-Function Pipeline Stages
-
9.3. Pipeline destruction
To destroy a graphics or compute pipeline, call:
void vkDestroyPipeline(
VkDevice device,
VkPipeline pipeline,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the pipeline. -
pipeline
is the handle of the pipeline to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
9.4. Multiple Pipeline Creation
Multiple pipelines can be created simultaneously by passing an array of
VkGraphicsPipelineCreateInfo
or VkComputePipelineCreateInfo
structures into the vkCreateGraphicsPipelines and
vkCreateComputePipelines commands, respectively.
Applications can group together similar pipelines to be created in a single
call, and implementations are encouraged to look for reuse opportunities
within a group-create.
When an application attempts to create many pipelines in a single command,
it is possible that some subset may fail creation.
In that case, the corresponding entries in the pPipelines
output array
will be filled with VK_NULL_HANDLE values.
If any pipeline fails creation (for example, due to out of memory errors),
the vkCreate*Pipelines
commands will return an error code.
The implementation will attempt to create all pipelines, and only return
VK_NULL_HANDLE values for those that actually failed.
9.5. Pipeline Derivatives
A pipeline derivative is a child pipeline created from a parent pipeline, where the child and parent are expected to have much commonality. The goal of derivative pipelines is that they be cheaper to create using the parent as a starting point, and that it be more efficient (on either host or device) to switch/bind between children of the same parent.
A derivative pipeline is created by setting the
VK_PIPELINE_CREATE_DERIVATIVE_BIT
flag in the
Vk*PipelineCreateInfo
structure.
If this is set, then exactly one of basePipelineHandle
or
basePipelineIndex
members of the structure must have a valid
handle/index, and indicates the parent pipeline.
If basePipelineHandle
is used, the parent pipeline must have already
been created.
If basePipelineIndex
is used, then the parent is being created in the
same command.
VK_NULL_HANDLE acts as the invalid handle for
basePipelineHandle
, and -1 is the invalid index for
basePipelineIndex
.
If basePipelineIndex
is used, the base pipeline must appear earlier
in the array.
The base pipeline must have been created with the
VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT
flag set.
9.6. Pipeline Cache
Pipeline cache objects allow the result of pipeline construction to be reused between pipelines and between runs of an application. Reuse between pipelines is achieved by passing the same pipeline cache object when creating multiple related pipelines. Reuse across runs of an application is achieved by retrieving pipeline cache contents in one run of an application, saving the contents, and using them to preinitialize a pipeline cache on a subsequent run. The contents of the pipeline cache objects are managed by the implementation. Applications can manage the host memory consumed by a pipeline cache object and control the amount of data retrieved from a pipeline cache object.
Pipeline cache objects are represented by VkPipelineCache
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineCache)
To create pipeline cache objects, call:
VkResult vkCreatePipelineCache(
VkDevice device,
const VkPipelineCacheCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkPipelineCache* pPipelineCache);
-
device
is the logical device that creates the pipeline cache object. -
pCreateInfo
is a pointer to aVkPipelineCacheCreateInfo
structure that contains the initial parameters for the pipeline cache object. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pPipelineCache
is a pointer to aVkPipelineCache
handle in which the resulting pipeline cache object is returned.
Note
Applications can track and manage the total host memory size of a pipeline
cache object using the |
Once created, a pipeline cache can be passed to the
vkCreateGraphicsPipelines
and vkCreateComputePipelines
commands.
If the pipeline cache passed into these commands is not
VK_NULL_HANDLE, the implementation will query it for possible reuse
opportunities and update it with new content.
The use of the pipeline cache object in these commands is internally
synchronized, and the same pipeline cache object can be used in multiple
threads simultaneously.
Note
Implementations should make every effort to limit any critical sections to
the actual accesses to the cache, which is expected to be significantly
shorter than the duration of the |
The VkPipelineCacheCreateInfo
structure is defined as:
typedef struct VkPipelineCacheCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineCacheCreateFlags flags;
size_t initialDataSize;
const void* pInitialData;
} VkPipelineCacheCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
initialDataSize
is the number of bytes inpInitialData
. IfinitialDataSize
is zero, the pipeline cache will initially be empty. -
pInitialData
is a pointer to previously retrieved pipeline cache data. If the pipeline cache data is incompatible (as defined below) with the device, the pipeline cache will be initially empty. IfinitialDataSize
is zero,pInitialData
is ignored.
Pipeline cache objects can be merged using the command:
VkResult vkMergePipelineCaches(
VkDevice device,
VkPipelineCache dstCache,
uint32_t srcCacheCount,
const VkPipelineCache* pSrcCaches);
-
device
is the logical device that owns the pipeline cache objects. -
dstCache
is the handle of the pipeline cache to merge results into. -
srcCacheCount
is the length of thepSrcCaches
array. -
pSrcCaches
is an array of pipeline cache handles, which will be merged intodstCache
. The previous contents ofdstCache
are included after the merge.
Note
The details of the merge operation are implementation dependent, but implementations should merge the contents of the specified pipelines and prune duplicate entries. |
Data can be retrieved from a pipeline cache object using the command:
VkResult vkGetPipelineCacheData(
VkDevice device,
VkPipelineCache pipelineCache,
size_t* pDataSize,
void* pData);
-
device
is the logical device that owns the pipeline cache. -
pipelineCache
is the pipeline cache to retrieve data from. -
pDataSize
is a pointer to a value related to the amount of data in the pipeline cache, as described below. -
pData
is eitherNULL
or a pointer to a buffer.
If pData
is NULL
, then the maximum size of the data that can be
retrieved from the pipeline cache, in bytes, is returned in pDataSize
.
Otherwise, pDataSize
must point to a variable set by the user to the
size of the buffer, in bytes, pointed to by pData
, and on return the
variable is overwritten with the amount of data actually written to
pData
.
If pDataSize
is less than the maximum size that can be retrieved by
the pipeline cache, at most pDataSize
bytes will be written to
pData
, and vkGetPipelineCacheData
will return
VK_INCOMPLETE
.
Any data written to pData
is valid and can be provided as the
pInitialData
member of the VkPipelineCacheCreateInfo
structure
passed to vkCreatePipelineCache
.
Two calls to vkGetPipelineCacheData
with the same parameters must
retrieve the same data unless a command that modifies the contents of the
cache is called between them.
Applications can store the data retrieved from the pipeline cache, and use
these data, possibly in a future run of the application, to populate new
pipeline cache objects.
The results of pipeline compiles, however, may depend on the vendor ID,
device ID, driver version, and other details of the device.
To enable applications to detect when previously retrieved data is
incompatible with the device, the initial bytes written to pData
must
be a header consisting of the following members:
Offset | Size | Meaning |
---|---|---|
0 |
4 |
length in bytes of the entire pipeline cache header written as a stream of bytes, with the least significant byte first |
4 |
4 |
a VkPipelineCacheHeaderVersion value written as a stream of bytes, with the least significant byte first |
8 |
4 |
a vendor ID equal to
|
12 |
4 |
a device ID equal to
|
16 |
|
a pipeline cache ID equal to
|
The first four bytes encode the length of the entire pipeline cache header, in bytes. This value includes all fields in the header including the pipeline cache version field and the size of the length field.
The next four bytes encode the pipeline cache version, as described for VkPipelineCacheHeaderVersion. A consumer of the pipeline cache should use the cache version to interpret the remainder of the cache header.
If pDataSize
is less than what is necessary to store this header,
nothing will be written to pData
and zero will be written to
pDataSize
.
Possible values of the second group of four bytes in the header returned by vkGetPipelineCacheData, encoding the pipeline cache version, are:
typedef enum VkPipelineCacheHeaderVersion {
VK_PIPELINE_CACHE_HEADER_VERSION_ONE = 1,
} VkPipelineCacheHeaderVersion;
-
VK_PIPELINE_CACHE_HEADER_VERSION_ONE
specifies version one of the pipeline cache.
To destroy a pipeline cache, call:
void vkDestroyPipelineCache(
VkDevice device,
VkPipelineCache pipelineCache,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the pipeline cache object. -
pipelineCache
is the handle of the pipeline cache to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
9.7. Specialization Constants
Specialization constants are a mechanism whereby constants in a SPIR-V
module can have their constant value specified at the time the
VkPipeline
is created.
This allows a SPIR-V module to have constants that can be modified while
executing an application that uses the Vulkan API.
Note
Specialization constants are useful to allow a compute shader to have its local workgroup size changed at runtime by the user, for example. |
Each instance of the VkPipelineShaderStageCreateInfo
structure
contains a parameter pSpecializationInfo
, which can be NULL
to
indicate no specialization constants, or point to a
VkSpecializationInfo
structure.
The VkSpecializationInfo
structure is defined as:
typedef struct VkSpecializationInfo {
uint32_t mapEntryCount;
const VkSpecializationMapEntry* pMapEntries;
size_t dataSize;
const void* pData;
} VkSpecializationInfo;
-
mapEntryCount
is the number of entries in thepMapEntries
array. -
pMapEntries
is a pointer to an array ofVkSpecializationMapEntry
which maps constant IDs to offsets inpData
. -
dataSize
is the byte size of thepData
buffer. -
pData
contains the actual constant values to specialize with.
pMapEntries
points to a structure of type
VkSpecializationMapEntry.
The VkSpecializationMapEntry
structure is defined as:
typedef struct VkSpecializationMapEntry {
uint32_t constantID;
uint32_t offset;
size_t size;
} VkSpecializationMapEntry;
-
constantID
is the ID of the specialization constant in SPIR-V. -
offset
is the byte offset of the specialization constant value within the supplied data buffer. -
size
is the byte size of the specialization constant value within the supplied data buffer.
If a constantID
value is not a specialization constant ID used in the
shader, that map entry does not affect the behavior of the pipeline.
In human readable SPIR-V:
OpDecorate %x SpecId 13 ; decorate .x component of WorkgroupSize with ID 13
OpDecorate %y SpecId 42 ; decorate .y component of WorkgroupSize with ID 42
OpDecorate %z SpecId 3 ; decorate .z component of WorkgroupSize with ID 3
OpDecorate %wgsize BuiltIn WorkgroupSize ; decorate WorkgroupSize onto constant
%i32 = OpTypeInt 32 0 ; declare an unsigned 32-bit type
%uvec3 = OpTypeVector %i32 3 ; declare a 3 element vector type of unsigned 32-bit
%x = OpSpecConstant %i32 1 ; declare the .x component of WorkgroupSize
%y = OpSpecConstant %i32 1 ; declare the .y component of WorkgroupSize
%z = OpSpecConstant %i32 1 ; declare the .z component of WorkgroupSize
%wgsize = OpSpecConstantComposite %uvec3 %x %y %z ; declare WorkgroupSize
From the above we have three specialization constants, one for each of the x, y & z elements of the WorkgroupSize vector.
Now to specialize the above via the specialization constants mechanism:
const VkSpecializationMapEntry entries[] =
{
{
13, // constantID
0 * sizeof(uint32_t), // offset
sizeof(uint32_t) // size
},
{
42, // constantID
1 * sizeof(uint32_t), // offset
sizeof(uint32_t) // size
},
{
3, // constantID
2 * sizeof(uint32_t), // offset
sizeof(uint32_t) // size
}
};
const uint32_t data[] = { 16, 8, 4 }; // our workgroup size is 16x8x4
const VkSpecializationInfo info =
{
3, // mapEntryCount
entries, // pMapEntries
3 * sizeof(uint32_t), // dataSize
data, // pData
};
Then when calling vkCreateComputePipelines, and passing the
VkSpecializationInfo
we defined as the pSpecializationInfo
parameter of VkPipelineShaderStageCreateInfo, we will create a compute
pipeline with the runtime specified local workgroup size.
Another example would be that an application has a SPIR-V module that has some platform-dependent constants they wish to use.
In human readable SPIR-V:
OpDecorate %1 SpecId 0 ; decorate our signed 32-bit integer constant
OpDecorate %2 SpecId 12 ; decorate our 32-bit floating-point constant
%i32 = OpTypeInt 32 1 ; declare a signed 32-bit type
%float = OpTypeFloat 32 ; declare a 32-bit floating-point type
%1 = OpSpecConstant %i32 -1 ; some signed 32-bit integer constant
%2 = OpSpecConstant %float 0.5 ; some 32-bit floating-point constant
From the above we have two specialization constants, one is a signed 32-bit integer and the second is a 32-bit floating-point.
Now to specialize the above via the specialization constants mechanism:
struct SpecializationData {
int32_t data0;
float data1;
};
const VkSpecializationMapEntry entries[] =
{
{
0, // constantID
offsetof(SpecializationData, data0), // offset
sizeof(SpecializationData::data0) // size
},
{
12, // constantID
offsetof(SpecializationData, data1), // offset
sizeof(SpecializationData::data1) // size
}
};
SpecializationData data;
data.data0 = -42; // set the data for the 32-bit integer
data.data1 = 42.0f; // set the data for the 32-bit floating-point
const VkSpecializationInfo info =
{
2, // mapEntryCount
entries, // pMapEntries
sizeof(data), // dataSize
&data, // pData
};
It is legal for a SPIR-V module with specializations to be compiled into a pipeline where no specialization info was provided. SPIR-V specialization constants contain default values such that if a specialization is not provided, the default value will be used. In the examples above, it would be valid for an application to only specialize some of the specialization constants within the SPIR-V module, and let the other constants use their default values encoded within the OpSpecConstant declarations.
9.8. Pipeline Binding
Once a pipeline has been created, it can be bound to the command buffer using the command:
void vkCmdBindPipeline(
VkCommandBuffer commandBuffer,
VkPipelineBindPoint pipelineBindPoint,
VkPipeline pipeline);
-
commandBuffer
is the command buffer that the pipeline will be bound to. -
pipelineBindPoint
is a VkPipelineBindPoint value specifying whether to bind to the compute or graphics bind point. Binding one does not disturb the other. -
pipeline
is the pipeline to be bound.
Once bound, a pipeline binding affects subsequent graphics or compute
commands in the command buffer until a different pipeline is bound to the
bind point.
The pipeline bound to VK_PIPELINE_BIND_POINT_COMPUTE
controls the
behavior of vkCmdDispatch and vkCmdDispatchIndirect.
The pipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS
controls the
behavior of all drawing commands.
No other commands are affected by the pipeline state.
Possible values of vkCmdBindPipeline::pipelineBindPoint
,
specifying the bind point of a pipeline object, are:
typedef enum VkPipelineBindPoint {
VK_PIPELINE_BIND_POINT_GRAPHICS = 0,
VK_PIPELINE_BIND_POINT_COMPUTE = 1,
} VkPipelineBindPoint;
-
VK_PIPELINE_BIND_POINT_COMPUTE
specifies binding as a compute pipeline. -
VK_PIPELINE_BIND_POINT_GRAPHICS
specifies binding as a graphics pipeline.
10. Memory Allocation
Vulkan memory is broken up into two categories, host memory and device memory.
10.1. Host Memory
Host memory is memory needed by the Vulkan implementation for non-device-visible storage. This storage may be used for e.g. internal software structures.
Vulkan provides applications the opportunity to perform host memory allocations on behalf of the Vulkan implementation. If this feature is not used, the implementation will perform its own memory allocations. Since most memory allocations are off the critical path, this is not meant as a performance feature. Rather, this can be useful for certain embedded systems, for debugging purposes (e.g. putting a guard page after all host allocations), or for memory allocation logging.
Allocators are provided by the application as a pointer to a
VkAllocationCallbacks
structure:
typedef struct VkAllocationCallbacks {
void* pUserData;
PFN_vkAllocationFunction pfnAllocation;
PFN_vkReallocationFunction pfnReallocation;
PFN_vkFreeFunction pfnFree;
PFN_vkInternalAllocationNotification pfnInternalAllocation;
PFN_vkInternalFreeNotification pfnInternalFree;
} VkAllocationCallbacks;
-
pUserData
is a value to be interpreted by the implementation of the callbacks. When any of the callbacks inVkAllocationCallbacks
are called, the Vulkan implementation will pass this value as the first parameter to the callback. This value can vary each time an allocator is passed into a command, even when the same object takes an allocator in multiple commands. -
pfnAllocation
is a pointer to an application-defined memory allocation function of type PFN_vkAllocationFunction. -
pfnReallocation
is a pointer to an application-defined memory reallocation function of type PFN_vkReallocationFunction. -
pfnFree
is a pointer to an application-defined memory free function of type PFN_vkFreeFunction. -
pfnInternalAllocation
is a pointer to an application-defined function that is called by the implementation when the implementation makes internal allocations, and it is of type PFN_vkInternalAllocationNotification. -
pfnInternalFree
is a pointer to an application-defined function that is called by the implementation when the implementation frees internal allocations, and it is of type PFN_vkInternalFreeNotification.
The type of pfnAllocation
is:
typedef void* (VKAPI_PTR *PFN_vkAllocationFunction)(
void* pUserData,
size_t size,
size_t alignment,
VkSystemAllocationScope allocationScope);
-
pUserData
is the value specified for VkAllocationCallbacks::pUserData
in the allocator specified by the application. -
size
is the size in bytes of the requested allocation. -
alignment
is the requested alignment of the allocation in bytes and must be a power of two. -
allocationScope
is a VkSystemAllocationScope value specifying the allocation scope of the lifetime of the allocation, as described here.
If pfnAllocation
is unable to allocate the requested memory, it must
return NULL
.
If the allocation was successful, it must return a valid pointer to memory
allocation containing at least size
bytes, and with the pointer value
being a multiple of alignment
.
Note
Correct Vulkan operation cannot be assumed if the application does not follow these rules. For example, |
If pfnAllocation
returns NULL
, and if the implementation is unable
to continue correct processing of the current command without the requested
allocation, it must treat this as a run-time error, and generate
VK_ERROR_OUT_OF_HOST_MEMORY
at the appropriate time for the command in
which the condition was detected, as described in Return Codes.
If the implementation is able to continue correct processing of the current
command without the requested allocation, then it may do so, and must not
generate VK_ERROR_OUT_OF_HOST_MEMORY
as a result of this failed
allocation.
The type of pfnReallocation
is:
typedef void* (VKAPI_PTR *PFN_vkReallocationFunction)(
void* pUserData,
void* pOriginal,
size_t size,
size_t alignment,
VkSystemAllocationScope allocationScope);
-
pUserData
is the value specified for VkAllocationCallbacks::pUserData
in the allocator specified by the application. -
pOriginal
must be eitherNULL
or a pointer previously returned bypfnReallocation
orpfnAllocation
of the same allocator. -
size
is the size in bytes of the requested allocation. -
alignment
is the requested alignment of the allocation in bytes and must be a power of two. -
allocationScope
is a VkSystemAllocationScope value specifying the allocation scope of the lifetime of the allocation, as described here.
pfnReallocation
must return an allocation with enough space for
size
bytes, and the contents of the original allocation from bytes
zero to min(original size, new size) - 1 must be preserved in the
returned allocation.
If size
is larger than the old size, the contents of the additional
space are undefined.
If satisfying these requirements involves creating a new allocation, then
the old allocation should be freed.
If pOriginal
is NULL
, then pfnReallocation
must behave
equivalently to a call to PFN_vkAllocationFunction with the same
parameter values (without pOriginal
).
If size
is zero, then pfnReallocation
must behave equivalently
to a call to PFN_vkFreeFunction with the same pUserData
parameter value, and pMemory
equal to pOriginal
.
If pOriginal
is non-NULL
, the implementation must ensure that
alignment
is equal to the alignment
used to originally allocate
pOriginal
.
If this function fails and pOriginal
is non-NULL
the application
must not free the old allocation.
pfnReallocation
must follow the same
rules for return values as
PFN_vkAllocationFunction
.
The type of pfnFree
is:
typedef void (VKAPI_PTR *PFN_vkFreeFunction)(
void* pUserData,
void* pMemory);
-
pUserData
is the value specified for VkAllocationCallbacks::pUserData
in the allocator specified by the application. -
pMemory
is the allocation to be freed.
pMemory
may be NULL
, which the callback must handle safely.
If pMemory
is non-NULL
, it must be a pointer previously allocated
by pfnAllocation
or pfnReallocation
.
The application should free this memory.
The type of pfnInternalAllocation
is:
typedef void (VKAPI_PTR *PFN_vkInternalAllocationNotification)(
void* pUserData,
size_t size,
VkInternalAllocationType allocationType,
VkSystemAllocationScope allocationScope);
-
pUserData
is the value specified for VkAllocationCallbacks::pUserData
in the allocator specified by the application. -
size
is the requested size of an allocation. -
allocationType
is a VkInternalAllocationType value specifying the requested type of an allocation. -
allocationScope
is a VkSystemAllocationScope value specifying the allocation scope of the lifetime of the allocation, as described here.
This is a purely informational callback.
The type of pfnInternalFree
is:
typedef void (VKAPI_PTR *PFN_vkInternalFreeNotification)(
void* pUserData,
size_t size,
VkInternalAllocationType allocationType,
VkSystemAllocationScope allocationScope);
-
pUserData
is the value specified for VkAllocationCallbacks::pUserData
in the allocator specified by the application. -
size
is the requested size of an allocation. -
allocationType
is a VkInternalAllocationType value specifying the requested type of an allocation. -
allocationScope
is a VkSystemAllocationScope value specifying the allocation scope of the lifetime of the allocation, as described here.
Each allocation has an allocation scope which defines its lifetime and
which object it is associated with.
Possible values passed to the allocationScope
parameter of the
callback functions specified by VkAllocationCallbacks, indicating the
allocation scope, are:
typedef enum VkSystemAllocationScope {
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND = 0,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT = 1,
VK_SYSTEM_ALLOCATION_SCOPE_CACHE = 2,
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE = 3,
VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE = 4,
} VkSystemAllocationScope;
-
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND
specifies that the allocation is scoped to the duration of the Vulkan command. -
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT
specifies that the allocation is scoped to the lifetime of the Vulkan object that is being created or used. -
VK_SYSTEM_ALLOCATION_SCOPE_CACHE
specifies that the allocation is scoped to the lifetime of aVkPipelineCache
object. -
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE
specifies that the allocation is scoped to the lifetime of the Vulkan device. -
VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE
specifies that the allocation is scoped to the lifetime of the Vulkan instance.
Most Vulkan commands operate on a single object, or there is a sole object
that is being created or manipulated.
When an allocation uses an allocation scope of
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT
or
VK_SYSTEM_ALLOCATION_SCOPE_CACHE
, the allocation is scoped to the
object being created or manipulated.
When an implementation requires host memory, it will make callbacks to the application using the most specific allocator and allocation scope available:
-
If an allocation is scoped to the duration of a command, the allocator will use the
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND
allocation scope. The most specific allocator available is used: if the object being created or manipulated has an allocator, that object’s allocator will be used, else if the parentVkDevice
has an allocator it will be used, else if the parentVkInstance
has an allocator it will be used. Else, -
If an allocation is associated with an object of type
VkPipelineCache
, the allocator will use theVK_SYSTEM_ALLOCATION_SCOPE_CACHE
allocation scope. The most specific allocator available is used (cache, else device, else instance). Else, -
If an allocation is scoped to the lifetime of an object, that object is being created or manipulated by the command, and that object’s type is not
VkDevice
orVkInstance
, the allocator will use an allocation scope ofVK_SYSTEM_ALLOCATION_SCOPE_OBJECT
. The most specific allocator available is used (object, else device, else instance). Else, -
If an allocation is scoped to the lifetime of a device, the allocator will use an allocation scope of
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE
. The most specific allocator available is used (device, else instance). Else, -
If the allocation is scoped to the lifetime of an instance and the instance has an allocator, its allocator will be used with an allocation scope of
VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE
. -
Otherwise an implementation will allocate memory through an alternative mechanism that is unspecified.
Objects that are allocated from pools do not specify their own allocator. When an implementation requires host memory for such an object, that memory is sourced from the object’s parent pool’s allocator.
The application is not expected to handle allocating memory that is intended
for execution by the host due to the complexities of differing security
implementations across multiple platforms.
The implementation will allocate such memory internally and invoke an
application provided informational callback when these internal
allocations are allocated and freed.
Upon allocation of executable memory, pfnInternalAllocation
will be
called.
Upon freeing executable memory, pfnInternalFree
will be called.
An implementation will only call an informational callback for executable
memory allocations and frees.
The allocationType
parameter to the pfnInternalAllocation
and
pfnInternalFree
functions may be one of the following values:
typedef enum VkInternalAllocationType {
VK_INTERNAL_ALLOCATION_TYPE_EXECUTABLE = 0,
} VkInternalAllocationType;
-
VK_INTERNAL_ALLOCATION_TYPE_EXECUTABLE
specifies that the allocation is intended for execution by the host.
An implementation must only make calls into an application-provided allocator during the execution of an API command. An implementation must only make calls into an application-provided allocator from the same thread that called the provoking API command. The implementation should not synchronize calls to any of the callbacks. If synchronization is needed, the callbacks must provide it themselves. The informational callbacks are subject to the same restrictions as the allocation callbacks.
If an implementation intends to make calls through an
VkAllocationCallbacks
structure between the time a vkCreate*
command returns and the time a corresponding vkDestroy*
command
begins, that implementation must save a copy of the allocator before the
vkCreate*
command returns.
The callback functions and any data structures they rely upon must remain
valid for the lifetime of the object they are associated with.
If an allocator is provided to a vkCreate*
command, a compatible
allocator must be provided to the corresponding vkDestroy*
command.
Two VkAllocationCallbacks
structures are compatible if memory
allocated with pfnAllocation
or pfnReallocation
in each can be
freed with pfnReallocation
or pfnFree
in the other.
An allocator must not be provided to a vkDestroy*
command if an
allocator was not provided to the corresponding vkCreate*
command.
If a non-NULL
allocator is used, the pfnAllocation
,
pfnReallocation
and pfnFree
members must be non-NULL
and
point to valid implementations of the callbacks.
An application can choose to not provide informational callbacks by setting
both pfnInternalAllocation
and pfnInternalFree
to NULL
.
pfnInternalAllocation
and pfnInternalFree
must either both be
NULL
or both be non-NULL
.
If pfnAllocation
or pfnReallocation
fail, the implementation
may fail object creation and/or generate an
VK_ERROR_OUT_OF_HOST_MEMORY
error, as appropriate.
Allocation callbacks must not call any Vulkan commands.
The following sets of rules define when an implementation is permitted to call the allocator callbacks.
pfnAllocation
or pfnReallocation
may be called in the following
situations:
-
Allocations scoped to a
VkDevice
orVkInstance
may be allocated from any API command. -
Allocations scoped to a command may be allocated from any API command.
-
Allocations scoped to a
VkPipelineCache
may only be allocated from:-
vkCreatePipelineCache
-
vkMergePipelineCaches
fordstCache
-
vkCreateGraphicsPipelines
forpipelineCache
-
vkCreateComputePipelines
forpipelineCache
-
-
Allocations scoped to a
VkDescriptorPool
may only be allocated from:-
any command that takes the pool as a direct argument
-
vkAllocateDescriptorSets
for thedescriptorPool
member of itspAllocateInfo
parameter -
vkCreateDescriptorPool
-
-
Allocations scoped to a
VkCommandPool
may only be allocated from:-
any command that takes the pool as a direct argument
-
vkCreateCommandPool
-
vkAllocateCommandBuffers
for thecommandPool
member of itspAllocateInfo
parameter -
any
vkCmd*
command whosecommandBuffer
was allocated from thatVkCommandPool
-
-
Allocations scoped to any other object may only be allocated in that object’s
vkCreate*
command.
pfnFree
may be called in the following situations:
-
Allocations scoped to a
VkDevice
orVkInstance
may be freed from any API command. -
Allocations scoped to a command must be freed by any API command which allocates such memory.
-
Allocations scoped to a
VkPipelineCache
may be freed fromvkDestroyPipelineCache
. -
Allocations scoped to a
VkDescriptorPool
may be freed from-
any command that takes the pool as a direct argument
-
-
Allocations scoped to a
VkCommandPool
may be freed from:-
any command that takes the pool as a direct argument
-
vkResetCommandBuffer
whosecommandBuffer
was allocated from thatVkCommandPool
-
-
Allocations scoped to any other object may be freed in that object’s
vkDestroy*
command. -
Any command that allocates host memory may also free host memory of the same scope.
10.2. Device Memory
Device memory is memory that is visible to the device, for example the contents of opaque images that can be natively used by the device, or uniform buffer objects that reside in on-device memory.
Memory properties of a physical device describe the memory heaps and memory types available.
To query memory properties, call:
void vkGetPhysicalDeviceMemoryProperties(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceMemoryProperties* pMemoryProperties);
-
physicalDevice
is the handle to the device to query. -
pMemoryProperties
points to an instance ofVkPhysicalDeviceMemoryProperties
structure in which the properties are returned.
The VkPhysicalDeviceMemoryProperties
structure is defined as:
typedef struct VkPhysicalDeviceMemoryProperties {
uint32_t memoryTypeCount;
VkMemoryType memoryTypes[VK_MAX_MEMORY_TYPES];
uint32_t memoryHeapCount;
VkMemoryHeap memoryHeaps[VK_MAX_MEMORY_HEAPS];
} VkPhysicalDeviceMemoryProperties;
-
memoryTypeCount
is the number of valid elements in thememoryTypes
array. -
memoryTypes
is an array of VkMemoryType structures describing the memory types that can be used to access memory allocated from the heaps specified bymemoryHeaps
. -
memoryHeapCount
is the number of valid elements in thememoryHeaps
array. -
memoryHeaps
is an array of VkMemoryHeap structures describing the memory heaps from which memory can be allocated.
The VkPhysicalDeviceMemoryProperties
structure describes a number of
memory heaps as well as a number of memory types that can be used to
access memory allocated in those heaps.
Each heap describes a memory resource of a particular size, and each memory
type describes a set of memory properties (e.g. host cached vs uncached)
that can be used with a given memory heap.
Allocations using a particular memory type will consume resources from the
heap indicated by that memory type’s heap index.
More than one memory type may share each heap, and the heaps and memory
types provide a mechanism to advertise an accurate size of the physical
memory resources while allowing the memory to be used with a variety of
different properties.
The number of memory heaps is given by memoryHeapCount
and is less
than or equal to VK_MAX_MEMORY_HEAPS
.
Each heap is described by an element of the memoryHeaps
array, as a
VkMemoryHeap
structure.
The number of memory types available across all memory heaps is given by
memoryTypeCount
and is less than or equal to
VK_MAX_MEMORY_TYPES
.
Each memory type is described by an element of the memoryTypes
array,
as a VkMemoryType
structure.
At least one heap must include VK_MEMORY_HEAP_DEVICE_LOCAL_BIT
in
VkMemoryHeap::flags
.
If there are multiple heaps that all have similar performance
characteristics, they may all include
VK_MEMORY_HEAP_DEVICE_LOCAL_BIT
.
In a unified memory architecture (UMA) system, there is often only a single
memory heap which is considered to be equally “local” to the host and to
the device, and such an implementation must advertise the heap as
device-local.
Each memory type returned by vkGetPhysicalDeviceMemoryProperties must
have its propertyFlags
set to one of the following values:
-
0
-
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
|VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
-
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
|VK_MEMORY_PROPERTY_HOST_CACHED_BIT
-
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
|VK_MEMORY_PROPERTY_HOST_CACHED_BIT
|VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
-
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
-
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
|VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
|VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
-
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
|VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
|VK_MEMORY_PROPERTY_HOST_CACHED_BIT
-
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
|VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
|VK_MEMORY_PROPERTY_HOST_CACHED_BIT
|VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
-
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
|VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
There must be at least one memory type with both the
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
and
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
bits set in its
propertyFlags
.
There must be at least one memory type with the
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
bit set in its
propertyFlags
.
The memory types are sorted according to a preorder which serves to aid in easily selecting an appropriate memory type. Given two memory types X and Y, the preorder defines X ≤ Y if:
-
the memory property bits set for X are a strict subset of the memory property bits set for Y. Or,
-
the memory property bits set for X are the same as the memory property bits set for Y, and X uses a memory heap with greater or equal performance (as determined in an implementation-specific manner).
Memory types are ordered in the list such that X is assigned a lesser
memoryTypeIndex
than Y if (X ≤ Y) ∧ ¬ (Y ≤ X)
according to the preorder.
Note that the list of all allowed memory property flag combinations above
satisfies this preorder, but other orders would as well.
The goal of this ordering is to enable applications to use a simple search
loop in selecting the proper memory type, along the lines of:
// Find a memory type in "memoryTypeBits" that includes all of "properties"
int32_t FindProperties(uint32_t memoryTypeBits, VkMemoryPropertyFlags properties)
{
for (int32_t i = 0; i < memoryTypeCount; ++i)
{
if ((memoryTypeBits & (1 << i)) &&
((memoryTypes[i].propertyFlags & properties) == properties))
return i;
}
return -1;
}
// Try to find an optimal memory type, or if it does not exist
// find any compatible memory type
VkMemoryRequirements memoryRequirements;
vkGetImageMemoryRequirements(device, image, &memoryRequirements);
int32_t memoryType = FindProperties(memoryRequirements.memoryTypeBits, optimalProperties);
if (memoryType == -1)
memoryType = FindProperties(memoryRequirements.memoryTypeBits, requiredProperties);
The loop will find the first supported memory type that has all bits
requested in properties
set.
If there is no exact match, it will find a closest match (i.e. a memory type
with the fewest additional bits set), which has some additional bits set but
which are not detrimental to the behaviors requested by properties
.
The application can first search for the optimal properties, e.g. a memory
type that is device-local or supports coherent cached accesses, as
appropriate for the intended usage, and if such a memory type is not present
can fallback to searching for a less optimal but guaranteed set of
properties such as "0" or "host-visible and coherent".
The VkMemoryHeap
structure is defined as:
typedef struct VkMemoryHeap {
VkDeviceSize size;
VkMemoryHeapFlags flags;
} VkMemoryHeap;
-
size
is the total memory size in bytes in the heap. -
flags
is a bitmask of VkMemoryHeapFlagBits specifying attribute flags for the heap.
Bits which may be set in VkMemoryHeap::flags
, indicating
attribute flags for the heap, are:
typedef enum VkMemoryHeapFlagBits {
VK_MEMORY_HEAP_DEVICE_LOCAL_BIT = 0x00000001,
} VkMemoryHeapFlagBits;
-
VK_MEMORY_HEAP_DEVICE_LOCAL_BIT
indicates that the heap corresponds to device local memory. Device local memory may have different performance characteristics than host local memory, and may support different memory property flags.
The VkMemoryType
structure is defined as:
typedef struct VkMemoryType {
VkMemoryPropertyFlags propertyFlags;
uint32_t heapIndex;
} VkMemoryType;
-
heapIndex
describes which memory heap this memory type corresponds to, and must be less thanmemoryHeapCount
from theVkPhysicalDeviceMemoryProperties
structure. -
propertyFlags
is a bitmask of VkMemoryPropertyFlagBits of properties for this memory type.
Bits which may be set in VkMemoryType::propertyFlags
,
indicating properties of a memory heap, are:
typedef enum VkMemoryPropertyFlagBits {
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT = 0x00000001,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT = 0x00000002,
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT = 0x00000004,
VK_MEMORY_PROPERTY_HOST_CACHED_BIT = 0x00000008,
VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT = 0x00000010,
} VkMemoryPropertyFlagBits;
-
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
bit indicates that memory allocated with this type is the most efficient for device access. This property will only be set for memory types belonging to heaps with theVK_MEMORY_HEAP_DEVICE_LOCAL_BIT
set. -
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
bit indicates that memory allocated with this type can be mapped for host access using vkMapMemory. -
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
bit indicates that the host cache management commands vkFlushMappedMemoryRanges and vkInvalidateMappedMemoryRanges are not needed to flush host writes to the device or make device writes visible to the host, respectively. -
VK_MEMORY_PROPERTY_HOST_CACHED_BIT
bit indicates that memory allocated with this type is cached on the host. Host memory accesses to uncached memory are slower than to cached memory, however uncached memory is always host coherent. -
VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
bit indicates that the memory type only allows device access to the memory. Memory types must not have bothVK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
andVK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
set. Additionally, the object’s backing memory may be provided by the implementation lazily as specified in Lazily Allocated Memory.
A Vulkan device operates on data in device memory via memory objects that
are represented in the API by a VkDeviceMemory
handle.
Memory objects are represented by VkDeviceMemory
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDeviceMemory)
To allocate memory objects, call:
VkResult vkAllocateMemory(
VkDevice device,
const VkMemoryAllocateInfo* pAllocateInfo,
const VkAllocationCallbacks* pAllocator,
VkDeviceMemory* pMemory);
-
device
is the logical device that owns the memory. -
pAllocateInfo
is a pointer to an instance of the VkMemoryAllocateInfo structure describing parameters of the allocation. A successful returned allocation must use the requested parameters — no substitution is permitted by the implementation. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pMemory
is a pointer to aVkDeviceMemory
handle in which information about the allocated memory is returned.
Allocations returned by vkAllocateMemory
are guaranteed to meet any
alignment requirement by the implementation.
For example, if an implementation requires 128 byte alignment for images and
64 byte alignment for buffers, the device memory returned through this
mechanism would be 128-byte aligned.
This ensures that applications can correctly suballocate objects of
different types (with potentially different alignment requirements) in the
same memory object.
When memory is allocated, its contents are undefined.
There is an implementation-dependent maximum number of memory allocations
which can be simultaneously created on a device.
This is specified by the
maxMemoryAllocationCount
member of the VkPhysicalDeviceLimits
structure.
If maxMemoryAllocationCount
is exceeded, vkAllocateMemory
will
return VK_ERROR_TOO_MANY_OBJECTS
.
Note
Some platforms may have a limit on the maximum size of a single allocation.
For example, certain systems may fail to create allocations with a size
greater than or equal to 4GB.
Such a limit is implementation-dependent, and if such a failure occurs then
the error |
The VkMemoryAllocateInfo
structure is defined as:
typedef struct VkMemoryAllocateInfo {
VkStructureType sType;
const void* pNext;
VkDeviceSize allocationSize;
uint32_t memoryTypeIndex;
} VkMemoryAllocateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
allocationSize
is the size of the allocation in bytes -
memoryTypeIndex
is the memory type index, which selects the properties of the memory to be allocated, as well as the heap the memory will come from.
To free a memory object, call:
void vkFreeMemory(
VkDevice device,
VkDeviceMemory memory,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that owns the memory. -
memory
is theVkDeviceMemory
object to be freed. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
Before freeing a memory object, an application must ensure the memory object is no longer in use by the device—for example by command buffers queued for execution. The memory can remain bound to images or buffers at the time the memory object is freed, but any further use of them (on host or device) for anything other than destroying those objects will result in undefined behavior. If there are still any bound images or buffers, the memory may not be immediately released by the implementation, but must be released by the time all bound images and buffers have been destroyed. Once memory is released, it is returned to the heap from which it was allocated.
How memory objects are bound to Images and Buffers is described in detail in the Resource Memory Association section.
If a memory object is mapped at the time it is freed, it is implicitly unmapped.
Note
As described below, host writes are not implicitly flushed when the memory object is unmapped, but the implementation must guarantee that writes that have not been flushed do not affect any other memory. |
10.2.1. Host Access to Device Memory Objects
Memory objects created with vkAllocateMemory
are not directly host
accessible.
Memory objects created with the memory property
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
are considered mappable.
Memory objects must be mappable in order to be successfully mapped on the
host.
To retrieve a host virtual address pointer to a region of a mappable memory object, call:
VkResult vkMapMemory(
VkDevice device,
VkDeviceMemory memory,
VkDeviceSize offset,
VkDeviceSize size,
VkMemoryMapFlags flags,
void** ppData);
-
device
is the logical device that owns the memory. -
memory
is theVkDeviceMemory
object to be mapped. -
offset
is a zero-based byte offset from the beginning of the memory object. -
size
is the size of the memory range to map, orVK_WHOLE_SIZE
to map fromoffset
to the end of the allocation. -
flags
is reserved for future use. -
ppData
points to a pointer in which is returned a host-accessible pointer to the beginning of the mapped range. This pointer minusoffset
must be aligned to at leastVkPhysicalDeviceLimits
::minMemoryMapAlignment
.
It is an application error to call vkMapMemory
on a memory object that
is already mapped.
Note
|
vkMapMemory
does not check whether the device memory is currently in
use before returning the host-accessible pointer.
The application must guarantee that any previously submitted command that
writes to this range has completed before the host reads from or writes to
that range, and that any previously submitted command that reads from that
range has completed before the host writes to that region (see
here for details on fulfilling
such a guarantee).
If the device memory was allocated without the
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
set, these guarantees must be
made for an extended range: the application must round down the start of
the range to the nearest multiple of
VkPhysicalDeviceLimits
::nonCoherentAtomSize
, and round the end
of the range up to the nearest multiple of
VkPhysicalDeviceLimits
::nonCoherentAtomSize
.
While a range of device memory is mapped for host access, the application is responsible for synchronizing both device and host access to that memory range.
Note
It is important for the application developer to become meticulously familiar with all of the mechanisms described in the chapter on Synchronization and Cache Control as they are crucial to maintaining memory access ordering. |
Two commands are provided to enable applications to work with non-coherent
memory allocations: vkFlushMappedMemoryRanges
and
vkInvalidateMappedMemoryRanges
.
Note
If the memory object was created with the
|
To flush ranges of non-coherent memory from the host caches, call:
VkResult vkFlushMappedMemoryRanges(
VkDevice device,
uint32_t memoryRangeCount,
const VkMappedMemoryRange* pMemoryRanges);
-
device
is the logical device that owns the memory ranges. -
memoryRangeCount
is the length of thepMemoryRanges
array. -
pMemoryRanges
is a pointer to an array of VkMappedMemoryRange structures describing the memory ranges to flush.
vkFlushMappedMemoryRanges
guarantees that host writes to the memory
ranges described by pMemoryRanges
can be made available to device
access, via availability operations from the VK_ACCESS_HOST_WRITE_BIT
access type.
Unmapping non-coherent memory does not implicitly flush the mapped memory, and host writes that have not been flushed may not ever be visible to the device. However, implementations must ensure that writes that have not been flushed do not become visible to any other memory.
Note
The above guarantee avoids a potential memory corruption in scenarios where host writes to a mapped memory object have not been flushed before the memory is unmapped (or freed), and the virtual address range is subsequently reused for a different mapping (or memory allocation). |
To invalidate ranges of non-coherent memory from the host caches, call:
VkResult vkInvalidateMappedMemoryRanges(
VkDevice device,
uint32_t memoryRangeCount,
const VkMappedMemoryRange* pMemoryRanges);
-
device
is the logical device that owns the memory ranges. -
memoryRangeCount
is the length of thepMemoryRanges
array. -
pMemoryRanges
is a pointer to an array of VkMappedMemoryRange structures describing the memory ranges to invalidate.
vkInvalidateMappedMemoryRanges
guarantees that device writes to the
memory ranges described by pMemoryRanges
, which have been made visible
to the VK_ACCESS_HOST_WRITE_BIT
and VK_ACCESS_HOST_READ_BIT
access types, are made visible to the
host.
If a range of non-coherent memory is written by the host and then
invalidated without first being flushed, its contents are undefined.
Note
Mapping non-coherent memory does not implicitly invalidate the mapped memory, and device writes that have not been invalidated must be made visible before the host reads or overwrites them. |
The VkMappedMemoryRange
structure is defined as:
typedef struct VkMappedMemoryRange {
VkStructureType sType;
const void* pNext;
VkDeviceMemory memory;
VkDeviceSize offset;
VkDeviceSize size;
} VkMappedMemoryRange;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
memory
is the memory object to which this range belongs. -
offset
is the zero-based byte offset from the beginning of the memory object. -
size
is either the size of range, orVK_WHOLE_SIZE
to affect the range fromoffset
to the end of the current mapping of the allocation.
To unmap a memory object once host access to it is no longer needed by the application, call:
void vkUnmapMemory(
VkDevice device,
VkDeviceMemory memory);
-
device
is the logical device that owns the memory. -
memory
is the memory object to be unmapped.
10.2.2. Lazily Allocated Memory
If the memory object is allocated from a heap with the
VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
bit set, that object’s backing
memory may be provided by the implementation lazily.
The actual committed size of the memory may initially be as small as zero
(or as large as the requested size), and monotonically increases as
additional memory is needed.
A memory type with this flag set is only allowed to be bound to a
VkImage
whose usage flags include
VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT
.
Note
Using lazily allocated memory objects for framebuffer attachments that are not needed once a render pass instance has completed may allow some implementations to never allocate memory for such attachments. |
To determine the amount of lazily-allocated memory that is currently committed for a memory object, call:
void vkGetDeviceMemoryCommitment(
VkDevice device,
VkDeviceMemory memory,
VkDeviceSize* pCommittedMemoryInBytes);
-
device
is the logical device that owns the memory. -
memory
is the memory object being queried. -
pCommittedMemoryInBytes
is a pointer to aVkDeviceSize
value in which the number of bytes currently committed is returned, on success.
The implementation may update the commitment at any time, and the value returned by this query may be out of date.
The implementation guarantees to allocate any committed memory from the heapIndex indicated by the memory type that the memory object was created with.
11. Resource Creation
Vulkan supports two primary resource types: buffers and images. Resources are views of memory with associated formatting and dimensionality. Buffers are essentially unformatted arrays of bytes whereas images contain format information, can be multidimensional and may have associated metadata.
11.1. Buffers
Buffers represent linear arrays of data which are used for various purposes by binding them to a graphics or compute pipeline via descriptor sets or via certain commands, or by directly specifying them as parameters to certain commands.
Buffers are represented by VkBuffer
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBuffer)
To create buffers, call:
VkResult vkCreateBuffer(
VkDevice device,
const VkBufferCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkBuffer* pBuffer);
-
device
is the logical device that creates the buffer object. -
pCreateInfo
is a pointer to an instance of theVkBufferCreateInfo
structure containing parameters affecting creation of the buffer. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pBuffer
points to aVkBuffer
handle in which the resulting buffer object is returned.
The VkBufferCreateInfo
structure is defined as:
typedef struct VkBufferCreateInfo {
VkStructureType sType;
const void* pNext;
VkBufferCreateFlags flags;
VkDeviceSize size;
VkBufferUsageFlags usage;
VkSharingMode sharingMode;
uint32_t queueFamilyIndexCount;
const uint32_t* pQueueFamilyIndices;
} VkBufferCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkBufferCreateFlagBits specifying additional parameters of the buffer. -
size
is the size in bytes of the buffer to be created. -
usage
is a bitmask of VkBufferUsageFlagBits specifying allowed usages of the buffer. -
sharingMode
is a VkSharingMode value specifying the sharing mode of the buffer when it will be accessed by multiple queue families. -
queueFamilyIndexCount
is the number of entries in thepQueueFamilyIndices
array. -
pQueueFamilyIndices
is a list of queue families that will access this buffer (ignored ifsharingMode
is notVK_SHARING_MODE_CONCURRENT
).
editing-note
(Jon) Should the constraint on usage != 0 be converted to a Valid Usage statement? See gitlab #854. |
Bits which can be set in VkBufferCreateInfo::usage
, specifying
usage behavior of a buffer, are:
typedef enum VkBufferUsageFlagBits {
VK_BUFFER_USAGE_TRANSFER_SRC_BIT = 0x00000001,
VK_BUFFER_USAGE_TRANSFER_DST_BIT = 0x00000002,
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT = 0x00000004,
VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT = 0x00000008,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT = 0x00000010,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT = 0x00000020,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT = 0x00000040,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT = 0x00000080,
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT = 0x00000100,
} VkBufferUsageFlagBits;
-
VK_BUFFER_USAGE_TRANSFER_SRC_BIT
specifies that the buffer can be used as the source of a transfer command (see the definition ofVK_PIPELINE_STAGE_TRANSFER_BIT
). -
VK_BUFFER_USAGE_TRANSFER_DST_BIT
specifies that the buffer can be used as the destination of a transfer command. -
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
specifies that the buffer can be used to create aVkBufferView
suitable for occupying aVkDescriptorSet
slot of typeVK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
. -
VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT
specifies that the buffer can be used to create aVkBufferView
suitable for occupying aVkDescriptorSet
slot of typeVK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
. -
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT
specifies that the buffer can be used in aVkDescriptorBufferInfo
suitable for occupying aVkDescriptorSet
slot either of typeVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
orVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
. -
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
specifies that the buffer can be used in aVkDescriptorBufferInfo
suitable for occupying aVkDescriptorSet
slot either of typeVK_DESCRIPTOR_TYPE_STORAGE_BUFFER
orVK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
. -
VK_BUFFER_USAGE_INDEX_BUFFER_BIT
specifies that the buffer is suitable for passing as thebuffer
parameter tovkCmdBindIndexBuffer
. -
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT
specifies that the buffer is suitable for passing as an element of thepBuffers
array tovkCmdBindVertexBuffers
. -
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT
specifies that the buffer is suitable for passing as thebuffer
parameter tovkCmdDrawIndirect
,vkCmdDrawIndexedIndirect
, orvkCmdDispatchIndirect
.
Bits which can be set in VkBufferCreateInfo::flags
, specifying
additional parameters of a buffer, are:
typedef enum VkBufferCreateFlagBits {
VK_BUFFER_CREATE_SPARSE_BINDING_BIT = 0x00000001,
VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT = 0x00000002,
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT = 0x00000004,
} VkBufferCreateFlagBits;
-
VK_BUFFER_CREATE_SPARSE_BINDING_BIT
specifies that the buffer will be backed using sparse memory binding. -
VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT
specifies that the buffer can be partially backed using sparse memory binding. Buffers created with this flag must also be created with theVK_BUFFER_CREATE_SPARSE_BINDING_BIT
flag. -
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT
specifies that the buffer will be backed using sparse memory binding with memory ranges that might also simultaneously be backing another buffer (or another portion of the same buffer). Buffers created with this flag must also be created with theVK_BUFFER_CREATE_SPARSE_BINDING_BIT
flag.
See Sparse Resource Features and Physical Device Features for details of the sparse memory features supported on a device.
To destroy a buffer, call:
void vkDestroyBuffer(
VkDevice device,
VkBuffer buffer,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the buffer. -
buffer
is the buffer to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
11.2. Buffer Views
A buffer view represents a contiguous range of a buffer and a specific format to be used to interpret the data. Buffer views are used to enable shaders to access buffer contents interpreted as formatted data. In order to create a valid buffer view, the buffer must have been created with at least one of the following usage flags:
-
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
-
VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT
Buffer views are represented by VkBufferView
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBufferView)
To create a buffer view, call:
VkResult vkCreateBufferView(
VkDevice device,
const VkBufferViewCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkBufferView* pView);
-
device
is the logical device that creates the buffer view. -
pCreateInfo
is a pointer to an instance of theVkBufferViewCreateInfo
structure containing parameters to be used to create the buffer. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pView
points to aVkBufferView
handle in which the resulting buffer view object is returned.
The VkBufferViewCreateInfo
structure is defined as:
typedef struct VkBufferViewCreateInfo {
VkStructureType sType;
const void* pNext;
VkBufferViewCreateFlags flags;
VkBuffer buffer;
VkFormat format;
VkDeviceSize offset;
VkDeviceSize range;
} VkBufferViewCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
buffer
is aVkBuffer
on which the view will be created. -
format
is a VkFormat describing the format of the data elements in the buffer. -
offset
is an offset in bytes from the base address of the buffer. Accesses to the buffer view from shaders use addressing that is relative to this starting offset. -
range
is a size in bytes of the buffer view. Ifrange
is equal toVK_WHOLE_SIZE
, the range fromoffset
to the end of the buffer is used. IfVK_WHOLE_SIZE
is used and the remaining size of the buffer is not a multiple of the element size offormat
, then the nearest smaller multiple is used.
To destroy a buffer view, call:
void vkDestroyBufferView(
VkDevice device,
VkBufferView bufferView,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the buffer view. -
bufferView
is the buffer view to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
11.3. Images
Images represent multidimensional - up to 3 - arrays of data which can be used for various purposes (e.g. attachments, textures), by binding them to a graphics or compute pipeline via descriptor sets, or by directly specifying them as parameters to certain commands.
Images are represented by VkImage
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkImage)
To create images, call:
VkResult vkCreateImage(
VkDevice device,
const VkImageCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkImage* pImage);
-
device
is the logical device that creates the image. -
pCreateInfo
is a pointer to an instance of theVkImageCreateInfo
structure containing parameters to be used to create the image. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pImage
points to aVkImage
handle in which the resulting image object is returned.
The VkImageCreateInfo
structure is defined as:
typedef struct VkImageCreateInfo {
VkStructureType sType;
const void* pNext;
VkImageCreateFlags flags;
VkImageType imageType;
VkFormat format;
VkExtent3D extent;
uint32_t mipLevels;
uint32_t arrayLayers;
VkSampleCountFlagBits samples;
VkImageTiling tiling;
VkImageUsageFlags usage;
VkSharingMode sharingMode;
uint32_t queueFamilyIndexCount;
const uint32_t* pQueueFamilyIndices;
VkImageLayout initialLayout;
} VkImageCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkImageCreateFlagBits describing additional parameters of the image. -
imageType
is a VkImageType value specifying the basic dimensionality of the image. Layers in array textures do not count as a dimension for the purposes of the image type. -
format
is a VkFormat describing the format and type of the data elements that will be contained in the image. -
extent
is a VkExtent3D describing the number of data elements in each dimension of the base level. -
mipLevels
describes the number of levels of detail available for minified sampling of the image. -
arrayLayers
is the number of layers in the image. -
samples
is the number of sub-data element samples in the image as defined in VkSampleCountFlagBits. See Multisampling. -
tiling
is a VkImageTiling value specifying the tiling arrangement of the data elements in memory. -
usage
is a bitmask of VkImageUsageFlagBits describing the intended usage of the image. -
sharingMode
is a VkSharingMode value specifying the sharing mode of the image when it will be accessed by multiple queue families. -
queueFamilyIndexCount
is the number of entries in thepQueueFamilyIndices
array. -
pQueueFamilyIndices
is a list of queue families that will access this image (ignored ifsharingMode
is notVK_SHARING_MODE_CONCURRENT
). -
initialLayout
is a VkImageLayout value specifying the initial VkImageLayout of all image subresources of the image. See Image Layouts.
Images created with tiling
equal to VK_IMAGE_TILING_LINEAR
have
further restrictions on their limits and capabilities compared to images
created with tiling
equal to VK_IMAGE_TILING_OPTIMAL
.
Creation of images with tiling VK_IMAGE_TILING_LINEAR
may not be
supported unless other parameters meet all of the constraints:
-
imageType
isVK_IMAGE_TYPE_2D
-
format
is not a depth/stencil format -
mipLevels
is 1 -
arrayLayers
is 1 -
samples
isVK_SAMPLE_COUNT_1_BIT
-
usage
only includesVK_IMAGE_USAGE_TRANSFER_SRC_BIT
and/orVK_IMAGE_USAGE_TRANSFER_DST_BIT
Implementations may support additional limits and capabilities beyond those listed above.
To query an implementation’s specific capabilities for a given combination
of format
, imageType
, tiling
, usage
,
and flags
, call
vkGetPhysicalDeviceImageFormatProperties.
The return value indicates whether that combination of image settings is
supported.
On success, the VkImageFormatProperties
output parameter indicates the
set of valid samples
bits and the limits for extent
,
mipLevels
, and arrayLayers
.
To determine the set of valid usage
bits for a given format, call
vkGetPhysicalDeviceFormatProperties.
Bits which can be set in VkImageCreateInfo::usage
, specifying
intended usage of an image, are:
typedef enum VkImageUsageFlagBits {
VK_IMAGE_USAGE_TRANSFER_SRC_BIT = 0x00000001,
VK_IMAGE_USAGE_TRANSFER_DST_BIT = 0x00000002,
VK_IMAGE_USAGE_SAMPLED_BIT = 0x00000004,
VK_IMAGE_USAGE_STORAGE_BIT = 0x00000008,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT = 0x00000010,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT = 0x00000020,
VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT = 0x00000040,
VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT = 0x00000080,
} VkImageUsageFlagBits;
-
VK_IMAGE_USAGE_TRANSFER_SRC_BIT
specifies that the image can be used as the source of a transfer command. -
VK_IMAGE_USAGE_TRANSFER_DST_BIT
specifies that the image can be used as the destination of a transfer command. -
VK_IMAGE_USAGE_SAMPLED_BIT
specifies that the image can be used to create aVkImageView
suitable for occupying aVkDescriptorSet
slot either of typeVK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
orVK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
, and be sampled by a shader. -
VK_IMAGE_USAGE_STORAGE_BIT
specifies that the image can be used to create aVkImageView
suitable for occupying aVkDescriptorSet
slot of typeVK_DESCRIPTOR_TYPE_STORAGE_IMAGE
. -
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
specifies that the image can be used to create aVkImageView
suitable for use as a color or resolve attachment in aVkFramebuffer
. -
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
specifies that the image can be used to create aVkImageView
suitable for use as a depth/stencil attachment in aVkFramebuffer
. -
VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT
specifies that the memory bound to this image will have been allocated with theVK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
(see Memory Allocation for more detail). This bit can be set for any image that can be used to create aVkImageView
suitable for use as a color, resolve, depth/stencil, or input attachment. -
VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT
specifies that the image can be used to create aVkImageView
suitable for occupyingVkDescriptorSet
slot of typeVK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
; be read from a shader as an input attachment; and be used as an input attachment in a framebuffer.
Bits which can be set in VkImageCreateInfo::flags
, specifying
additional parameters of an image, are:
typedef enum VkImageCreateFlagBits {
VK_IMAGE_CREATE_SPARSE_BINDING_BIT = 0x00000001,
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT = 0x00000002,
VK_IMAGE_CREATE_SPARSE_ALIASED_BIT = 0x00000004,
VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT = 0x00000008,
VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT = 0x00000010,
} VkImageCreateFlagBits;
-
VK_IMAGE_CREATE_SPARSE_BINDING_BIT
specifies that the image will be backed using sparse memory binding. -
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
specifies that the image can be partially backed using sparse memory binding. Images created with this flag must also be created with theVK_IMAGE_CREATE_SPARSE_BINDING_BIT
flag. -
VK_IMAGE_CREATE_SPARSE_ALIASED_BIT
specifies that the image will be backed using sparse memory binding with memory ranges that might also simultaneously be backing another image (or another portion of the same image). Images created with this flag must also be created with theVK_IMAGE_CREATE_SPARSE_BINDING_BIT
flag -
VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
specifies that the image can be used to create aVkImageView
with a different format from the image. -
VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT
specifies that the image can be used to create aVkImageView
of typeVK_IMAGE_VIEW_TYPE_CUBE
orVK_IMAGE_VIEW_TYPE_CUBE_ARRAY
.
If any of the bits VK_IMAGE_CREATE_SPARSE_BINDING_BIT
,
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
, or
VK_IMAGE_CREATE_SPARSE_ALIASED_BIT
are set,
VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT
must not also be set.
See Sparse Resource Features and Sparse Physical Device Features for more details.
Possible values of VkImageCreateInfo::imageType
, specifying the
basic dimensionality of an image, are:
typedef enum VkImageType {
VK_IMAGE_TYPE_1D = 0,
VK_IMAGE_TYPE_2D = 1,
VK_IMAGE_TYPE_3D = 2,
} VkImageType;
-
VK_IMAGE_TYPE_1D
specifies a one-dimensional image. -
VK_IMAGE_TYPE_2D
specifies a two-dimensional image. -
VK_IMAGE_TYPE_3D
specifies a three-dimensional image.
Possible values of VkImageCreateInfo::tiling
, specifying the
tiling arrangement of data elements in an image, are:
typedef enum VkImageTiling {
VK_IMAGE_TILING_OPTIMAL = 0,
VK_IMAGE_TILING_LINEAR = 1,
} VkImageTiling;
-
VK_IMAGE_TILING_OPTIMAL
specifies optimal tiling (texels are laid out in an implementation-dependent arrangement, for more optimal memory access). -
VK_IMAGE_TILING_LINEAR
specifies linear tiling (texels are laid out in memory in row-major order, possibly with some padding on each row).
To query the host access layout of an image subresource, for an image created with linear tiling, call:
void vkGetImageSubresourceLayout(
VkDevice device,
VkImage image,
const VkImageSubresource* pSubresource,
VkSubresourceLayout* pLayout);
-
device
is the logical device that owns the image. -
image
is the image whose layout is being queried. -
pSubresource
is a pointer to a VkImageSubresource structure selecting a specific image for the image subresource. -
pLayout
points to a VkSubresourceLayout structure in which the layout is returned.
vkGetImageSubresourceLayout is invariant for the lifetime of a single image.
The VkImageSubresource
structure is defined as:
typedef struct VkImageSubresource {
VkImageAspectFlags aspectMask;
uint32_t mipLevel;
uint32_t arrayLayer;
} VkImageSubresource;
-
aspectMask
is a VkImageAspectFlags selecting the image aspect. -
mipLevel
selects the mipmap level. -
arrayLayer
selects the array layer.
Information about the layout of the image subresource is returned in a
VkSubresourceLayout
structure:
typedef struct VkSubresourceLayout {
VkDeviceSize offset;
VkDeviceSize size;
VkDeviceSize rowPitch;
VkDeviceSize arrayPitch;
VkDeviceSize depthPitch;
} VkSubresourceLayout;
-
offset
is the byte offset from the start of the image where the image subresource begins. -
size
is the size in bytes of the image subresource.size
includes any extra memory that is required based onrowPitch
. -
rowPitch
describes the number of bytes between each row of texels in an image. -
arrayPitch
describes the number of bytes between each array layer of an image. -
depthPitch
describes the number of bytes between each slice of 3D image.
For images created with linear tiling, rowPitch
, arrayPitch
and
depthPitch
describe the layout of the image subresource in linear
memory.
For uncompressed formats, rowPitch
is the number of bytes between
texels with the same x coordinate in adjacent rows (y coordinates differ by
one).
arrayPitch
is the number of bytes between texels with the same x and y
coordinate in adjacent array layers of the image (array layer values differ
by one).
depthPitch
is the number of bytes between texels with the same x and y
coordinate in adjacent slices of a 3D image (z coordinates differ by one).
Expressed as an addressing formula, the starting byte of a texel in the
image subresource has address:
// (x,y,z,layer) are in texel coordinates
address(x,y,z,layer) = layer*arrayPitch + z*depthPitch + y*rowPitch + x*elementSize + offset
For compressed formats, the rowPitch
is the number of bytes between
compressed texel blocks in adjacent rows.
arrayPitch
is the number of bytes between compressed texel blocks in
adjacent array layers.
depthPitch
is the number of bytes between compressed texel blocks in
adjacent slices of a 3D image.
// (x,y,z,layer) are in compressed texel block coordinates
address(x,y,z,layer) = layer*arrayPitch + z*depthPitch + y*rowPitch + x*compressedTexelBlockByteSize + offset;
arrayPitch
is undefined for images that were not created as arrays.
depthPitch
is defined only for 3D images.
For
color formats, the aspectMask
member of VkImageSubresource
must
be VK_IMAGE_ASPECT_COLOR_BIT
.
For depth/stencil formats, aspectMask
must be either
VK_IMAGE_ASPECT_DEPTH_BIT
or VK_IMAGE_ASPECT_STENCIL_BIT
.
On implementations that store depth and stencil aspects separately, querying
each of these image subresource layouts will return a different offset
and size
representing the region of memory used for that aspect.
On implementations that store depth and stencil aspects interleaved, the
same offset
and size
are returned and represent the interleaved
memory allocation.
To destroy an image, call:
void vkDestroyImage(
VkDevice device,
VkImage image,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the image. -
image
is the image to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
11.4. Image Layouts
Images are stored in implementation-dependent opaque layouts in memory.
Each layout has limitations on what kinds of operations are supported for
image subresources using the layout.
At any given time, the data representing an image subresource in memory
exists in a particular layout which is determined by the most recent layout
transition that was performed on that image subresource.
Applications have control over which layout each image subresource uses, and
can transition an image subresource from one layout to another.
Transitions can happen with an image memory barrier, included as part of a
vkCmdPipelineBarrier
or a vkCmdWaitEvents
command buffer command
(see Image Memory Barriers), or as part of a subpass
dependency within a render pass (see VkSubpassDependency
).
The image layout is per-image subresource, and separate image subresources
of the same image can be in different layouts at the same time with one
exception - depth and stencil aspects of a given image subresource must
always be in the same layout.
Note
Each layout may offer optimal performance for a specific usage of image
memory.
For example, an image with a layout of
|
Upon creation, all image subresources of an image are initially in the same
layout, where that layout is selected by the
VkImageCreateInfo
::initialLayout
member.
The initialLayout
must be either VK_IMAGE_LAYOUT_UNDEFINED
or
VK_IMAGE_LAYOUT_PREINITIALIZED
.
If it is VK_IMAGE_LAYOUT_PREINITIALIZED
, then the image data can be
preinitialized by the host while using this layout, and the transition away
from this layout will preserve that data.
If it is VK_IMAGE_LAYOUT_UNDEFINED
, then the contents of the data are
considered to be undefined, and the transition away from this layout is not
guaranteed to preserve that data.
For either of these initial layouts, any image subresources must be
transitioned to another layout before they are accessed by the device.
Host access to image memory is only well-defined for images created with
VK_IMAGE_TILING_LINEAR
tiling and for image subresources of those
images which are currently in either the
VK_IMAGE_LAYOUT_PREINITIALIZED
or VK_IMAGE_LAYOUT_GENERAL
layout.
Calling vkGetImageSubresourceLayout for a linear image returns a
subresource layout mapping that is valid for either of those image layouts.
The set of image layouts consists of:
typedef enum VkImageLayout {
VK_IMAGE_LAYOUT_UNDEFINED = 0,
VK_IMAGE_LAYOUT_GENERAL = 1,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL = 2,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL = 3,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL = 4,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL = 5,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL = 6,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL = 7,
VK_IMAGE_LAYOUT_PREINITIALIZED = 8,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR = 1000001002,
} VkImageLayout;
The type(s) of device access supported by each layout are:
-
VK_IMAGE_LAYOUT_UNDEFINED
does not support device access. This layout must only be used as theinitialLayout
member ofVkImageCreateInfo
orVkAttachmentDescription
, or as theoldLayout
in an image transition. When transitioning out of this layout, the contents of the memory are not guaranteed to be preserved. -
VK_IMAGE_LAYOUT_PREINITIALIZED
does not support device access. This layout must only be used as theinitialLayout
member ofVkImageCreateInfo
orVkAttachmentDescription
, or as theoldLayout
in an image transition. When transitioning out of this layout, the contents of the memory are preserved. This layout is intended to be used as the initial layout for an image whose contents are written by the host, and hence the data can be written to memory immediately, without first executing a layout transition. Currently,VK_IMAGE_LAYOUT_PREINITIALIZED
is only useful withVK_IMAGE_TILING_LINEAR
images because there is not a standard layout defined forVK_IMAGE_TILING_OPTIMAL
images. -
VK_IMAGE_LAYOUT_GENERAL
supports all types of device access. -
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
must only be used as a color or resolve attachment in aVkFramebuffer
. This layout is valid only for image subresources of images created with theVK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
usage bit enabled. -
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL
must only be used as a depth/stencil attachment in aVkFramebuffer
. This layout is valid only for image subresources of images created with theVK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
usage bit enabled. -
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
must only be used as a read-only depth/stencil attachment in aVkFramebuffer
and/or as a read-only image in a shader (which can be read as a sampled image, combined image/sampler and/or input attachment). This layout is valid only for image subresources of images created with theVK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
usage bit enabled. Only image subresources of images created withVK_IMAGE_USAGE_SAMPLED_BIT
can be used as a sampled image or combined image/sampler in a shader. Similarly, only image subresources of images created withVK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT
can be used as input attachments. -
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
must only be used as a read-only image in a shader (which can be read as a sampled image, combined image/sampler and/or input attachment). This layout is valid only for image subresources of images created with theVK_IMAGE_USAGE_SAMPLED_BIT
orVK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT
usage bit enabled. -
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
must only be used as a source image of a transfer command (see the definition ofVK_PIPELINE_STAGE_TRANSFER_BIT
). This layout is valid only for image subresources of images created with theVK_IMAGE_USAGE_TRANSFER_SRC_BIT
usage bit enabled. -
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
must only be used as a destination image of a transfer command. This layout is valid only for image subresources of images created with theVK_IMAGE_USAGE_TRANSFER_DST_BIT
usage bit enabled. -
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
must only be used for presenting a presentable image for display. A swapchain’s image must be transitioned to this layout before calling vkQueuePresentKHR, and must be transitioned away from this layout after calling vkAcquireNextImageKHR.
For each mechanism of accessing an image in the API, there is a parameter or
structure member that controls the image layout used to access the image.
For transfer commands, this is a parameter to the command (see Clear Commands
and Copy Commands).
For use as a framebuffer attachment, this is a member in the substructures
of the VkRenderPassCreateInfo
(see Render Pass).
For use in a descriptor set, this is a member in the
VkDescriptorImageInfo
structure (see Descriptor Set Updates).
At the time that any command buffer command accessing an image executes on
any queue, the layouts of the image subresources that are accessed must all
match the layout specified via the API controlling those accesses.
The image layout of each image subresource must be well-defined at each
point in the image subresource’s lifetime.
This means that when performing a layout transition on the image
subresource, the old layout value must either equal the current layout of
the image subresource (at the time the transition executes), or else be
VK_IMAGE_LAYOUT_UNDEFINED
(implying that the contents of the image
subresource need not be preserved).
The new layout used in a transition must not be
VK_IMAGE_LAYOUT_UNDEFINED
or VK_IMAGE_LAYOUT_PREINITIALIZED
.
11.5. Image Views
Image objects are not directly accessed by pipeline shaders for reading or writing image data. Instead, image views representing contiguous ranges of the image subresources and containing additional metadata are used for that purpose. Views must be created on images of compatible types, and must represent a valid subset of image subresources.
Image views are represented by VkImageView
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkImageView)
The types of image views that can be created are:
typedef enum VkImageViewType {
VK_IMAGE_VIEW_TYPE_1D = 0,
VK_IMAGE_VIEW_TYPE_2D = 1,
VK_IMAGE_VIEW_TYPE_3D = 2,
VK_IMAGE_VIEW_TYPE_CUBE = 3,
VK_IMAGE_VIEW_TYPE_1D_ARRAY = 4,
VK_IMAGE_VIEW_TYPE_2D_ARRAY = 5,
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY = 6,
} VkImageViewType;
The exact image view type is partially implicit, based on the image’s type
and sample count, as well as the view creation parameters as described in
the image view compatibility table
for vkCreateImageView.
This table also shows which SPIR-V OpTypeImage
Dim
and
Arrayed
parameters correspond to each image view type.
To create an image view, call:
VkResult vkCreateImageView(
VkDevice device,
const VkImageViewCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkImageView* pView);
-
device
is the logical device that creates the image view. -
pCreateInfo
is a pointer to an instance of theVkImageViewCreateInfo
structure containing parameters to be used to create the image view. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pView
points to aVkImageView
handle in which the resulting image view object is returned.
Some of the image creation parameters are inherited by the view.
In particular, image view creation inherits the implicit parameter
usage
specifying the allowed usages of the image view that, by
default, takes the value of the corresponding usage
parameter
specified in VkImageCreateInfo
at image creation time.
The remaining parameters are contained in the pCreateInfo
.
The VkImageViewCreateInfo
structure is defined as:
typedef struct VkImageViewCreateInfo {
VkStructureType sType;
const void* pNext;
VkImageViewCreateFlags flags;
VkImage image;
VkImageViewType viewType;
VkFormat format;
VkComponentMapping components;
VkImageSubresourceRange subresourceRange;
} VkImageViewCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
image
is aVkImage
on which the view will be created. -
viewType
is an VkImageViewType value specifying the type of the image view. -
format
is a VkFormat describing the format and type used to interpret data elements in the image. -
components
is a VkComponentMapping specifies a remapping of color components (or of depth or stencil components after they have been converted into color components). -
subresourceRange
is a VkImageSubresourceRange selecting the set of mipmap levels and array layers to be accessible to the view.
If image
was created with the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
flag,
format
can be different from the image’s format, but if
they are not equal they must be compatible.
Image format compatibility is defined in the
Format Compatibility Classes
section.
Views of compatible formats will have the same mapping between texel
coordinates and memory locations irrespective of the format
, with only
the interpretation of the bit pattern changing.
Note
Values intended to be used with one view format may not be exactly preserved when written or read through a different format. For example, an integer value that happens to have the bit pattern of a floating point denorm or NaN may be flushed or canonicalized when written or read through a view with a floating point format. Similarly, a value written through a signed normalized format that has a bit pattern exactly equal to -2b may be changed to -2b + 1 as described in Conversion from Normalized Fixed-Point to Floating-Point. |
Dim, Arrayed, MS | Image parameters | View parameters |
---|---|---|
|
|
|
1D, 0, 0 |
|
|
1D, 1, 0 |
|
|
2D, 0, 0 |
|
|
2D, 1, 0 |
|
|
2D, 0, 1 |
|
|
2D, 1, 1 |
|
|
CUBE, 0, 0 |
|
|
CUBE, 1, 0 |
|
|
3D, 0, 0 |
|
|
The VkImageSubresourceRange
structure is defined as:
typedef struct VkImageSubresourceRange {
VkImageAspectFlags aspectMask;
uint32_t baseMipLevel;
uint32_t levelCount;
uint32_t baseArrayLayer;
uint32_t layerCount;
} VkImageSubresourceRange;
-
aspectMask
is a bitmask of VkImageAspectFlagBits specifying which aspect(s) of the image are included in the view. -
baseMipLevel
is the first mipmap level accessible to the view. -
levelCount
is the number of mipmap levels (starting frombaseMipLevel
) accessible to the view. -
baseArrayLayer
is the first array layer accessible to the view. -
layerCount
is the number of array layers (starting frombaseArrayLayer
) accessible to the view.
The number of mipmap levels and array layers must be a subset of the image
subresources in the image.
If an application wants to use all mip levels or layers in an image after
the baseMipLevel
or baseArrayLayer
, it can set levelCount
and layerCount
to the special values VK_REMAINING_MIP_LEVELS
and
VK_REMAINING_ARRAY_LAYERS
without knowing the exact number of mip
levels or layers.
For cube and cube array image views, the layers of the image view starting
at baseArrayLayer
correspond to faces in the order +X, -X, +Y, -Y, +Z,
-Z.
For cube arrays, each set of six sequential layers is a single cube, so the
number of cube maps in a cube map array view is layerCount
/ 6, and
image array layer (baseArrayLayer
+ i) is face index
(i mod 6) of cube i / 6.
If the number of layers in the view, whether set explicitly in
layerCount
or implied by VK_REMAINING_ARRAY_LAYERS
, is not a
multiple of 6, behavior when indexing the last cube is undefined.
aspectMask
must be only VK_IMAGE_ASPECT_COLOR_BIT
,
VK_IMAGE_ASPECT_DEPTH_BIT
or VK_IMAGE_ASPECT_STENCIL_BIT
if
format
is a color, depth-only or stencil-only format,
respectively.
If using a depth/stencil format with both depth and stencil components,
aspectMask
must include at least one of
VK_IMAGE_ASPECT_DEPTH_BIT
and VK_IMAGE_ASPECT_STENCIL_BIT
, and
can include both.
When using an imageView of a depth/stencil image to populate a descriptor
set (e.g. for sampling in the shader, or for use as an input attachment),
the aspectMask
must only include one bit and selects whether the
imageView is used for depth reads (i.e. using a floating-point sampler or
input attachment in the shader) or stencil reads (i.e. using an unsigned
integer sampler or input attachment in the shader).
When an imageView of a depth/stencil image is used as a depth/stencil
framebuffer attachment, the aspectMask
is ignored and both depth and
stencil image subresources are used.
The components
member is of type VkComponentMapping, and
describes a remapping from components of the image to components of the
vector returned by shader image instructions.
This remapping must be identity for storage image descriptors, input
attachment descriptors,
and framebuffer attachments.
Bits which can be set in an aspect mask to specify aspects of an image for purposes such as identifying a subresource, are:
typedef enum VkImageAspectFlagBits {
VK_IMAGE_ASPECT_COLOR_BIT = 0x00000001,
VK_IMAGE_ASPECT_DEPTH_BIT = 0x00000002,
VK_IMAGE_ASPECT_STENCIL_BIT = 0x00000004,
VK_IMAGE_ASPECT_METADATA_BIT = 0x00000008,
} VkImageAspectFlagBits;
-
VK_IMAGE_ASPECT_COLOR_BIT
specifies the color aspect. -
VK_IMAGE_ASPECT_DEPTH_BIT
specifies the depth aspect. -
VK_IMAGE_ASPECT_STENCIL_BIT
specifies the stencil aspect. -
VK_IMAGE_ASPECT_METADATA_BIT
specifies the metadata aspect, used for sparse sparse resource operations.
The VkComponentMapping
structure is defined as:
typedef struct VkComponentMapping {
VkComponentSwizzle r;
VkComponentSwizzle g;
VkComponentSwizzle b;
VkComponentSwizzle a;
} VkComponentMapping;
-
r
is a VkComponentSwizzle specifying the component value placed in the R component of the output vector. -
g
is a VkComponentSwizzle specifying the component value placed in the G component of the output vector. -
b
is a VkComponentSwizzle specifying the component value placed in the B component of the output vector. -
a
is a VkComponentSwizzle specifying the component value placed in the A component of the output vector.
Possible values of the members of VkComponentMapping, specifying the component values placed in each component of the output vector, are:
typedef enum VkComponentSwizzle {
VK_COMPONENT_SWIZZLE_IDENTITY = 0,
VK_COMPONENT_SWIZZLE_ZERO = 1,
VK_COMPONENT_SWIZZLE_ONE = 2,
VK_COMPONENT_SWIZZLE_R = 3,
VK_COMPONENT_SWIZZLE_G = 4,
VK_COMPONENT_SWIZZLE_B = 5,
VK_COMPONENT_SWIZZLE_A = 6,
} VkComponentSwizzle;
-
VK_COMPONENT_SWIZZLE_IDENTITY
specifies that the component is set to the identity swizzle. -
VK_COMPONENT_SWIZZLE_ZERO
specifies that the component is set to zero. -
VK_COMPONENT_SWIZZLE_ONE
specifies that the component is set to either 1 or 1.0, depending on whether the type of the image view format is integer or floating-point respectively, as determined by the Format Definition section for each VkFormat. -
VK_COMPONENT_SWIZZLE_R
specifies that the component is set to the value of the R component of the image. -
VK_COMPONENT_SWIZZLE_G
specifies that the component is set to the value of the G component of the image. -
VK_COMPONENT_SWIZZLE_B
specifies that the component is set to the value of the B component of the image. -
VK_COMPONENT_SWIZZLE_A
specifies that the component is set to the value of the A component of the image.
Setting the identity swizzle on a component is equivalent to setting the identity mapping on that component. That is:
Component | Identity Mapping |
---|---|
|
|
|
|
|
|
|
|
To destroy an image view, call:
void vkDestroyImageView(
VkDevice device,
VkImageView imageView,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the image view. -
imageView
is the image view to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
11.6. Resource Memory Association
Resources are initially created as virtual allocations with no backing memory. Device memory is allocated separately (see Device Memory) and then associated with the resource. This association is done differently for sparse and non-sparse resources.
Resources created with any of the sparse creation flags are considered sparse resources. Resources created without these flags are non-sparse. The details on resource memory association for sparse resources is described in Sparse Resources.
Non-sparse resources must be bound completely and contiguously to a single
VkDeviceMemory
object before the resource is passed as a parameter to
any of the following operations:
-
creating image or buffer views
-
updating descriptor sets
-
recording commands in a command buffer
Once bound, the memory binding is immutable for the lifetime of the resource.
To determine the memory requirements for a buffer resource, call:
void vkGetBufferMemoryRequirements(
VkDevice device,
VkBuffer buffer,
VkMemoryRequirements* pMemoryRequirements);
-
device
is the logical device that owns the buffer. -
buffer
is the buffer to query. -
pMemoryRequirements
points to an instance of the VkMemoryRequirements structure in which the memory requirements of the buffer object are returned.
To determine the memory requirements for an image resource, call:
void vkGetImageMemoryRequirements(
VkDevice device,
VkImage image,
VkMemoryRequirements* pMemoryRequirements);
-
device
is the logical device that owns the image. -
image
is the image to query. -
pMemoryRequirements
points to an instance of the VkMemoryRequirements structure in which the memory requirements of the image object are returned.
The VkMemoryRequirements
structure is defined as:
typedef struct VkMemoryRequirements {
VkDeviceSize size;
VkDeviceSize alignment;
uint32_t memoryTypeBits;
} VkMemoryRequirements;
-
size
is the size, in bytes, of the memory allocation required for the resource. -
alignment
is the alignment, in bytes, of the offset within the allocation required for the resource. -
memoryTypeBits
is a bitmask and contains one bit set for every supported memory type for the resource. Biti
is set if and only if the memory typei
in theVkPhysicalDeviceMemoryProperties
structure for the physical device is supported for the resource.
The implementation guarantees certain properties about the memory requirements returned by vkGetBufferMemoryRequirements and vkGetImageMemoryRequirements:
-
The
memoryTypeBits
member always contains at least one bit set. -
If
buffer
is aVkBuffer
not created with theVK_BUFFER_CREATE_SPARSE_BINDING_BIT
bit set, or ifimage
is aVkImage
that was created with aVK_IMAGE_TILING_LINEAR
value in thetiling
member of theVkImageCreateInfo
structure passed tovkCreateImage
, then thememoryTypeBits
member always contains at least one bit set corresponding to aVkMemoryType
with apropertyFlags
that has both theVK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
bit and theVK_MEMORY_PROPERTY_HOST_COHERENT_BIT
bit set. In other words, mappable coherent memory can always be attached to these objects. -
The
memoryTypeBits
member always contains at least one bit set corresponding to aVkMemoryType
with apropertyFlags
that has theVK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
bit set. -
The
memoryTypeBits
member is identical for allVkBuffer
objects created with the same value for theflags
andusage
members in theVkBufferCreateInfo
structure passed tovkCreateBuffer
. Further, ifusage1
andusage2
of type VkBufferUsageFlags are such that the bits set inusage2
are a subset of the bits set inusage1
, and they have the sameflags
, then the bits set inmemoryTypeBits
returned forusage1
must be a subset of the bits set inmemoryTypeBits
returned forusage2
, for all values offlags
. -
The
alignment
member is a power of two. -
The
alignment
member is identical for allVkBuffer
objects created with the same combination of values for theusage
andflags
members in theVkBufferCreateInfo
structure passed tovkCreateBuffer
. -
For images created with a color format, the
memoryTypeBits
member is identical for allVkImage
objects created with the same combination of values for thetiling
member, theVK_IMAGE_CREATE_SPARSE_BINDING_BIT
bit of theflags
member, and theVK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT
of theusage
member in theVkImageCreateInfo
structure passed tovkCreateImage
. -
For images created with a depth/stencil format, the
memoryTypeBits
member is identical for allVkImage
objects created with the same combination of values for theformat
member, thetiling
member, theVK_IMAGE_CREATE_SPARSE_BINDING_BIT
bit of theflags
member, and theVK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT
of theusage
member in theVkImageCreateInfo
structure passed tovkCreateImage
. -
If the memory requirements are for a
VkImage
, thememoryTypeBits
member must not refer to aVkMemoryType
with apropertyFlags
that has theVK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
bit set if the vkGetImageMemoryRequirements::image
did not haveVK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT
bit set in theusage
member of theVkImageCreateInfo
structure passed tovkCreateImage
. -
If the memory requirements are for a
VkBuffer
, thememoryTypeBits
member must not refer to aVkMemoryType
with apropertyFlags
that has theVK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
bit set.NoteThe implication of this requirement is that lazily allocated memory is disallowed for buffers in all cases.
To attach memory to a buffer object, call:
VkResult vkBindBufferMemory(
VkDevice device,
VkBuffer buffer,
VkDeviceMemory memory,
VkDeviceSize memoryOffset);
-
device
is the logical device that owns the buffer and memory. -
buffer
is the buffer to be attached to memory. -
memory
is aVkDeviceMemory
object describing the device memory to attach. -
memoryOffset
is the start offset of the region ofmemory
which is to be bound to the buffer. The number of bytes returned in theVkMemoryRequirements
::size
member inmemory
, starting frommemoryOffset
bytes, will be bound to the specified buffer.
To attach memory to an image object, call:
VkResult vkBindImageMemory(
VkDevice device,
VkImage image,
VkDeviceMemory memory,
VkDeviceSize memoryOffset);
-
device
is the logical device that owns the image and memory. -
image
is the image. -
memory
is theVkDeviceMemory
object describing the device memory to attach. -
memoryOffset
is the start offset of the region ofmemory
which is to be bound to the image. The number of bytes returned in theVkMemoryRequirements
::size
member inmemory
, starting frommemoryOffset
bytes, will be bound to the specified image.
There is an implementation-dependent limit, bufferImageGranularity
,
which specifies a page-like granularity at which linear and non-linear
resources must be placed in adjacent memory locations to avoid aliasing.
Two resources which do not satisfy this granularity requirement are said to
alias.
bufferImageGranularity
is specified in bytes, and must be a power of
two.
Implementations which do not require such an additional granularity may
report a value of one.
Note
Despite its name, |
Given resourceA at the lower memory offset and resourceB at the higher
memory offset in the same VkDeviceMemory
object, where one resource
linear and the other is non-linear (as defined in the
glossary), and the following:
resourceA.end = resourceA.memoryOffset + resourceA.size - 1
resourceA.endPage = resourceA.end & ~(bufferImageGranularity-1)
resourceB.start = resourceB.memoryOffset
resourceB.startPage = resourceB.start & ~(bufferImageGranularity-1)
The following property must hold:
resourceA.endPage < resourceB.startPage
That is, the end of the first resource (A) and the beginning of the second
resource (B) must be on separate “pages” of size
bufferImageGranularity
.
bufferImageGranularity
may be different than the physical page size
of the memory heap.
This restriction is only needed when a linear resource and a non-linear
resource are adjacent in memory and will be used simultaneously.
The memory ranges of adjacent resources can be closer than
bufferImageGranularity
, provided they meet the alignment
requirement for the objects in question.
Sparse block size in bytes and sparse image and buffer memory alignments
must all be multiples of the bufferImageGranularity
.
Therefore, memory bound to sparse resources naturally satisfies the
bufferImageGranularity
.
11.7. Resource Sharing Mode
Buffer and image objects are created with a sharing mode controlling how they can be accessed from queues. The supported sharing modes are:
typedef enum VkSharingMode {
VK_SHARING_MODE_EXCLUSIVE = 0,
VK_SHARING_MODE_CONCURRENT = 1,
} VkSharingMode;
-
VK_SHARING_MODE_EXCLUSIVE
specifies that access to any range or image subresource of the object will be exclusive to a single queue family at a time. -
VK_SHARING_MODE_CONCURRENT
specifies that concurrent access to any range or image subresource of the object from multiple queue families is supported.
Note
|
Ranges of buffers and image subresources of image objects created using
VK_SHARING_MODE_EXCLUSIVE
must only be accessed by queues in the same
queue family at any given time.
In order for a different queue family to be able to interpret the memory
contents of a range or image subresource, the application must perform a
queue family ownership transfer.
Upon creation, resources using VK_SHARING_MODE_EXCLUSIVE
are not owned
by any queue family.
A buffer or image memory barrier is not required to acquire ownership when
no queue family owns the resource - it is implicitly acquired upon first use
within a queue.
Note
Images still require a layout transition from
|
A queue family can take ownership of an image subresource or buffer range
of a resource created with VK_SHARING_MODE_EXCLUSIVE
, without an
ownership transfer, in the same way as for a resource that was just created;
however, taking ownership in this way has the effect that the contents of
the image subresource or buffer range are undefined.
Ranges of buffers and image subresources of image objects created using
VK_SHARING_MODE_CONCURRENT
must only be accessed by queues from the
queue families specified through the queueFamilyIndexCount
and
pQueueFamilyIndices
members of the corresponding create info
structures.
11.8. Memory Aliasing
A range of a VkDeviceMemory
allocation is aliased if it is bound to
multiple resources simultaneously, as described below, via
vkBindImageMemory, vkBindBufferMemory,
or via sparse memory bindings.
Consider two resources, resourceA and resourceB, bound respectively to
memory rangeA and rangeB.
Let paddedRangeA and paddedRangeB be, respectively, rangeA and
rangeB aligned to bufferImageGranularity
.
If the resources are both linear or both non-linear (as defined in the
glossary), then the resources alias the
memory in the intersection of rangeA and rangeB.
If one resource is linear and the other is non-linear, then the resources
alias the memory in the intersection of paddedRangeA and paddedRangeB.
Applications can alias memory, but use of multiple aliases is subject to several constraints.
Note
Memory aliasing can be useful to reduce the total device memory footprint of an application, if some large resources are used for disjoint periods of time. |
When an opaque, non-VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
image is
bound to an aliased range, all image subresources of the image overlap the
range.
When a linear image is bound to an aliased range, the image subresources
that (according to the image’s advertised layout) include bytes from the
aliased range overlap the range.
When a VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
image has sparse image
blocks bound to an aliased range, only image subresources including those
sparse image blocks overlap the range, and when the memory bound to the
image’s mip tail overlaps an aliased range all image subresources in the mip
tail overlap the range.
Buffers, and linear image subresources in either the
VK_IMAGE_LAYOUT_PREINITIALIZED
or VK_IMAGE_LAYOUT_GENERAL
layouts, are host-accessible subresources.
That is, the host has a well-defined addressing scheme to interpret the
contents, and thus the layout of the data in memory can be consistently
interpreted across aliases if each of those aliases is a host-accessible
subresource.
Non-linear images, and linear image subresources in other layouts, are not
host-accessible.
If two aliases are both host-accessible, then they interpret the contents of the memory in consistent ways, and data written to one alias can be read by the other alias.
Otherwise, the aliases interpret the contents of the memory differently, and writes via one alias make the contents of memory partially or completely undefined to the other alias. If the first alias is a host-accessible subresource, then the bytes affected are those written by the memory operations according to its addressing scheme. If the first alias is not host-accessible, then the bytes affected are those overlapped by the image subresources that were written. If the second alias is a host-accessible subresource, the affected bytes become undefined. If the second alias is a not host-accessible, all sparse image blocks (for sparse partially-resident images) or all image subresources (for non-sparse image and fully resident sparse images) that overlap the affected bytes become undefined.
If any image subresources are made undefined due to writes to an alias, then
each of those image subresources must have its layout transitioned from
VK_IMAGE_LAYOUT_UNDEFINED
to a valid layout before it is used, or from
VK_IMAGE_LAYOUT_PREINITIALIZED
if the memory has been written by the
host.
If any sparse blocks of a sparse image have been made undefined, then only
the image subresources containing them must be transitioned.
Use of an overlapping range by two aliases must be separated by a memory dependency using the appropriate access types if at least one of those uses performs writes, whether the aliases interpret memory consistently or not. If buffer or image memory barriers are used, the scope of the barrier must contain the entire range and/or set of image subresources that overlap.
If two aliasing image views are used in the same framebuffer, then the
render pass must declare the attachments using the
VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT
, and
follow the other rules listed in that section.
Access to resources which alias memory from shaders using variables
decorated with Coherent
are not automatically coherent with each other.
Note
Memory recycled via an application suballocator (i.e. without freeing and reallocating the memory objects) is not substantially different from memory aliasing. However, a suballocator usually waits on a fence before recycling a region of memory, and signaling a fence involves sufficient implicit dependencies to satisfy all the above requirements. |
12. Samplers
VkSampler
objects represent the state of an image sampler which is
used by the implementation to read image data and apply filtering and other
transformations for the shader.
Samplers are represented by VkSampler
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSampler)
To create a sampler object, call:
VkResult vkCreateSampler(
VkDevice device,
const VkSamplerCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSampler* pSampler);
-
device
is the logical device that creates the sampler. -
pCreateInfo
is a pointer to an instance of the VkSamplerCreateInfo structure specifying the state of the sampler object. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pSampler
points to a VkSampler handle in which the resulting sampler object is returned.
The VkSamplerCreateInfo
structure is defined as:
typedef struct VkSamplerCreateInfo {
VkStructureType sType;
const void* pNext;
VkSamplerCreateFlags flags;
VkFilter magFilter;
VkFilter minFilter;
VkSamplerMipmapMode mipmapMode;
VkSamplerAddressMode addressModeU;
VkSamplerAddressMode addressModeV;
VkSamplerAddressMode addressModeW;
float mipLodBias;
VkBool32 anisotropyEnable;
float maxAnisotropy;
VkBool32 compareEnable;
VkCompareOp compareOp;
float minLod;
float maxLod;
VkBorderColor borderColor;
VkBool32 unnormalizedCoordinates;
} VkSamplerCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
magFilter
is a VkFilter value specifying the magnification filter to apply to lookups. -
minFilter
is a VkFilter value specifying the minification filter to apply to lookups. -
mipmapMode
is a VkSamplerMipmapMode value specifying the mipmap filter to apply to lookups. -
addressModeU
is a VkSamplerAddressMode value specifying the addressing mode for outside [0..1] range for U coordinate. -
addressModeV
is a VkSamplerAddressMode value specifying the addressing mode for outside [0..1] range for V coordinate. -
addressModeW
is a VkSamplerAddressMode value specifying the addressing mode for outside [0..1] range for W coordinate. -
mipLodBias
is the bias to be added to mipmap LOD (level-of-detail) calculation and bias provided by image sampling functions in SPIR-V, as described in the Level-of-Detail Operation section. -
anisotropyEnable
isVK_TRUE
to enable anisotropic filtering, as described in the Texel Anisotropic Filtering section, orVK_FALSE
otherwise. -
maxAnisotropy
is the anisotropy value clamp. -
compareEnable
isVK_TRUE
to enable comparison against a reference value during lookups, orVK_FALSE
otherwise.-
Note: Some implementations will default to shader state if this member does not match.
-
-
compareOp
is a VkCompareOp value specifying the comparison function to apply to fetched data before filtering as described in the Depth Compare Operation section. -
minLod
andmaxLod
are the values used to clamp the computed LOD value, as described in the Level-of-Detail Operation section.maxLod
must be greater than or equal tominLod
. -
borderColor
is a VkBorderColor value specifying the predefined border color to use. -
unnormalizedCoordinates
controls whether to use unnormalized or normalized texel coordinates to address texels of the image. When set toVK_TRUE
, the range of the image coordinates used to lookup the texel is in the range of zero to the image dimensions for x, y and z. When set toVK_FALSE
the range of image coordinates is zero to one. WhenunnormalizedCoordinates
isVK_TRUE
, samplers have the following requirements:-
minFilter
andmagFilter
must be equal. -
mipmapMode
must beVK_SAMPLER_MIPMAP_MODE_NEAREST
. -
minLod
andmaxLod
must be zero. -
addressModeU
andaddressModeV
must each be eitherVK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE
orVK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER
. -
anisotropyEnable
must beVK_FALSE
. -
compareEnable
must beVK_FALSE
.
-
-
When
unnormalizedCoordinates
isVK_TRUE
, images the sampler is used with in the shader have the following requirements:-
The
viewType
must be eitherVK_IMAGE_VIEW_TYPE_1D
orVK_IMAGE_VIEW_TYPE_2D
. -
The image view must have a single layer and a single mip level.
-
-
When
unnormalizedCoordinates
isVK_TRUE
, image built-in functions in the shader that use the sampler have the following requirements:-
The functions must not use projection.
-
The functions must not use offsets.
-
Mapping of OpenGL to Vulkan filter modes
There are no Vulkan filter modes that directly correspond to OpenGL
minification filters of Note that using a |
The maximum number of sampler objects which can be simultaneously created
on a device is implementation-dependent and specified by the
maxSamplerAllocationCount
member of the VkPhysicalDeviceLimits structure.
If maxSamplerAllocationCount
is exceeded, vkCreateSampler
will
return VK_ERROR_TOO_MANY_OBJECTS
.
Since VkSampler is a non-dispatchable handle type, implementations
may return the same handle for sampler state vectors that are identical.
In such cases, all such objects would only count once against the
maxSamplerAllocationCount
limit.
Possible values of the VkSamplerCreateInfo::magFilter
and
minFilter
parameters, specifying filters used for texture lookups,
are:
typedef enum VkFilter {
VK_FILTER_NEAREST = 0,
VK_FILTER_LINEAR = 1,
} VkFilter;
-
VK_FILTER_NEAREST
specifies nearest filtering. -
VK_FILTER_LINEAR
specifies linear filtering.
These filters are described in detail in Texel Filtering.
Possible values of the VkSamplerCreateInfo::mipmapMode
,
specifying the mipmap mode used for texture lookups, are:
typedef enum VkSamplerMipmapMode {
VK_SAMPLER_MIPMAP_MODE_NEAREST = 0,
VK_SAMPLER_MIPMAP_MODE_LINEAR = 1,
} VkSamplerMipmapMode;
-
VK_SAMPLER_MIPMAP_MODE_NEAREST
specifies nearest filtering. -
VK_SAMPLER_MIPMAP_MODE_LINEAR
specifies linear filtering.
These modes are described in detail in Texel Filtering.
Possible values of the VkSamplerCreateInfo::addressMode
*
parameters, specifying the behavior of sampling with coordinates outside the
range [0,1] for the respective u, v, or w coordinate
as defined in the Wrapping Operation
section, are:
typedef enum VkSamplerAddressMode {
VK_SAMPLER_ADDRESS_MODE_REPEAT = 0,
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT = 1,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE = 2,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER = 3,
VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE = 4,
} VkSamplerAddressMode;
-
VK_SAMPLER_ADDRESS_MODE_REPEAT
specifies that the repeat wrap mode will be used. -
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT
specifies that the mirrored repeat wrap mode will be used. -
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE
specifies that the clamp to edge wrap mode will be used. -
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER
specifies that the clamp to border wrap mode will be used. -
VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE
specifies that the mirror clamp to edge wrap mode will be used. This is only valid if the VK_KHR_mirror_clamp_to_edge extension is enabled.
Possible values of VkSamplerCreateInfo::borderColor
, specifying
the border color used for texture lookups, are:
typedef enum VkBorderColor {
VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK = 0,
VK_BORDER_COLOR_INT_TRANSPARENT_BLACK = 1,
VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK = 2,
VK_BORDER_COLOR_INT_OPAQUE_BLACK = 3,
VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE = 4,
VK_BORDER_COLOR_INT_OPAQUE_WHITE = 5,
} VkBorderColor;
-
VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK
specifies a transparent, floating-point format, black color. -
VK_BORDER_COLOR_INT_TRANSPARENT_BLACK
specifies a transparent, integer format, black color. -
VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK
specifies an opaque, floating-point format, black color. -
VK_BORDER_COLOR_INT_OPAQUE_BLACK
specifies an opaque, integer format, black color. -
VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE
specifies an opaque, floating-point format, white color. -
VK_BORDER_COLOR_INT_OPAQUE_WHITE
specifies an opaque, integer format, white color.
These colors are described in detail in Texel Replacement.
To destroy a sampler, call:
void vkDestroySampler(
VkDevice device,
VkSampler sampler,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the sampler. -
sampler
is the sampler to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
13. Resource Descriptors
Shaders access buffer and image resources by using special shader variables which are indirectly bound to buffer and image views via the API. These variables are organized into sets, where each set of bindings is represented by a descriptor set object in the API and a descriptor set is bound all at once. A descriptor is an opaque data structure representing a shader resource such as a buffer view, image view, sampler, or combined image sampler. The content of each set is determined by its descriptor set layout and the sequence of set layouts that can be used by resource variables in shaders within a pipeline is specified in a pipeline layout.
Each shader can use up to maxBoundDescriptorSets
(see
Limits) descriptor sets, and each descriptor set can
include bindings for descriptors of all descriptor types.
Each shader resource variable is assigned a tuple of (set number, binding
number, array element) that defines its location within a descriptor set
layout.
In GLSL, the set number and binding number are assigned via layout
qualifiers, and the array element is implicitly assigned consecutively
starting with index equal to zero for the first element of an array (and
array element is zero for non-array variables):
// Assign set number = M, binding number = N, array element = 0
layout (set=M, binding=N) uniform sampler2D variableName;
// Assign set number = M, binding number = N for all array elements, and
// array element = I for the I'th member of the array.
layout (set=M, binding=N) uniform sampler2D variableNameArray[I];
// Assign set number = M, binding number = N, array element = 0
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %10 "variableName"
OpDecorate %10 DescriptorSet M
OpDecorate %10 Binding N
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
%8 = OpTypeSampledImage %7
%9 = OpTypePointer UniformConstant %8
%10 = OpVariable %9 UniformConstant
...
// Assign set number = M, binding number = N for all array elements, and
// array element = I for the I'th member of the array.
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %13 "variableNameArray"
OpDecorate %13 DescriptorSet M
OpDecorate %13 Binding N
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
%8 = OpTypeSampledImage %7
%9 = OpTypeInt 32 0
%10 = OpConstant %9 I
%11 = OpTypeArray %8 %10
%12 = OpTypePointer UniformConstant %11
%13 = OpVariable %12 UniformConstant
...
13.1. Descriptor Types
The following sections outline the various descriptor types supported by Vulkan. Each section defines a descriptor type, and each descriptor type has a manifestation in the shading language and SPIR-V as well as in descriptor sets. There is mostly a one-to-one correspondence between descriptor types and classes of opaque types in the shading language, where the opaque types in the shading language must refer to a descriptor in the pipeline layout of the corresponding descriptor type. But there is an exception to this rule as described in Combined Image Sampler.
13.1.1. Storage Image
A storage image (VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
) is a descriptor
type that is used for load, store, and atomic operations on image memory
from within shaders bound to pipelines.
Loads from storage images do not use samplers and are unfiltered and do not
support coordinate wrapping or clamping.
Loads are supported in all shader stages for image formats which report
support for the
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT
feature bit via vkGetPhysicalDeviceFormatProperties.
Stores to storage images are supported in compute shaders for image formats
which report support for the VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT
feature.
Storage images also support atomic operations in compute shaders for image
formats which report support for the
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT
feature.
Load and store operations on storage images can only be done on images in
the
VK_IMAGE_LAYOUT_GENERAL
layout.
When the fragmentStoresAndAtomics
feature is enabled, stores and atomic
operations are also supported for storage images in fragment shaders with
the same set of image formats as supported in compute shaders.
When the vertexPipelineStoresAndAtomics
feature is enabled, stores and atomic
operations are also supported in vertex, tessellation, and geometry shaders
with the same set of image formats as supported in compute shaders.
Storage image declarations must specify the image format in the shader if the variable is used for atomic operations.
If the shaderStorageImageReadWithoutFormat
feature is not enabled, storage
image declarations must specify the image format in the shader if the
variable is used for load operations.
If the shaderStorageImageWriteWithoutFormat
feature is not enabled, storage
image declarations must specify the image format in the shader if the
variable is used for store operations.
Storage images are declared in GLSL shader source using uniform image
variables of the appropriate dimensionality as well as a format layout
qualifier (if necessary):
layout (set=m, binding=n, r32f) uniform image2D myStorageImage;
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "myStorageImage"
OpDecorate %9 DescriptorSet m
OpDecorate %9 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 2 R32f
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
...
13.1.2. Sampler
A sampler (VK_DESCRIPTOR_TYPE_SAMPLER
) represents a set of
parameters which control address calculations, filtering behavior, and other
properties, that can be used to perform filtered loads from sampled
images (see Sampled Image).
Samplers are declared in GLSL shader source using uniform sampler
variables, where the sampler type has no associated texture dimensionality:
layout (set=m, binding=n) uniform sampler mySampler;
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %8 "mySampler"
OpDecorate %8 DescriptorSet m
OpDecorate %8 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeSampler
%7 = OpTypePointer UniformConstant %6
%8 = OpVariable %7 UniformConstant
...
13.1.3. Sampled Image
A sampled image (VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
) can be used
(usually in conjunction with a sampler) to retrieve sampled image data.
Shaders use a sampled image handle and a sampler handle to sample data,
where the image handle generally defines the shape and format of the memory
and the sampler generally defines how coordinate addressing is performed.
The same sampler can be used to sample from multiple images, and it is
possible to sample from the same sampled image with multiple samplers, each
containing a different set of sampling parameters.
Sampled images are declared in GLSL shader source using uniform texture
variables of the appropriate dimensionality:
layout (set=m, binding=n) uniform texture2D mySampledImage;
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "mySampledImage"
OpDecorate %9 DescriptorSet m
OpDecorate %9 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
...
13.1.4. Combined Image Sampler
A combined image sampler (VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
)
represents a sampled image along with a set of sampling parameters.
It is logically considered a sampled image and a sampler bound together.
Note
On some implementations, it may be more efficient to sample from an image using a combination of sampler and sampled image that are stored together in the descriptor set in a combined descriptor. |
Combined image samplers are declared in GLSL shader source using uniform
sampler
variables of the appropriate dimensionality:
layout (set=m, binding=n) uniform sampler2D myCombinedImageSampler;
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %10 "myCombinedImageSampler"
OpDecorate %10 DescriptorSet m
OpDecorate %10 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
%8 = OpTypeSampledImage %7
%9 = OpTypePointer UniformConstant %8
%10 = OpVariable %9 UniformConstant
...
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
descriptor set entries can
also be accessed via separate sampler and sampled image shader variables.
Such variables refer exclusively to the corresponding half of the
descriptor, and can be combined in the shader with samplers or sampled
images that can come from the same descriptor or from other combined or
separate descriptor types.
There are no additional restrictions on how a separate sampler or sampled
image variable is used due to it originating from a combined descriptor.
13.1.5. Uniform Texel Buffer
A uniform texel buffer (VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
)
represents a tightly packed array of homogeneous formatted data that is
stored in a buffer and is made accessible to shaders.
Uniform texel buffers are read-only.
Uniform texel buffers are declared in GLSL shader source using uniform
samplerBuffer
variables:
layout (set=m, binding=n) uniform samplerBuffer myUniformTexelBuffer;
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "myUniformTexelBuffer"
OpDecorate %9 DescriptorSet m
OpDecorate %9 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 Buffer 0 0 0 1 Unknown
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
...
13.1.6. Storage Texel Buffer
A storage texel buffer (VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
)
represents a tightly packed array of homogeneous formatted data that is
stored in a buffer and is made accessible to shaders.
Storage texel buffers differ from uniform texel buffers in that they support
stores and atomic operations in shaders, may support a different maximum
length, and may have different performance characteristics.
Storage texel buffers are declared in GLSL shader source using uniform
imageBuffer
variables:
layout (set=m, binding=n, r32f) uniform imageBuffer myStorageTexelBuffer;
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "myStorageTexelBuffer"
OpDecorate %9 DescriptorSet m
OpDecorate %9 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 Buffer 0 0 0 2 R32f
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
...
13.1.7. Uniform Buffer
A uniform buffer (VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
) is a region of
structured storage that is made accessible for read-only access to shaders.
It is typically used to store medium sized arrays of constants such as
shader parameters, matrices and other related data.
Uniform buffers are declared in GLSL shader source using the uniform storage qualifier and block syntax:
layout (set=m, binding=n) uniform myUniformBuffer
{
vec4 myElement[32];
};
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %11 "myUniformBuffer"
OpMemberName %11 0 "myElement"
OpName %13 ""
OpDecorate %10 ArrayStride 16
OpMemberDecorate %11 0 Offset 0
OpDecorate %11 Block
OpDecorate %13 DescriptorSet m
OpDecorate %13 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 4
%8 = OpTypeInt 32 0
%9 = OpConstant %8 32
%10 = OpTypeArray %7 %9
%11 = OpTypeStruct %10
%12 = OpTypePointer Uniform %11
%13 = OpVariable %12 Uniform
...
13.1.8. Storage Buffer
A storage buffer (VK_DESCRIPTOR_TYPE_STORAGE_BUFFER
) is a region of
structured storage that supports both read and write access for shaders.
In addition to general read and write operations, some members of storage
buffers can be used as the target of atomic operations.
In general, atomic operations are only supported on members that have
unsigned integer formats.
Storage buffers are declared in GLSL shader source using buffer storage qualifier and block syntax:
layout (set=m, binding=n) buffer myStorageBuffer
{
vec4 myElement[];
};
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "myStorageBuffer"
OpMemberName %9 0 "myElement"
OpName %11 ""
OpDecorate %8 ArrayStride 16
OpMemberDecorate %9 0 Offset 0
OpDecorate %9 BufferBlock
OpDecorate %11 DescriptorSet m
OpDecorate %11 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 4
%8 = OpTypeRuntimeArray %7
%9 = OpTypeStruct %8
%10 = OpTypePointer Uniform %9
%11 = OpVariable %10 Uniform
...
13.1.9. Dynamic Uniform Buffer
A dynamic uniform buffer (VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
)
differs from a uniform buffer only in how its address and length are
specified.
Uniform buffers bind a buffer address and length that is specified in the
descriptor set update by a buffer handle, offset and range (see
Descriptor Set Updates).
With dynamic uniform buffers the buffer handle, offset and range specified
in the descriptor set define the base address and length.
The dynamic offset which is relative to this base address is taken from the
pDynamicOffsets
parameter to vkCmdBindDescriptorSets (see
Descriptor Set Binding).
The address used for a dynamic uniform buffer is the sum of the buffer base
address and the relative offset.
The length is unmodified and remains the range as specified in the
descriptor update.
The shader syntax is identical for uniform buffers and dynamic uniform
buffers.
13.1.10. Dynamic Storage Buffer
A dynamic storage buffer (VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
)
differs from a storage buffer only in how its address and length are
specified.
The difference is identical to the difference between uniform buffers and
dynamic uniform buffers (see Dynamic
Uniform Buffer).
The shader syntax is identical for storage buffers and dynamic storage
buffers.
13.1.11. Input Attachment
An input attachment (VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
) is an
image view that can be used for pixel local load operations from within
fragment shaders bound to pipelines.
Loads from input attachments are unfiltered.
All image formats that are supported for color attachments
(VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
) or depth/stencil attachments
(VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
) for a given image
tiling mode are also supported for input attachments.
In the shader, input attachments must be decorated with their input attachment index in addition to descriptor set and binding numbers.
layout (input_attachment_index=i, set=m, binding=n) uniform subpassInput myInputAttachment;
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "myInputAttachment"
OpDecorate %9 DescriptorSet m
OpDecorate %9 Binding n
OpDecorate %9 InputAttachmentIndex i
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 SubpassData 0 0 0 2 Unknown
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
...
13.2. Descriptor Sets
Descriptors are grouped together into descriptor set objects. A descriptor set object is an opaque object that contains storage for a set of descriptors, where the types and number of descriptors is defined by a descriptor set layout. The layout object may be used to define the association of each descriptor binding with memory or other hardware resources. The layout is used both for determining the resources that need to be associated with the descriptor set, and determining the interface between shader stages and shader resources.
13.2.1. Descriptor Set Layout
A descriptor set layout object is defined by an array of zero or more descriptor bindings. Each individual descriptor binding is specified by a descriptor type, a count (array size) of the number of descriptors in the binding, a set of shader stages that can access the binding, and (if using immutable samplers) an array of sampler descriptors.
Descriptor set layout objects are represented by VkDescriptorSetLayout
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorSetLayout)
To create descriptor set layout objects, call:
VkResult vkCreateDescriptorSetLayout(
VkDevice device,
const VkDescriptorSetLayoutCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkDescriptorSetLayout* pSetLayout);
-
device
is the logical device that creates the descriptor set layout. -
pCreateInfo
is a pointer to an instance of the VkDescriptorSetLayoutCreateInfo structure specifying the state of the descriptor set layout object. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pSetLayout
points to aVkDescriptorSetLayout
handle in which the resulting descriptor set layout object is returned.
Information about the descriptor set layout is passed in an instance of the
VkDescriptorSetLayoutCreateInfo
structure:
typedef struct VkDescriptorSetLayoutCreateInfo {
VkStructureType sType;
const void* pNext;
VkDescriptorSetLayoutCreateFlags flags;
uint32_t bindingCount;
const VkDescriptorSetLayoutBinding* pBindings;
} VkDescriptorSetLayoutCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask specifying options for descriptor set layout creation. -
bindingCount
is the number of elements inpBindings
. -
pBindings
is a pointer to an array of VkDescriptorSetLayoutBinding structures.
Bits which can be set in VkDescriptorSetLayoutCreateInfo::flags
to specify options for descriptor set layout are:
typedef enum VkDescriptorSetLayoutCreateFlagBits {
} VkDescriptorSetLayoutCreateFlagBits;
Note
All bits for this type are defined by extensions, and none of those extensions are enabled in this build of the specification. |
The VkDescriptorSetLayoutBinding
structure is defined as:
typedef struct VkDescriptorSetLayoutBinding {
uint32_t binding;
VkDescriptorType descriptorType;
uint32_t descriptorCount;
VkShaderStageFlags stageFlags;
const VkSampler* pImmutableSamplers;
} VkDescriptorSetLayoutBinding;
-
binding
is the binding number of this entry and corresponds to a resource of the same binding number in the shader stages. -
descriptorType
is a VkDescriptorType specifying which type of resource descriptors are used for this binding. -
descriptorCount
is the number of descriptors contained in the binding, accessed in a shader as an array. IfdescriptorCount
is zero this binding entry is reserved and the resource must not be accessed from any stage via this binding within any pipeline using the set layout. -
stageFlags
member is a bitmask of VkShaderStageFlagBits specifying which pipeline shader stages can access a resource for this binding.VK_SHADER_STAGE_ALL
is a shorthand specifying that all defined shader stages, including any additional stages defined by extensions, can access the resource.If a shader stage is not included in
stageFlags
, then a resource must not be accessed from that stage via this binding within any pipeline using the set layout. Other than input attachments which are limited to the fragment shader, there are no limitations on what combinations of stages can be used by a descriptor binding, and in particular a binding can be used by both graphics stages and the compute stage. -
pImmutableSamplers
affects initialization of samplers. IfdescriptorType
specifies aVK_DESCRIPTOR_TYPE_SAMPLER
orVK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
type descriptor, thenpImmutableSamplers
can be used to initialize a set of immutable samplers. Immutable samplers are permanently bound into the set layout; later binding a sampler into an immutable sampler slot in a descriptor set is not allowed. IfpImmutableSamplers
is notNULL
, then it is considered to be a pointer to an array of sampler handles that will be consumed by the set layout and used for the corresponding binding. IfpImmutableSamplers
isNULL
, then the sampler slots are dynamic and sampler handles must be bound into descriptor sets using this layout. IfdescriptorType
is not one of these descriptor types, thenpImmutableSamplers
is ignored.
The above layout definition allows the descriptor bindings to be specified
sparsely such that not all binding numbers between 0 and the maximum binding
number need to be specified in the pBindings
array.
Bindings that are not specified have a descriptorCount
and
stageFlags
of zero, and the descriptorType
is treated as
undefined.
However, all binding numbers between 0 and the maximum binding number in the
VkDescriptorSetLayoutCreateInfo::pBindings
array may consume
memory in the descriptor set layout even if not all descriptor bindings are
used, though it should not consume additional memory from the descriptor
pool.
Note
The maximum binding number specified should be as compact as possible to avoid wasted memory. |
The following examples show a shader snippet using two descriptor sets, and application code that creates corresponding descriptor set layouts.
//
// binding to a single sampled image descriptor in set 0
//
layout (set=0, binding=0) uniform texture2D mySampledImage;
//
// binding to an array of sampled image descriptors in set 0
//
layout (set=0, binding=1) uniform texture2D myArrayOfSampledImages[12];
//
// binding to a single uniform buffer descriptor in set 1
//
layout (set=1, binding=0) uniform myUniformBuffer
{
vec4 myElement[32];
};
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "mySampledImage"
OpName %14 "myArrayOfSampledImages"
OpName %18 "myUniformBuffer"
OpMemberName %18 0 "myElement"
OpName %20 ""
OpDecorate %9 DescriptorSet 0
OpDecorate %9 Binding 0
OpDecorate %14 DescriptorSet 0
OpDecorate %14 Binding 1
OpDecorate %17 ArrayStride 16
OpMemberDecorate %18 0 Offset 0
OpDecorate %18 Block
OpDecorate %20 DescriptorSet 1
OpDecorate %20 Binding 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
%10 = OpTypeInt 32 0
%11 = OpConstant %10 12
%12 = OpTypeArray %7 %11
%13 = OpTypePointer UniformConstant %12
%14 = OpVariable %13 UniformConstant
%15 = OpTypeVector %6 4
%16 = OpConstant %10 32
%17 = OpTypeArray %15 %16
%18 = OpTypeStruct %17
%19 = OpTypePointer Uniform %18
%20 = OpVariable %19 Uniform
...
VkResult myResult;
const VkDescriptorSetLayoutBinding myDescriptorSetLayoutBinding[] =
{
// binding to a single image descriptor
{
0, // binding
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, // descriptorType
1, // descriptorCount
VK_SHADER_STAGE_FRAGMENT_BIT, // stageFlags
NULL // pImmutableSamplers
},
// binding to an array of image descriptors
{
1, // binding
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, // descriptorType
12, // descriptorCount
VK_SHADER_STAGE_FRAGMENT_BIT, // stageFlags
NULL // pImmutableSamplers
},
// binding to a single uniform buffer descriptor
{
0, // binding
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, // descriptorType
1, // descriptorCount
VK_SHADER_STAGE_FRAGMENT_BIT, // stageFlags
NULL // pImmutableSamplers
}
};
const VkDescriptorSetLayoutCreateInfo myDescriptorSetLayoutCreateInfo[] =
{
// Create info for first descriptor set with two descriptor bindings
{
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, // sType
NULL, // pNext
0, // flags
2, // bindingCount
&myDescriptorSetLayoutBinding[0] // pBindings
},
// Create info for second descriptor set with one descriptor binding
{
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, // sType
NULL, // pNext
0, // flags
1, // bindingCount
&myDescriptorSetLayoutBinding[2] // pBindings
}
};
VkDescriptorSetLayout myDescriptorSetLayout[2];
//
// Create first descriptor set layout
//
myResult = vkCreateDescriptorSetLayout(
myDevice,
&myDescriptorSetLayoutCreateInfo[0],
NULL,
&myDescriptorSetLayout[0]);
//
// Create second descriptor set layout
//
myResult = vkCreateDescriptorSetLayout(
myDevice,
&myDescriptorSetLayoutCreateInfo[1],
NULL,
&myDescriptorSetLayout[1]);
To destroy a descriptor set layout, call:
void vkDestroyDescriptorSetLayout(
VkDevice device,
VkDescriptorSetLayout descriptorSetLayout,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the descriptor set layout. -
descriptorSetLayout
is the descriptor set layout to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
13.2.2. Pipeline Layouts
Access to descriptor sets from a pipeline is accomplished through a pipeline layout. Zero or more descriptor set layouts and zero or more push constant ranges are combined to form a pipeline layout object which describes the complete set of resources that can be accessed by a pipeline. The pipeline layout represents a sequence of descriptor sets with each having a specific layout. This sequence of layouts is used to determine the interface between shader stages and shader resources. Each pipeline is created using a pipeline layout.
Pipeline layout objects are represented by VkPipelineLayout
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineLayout)
To create a pipeline layout, call:
VkResult vkCreatePipelineLayout(
VkDevice device,
const VkPipelineLayoutCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkPipelineLayout* pPipelineLayout);
-
device
is the logical device that creates the pipeline layout. -
pCreateInfo
is a pointer to an instance of the VkPipelineLayoutCreateInfo structure specifying the state of the pipeline layout object. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pPipelineLayout
points to aVkPipelineLayout
handle in which the resulting pipeline layout object is returned.
The VkPipelineLayoutCreateInfo structure is defined as:
typedef struct VkPipelineLayoutCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineLayoutCreateFlags flags;
uint32_t setLayoutCount;
const VkDescriptorSetLayout* pSetLayouts;
uint32_t pushConstantRangeCount;
const VkPushConstantRange* pPushConstantRanges;
} VkPipelineLayoutCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
setLayoutCount
is the number of descriptor sets included in the pipeline layout. -
pSetLayouts
is a pointer to an array ofVkDescriptorSetLayout
objects. -
pushConstantRangeCount
is the number of push constant ranges included in the pipeline layout. -
pPushConstantRanges
is a pointer to an array ofVkPushConstantRange
structures defining a set of push constant ranges for use in a single pipeline layout. In addition to descriptor set layouts, a pipeline layout also describes how many push constants can be accessed by each stage of the pipeline.NotePush constants represent a high speed path to modify constant data in pipelines that is expected to outperform memory-backed resource updates.
The VkPushConstantRange
structure is defined as:
typedef struct VkPushConstantRange {
VkShaderStageFlags stageFlags;
uint32_t offset;
uint32_t size;
} VkPushConstantRange;
-
stageFlags
is a set of stage flags describing the shader stages that will access a range of push constants. If a particular stage is not included in the range, then accessing members of that range of push constants from the corresponding shader stage will result in undefined data being read. -
offset
andsize
are the start offset and size, respectively, consumed by the range. Bothoffset
andsize
are in units of bytes and must be a multiple of 4. The layout of the push constant variables is specified in the shader.
Once created, pipeline layouts are used as part of pipeline creation (see Pipelines), as part of binding descriptor sets (see Descriptor Set Binding), and as part of setting push constants (see Push Constant Updates). Pipeline creation accepts a pipeline layout as input, and the layout may be used to map (set, binding, arrayElement) tuples to hardware resources or memory locations within a descriptor set. The assignment of hardware resources depends only on the bindings defined in the descriptor sets that comprise the pipeline layout, and not on any shader source.
All resource variables statically used in all shaders
in a pipeline must be declared with a (set,binding,arrayElement) that
exists in the corresponding descriptor set layout and is of an appropriate
descriptor type and includes the set of shader stages it is used by in
stageFlags
.
The pipeline layout can include entries that are not used by a particular
pipeline, or that are dead-code eliminated from any of the shaders.
The pipeline layout allows the application to provide a consistent set of
bindings across multiple pipeline compiles, which enables those pipelines to
be compiled in a way that the implementation may cheaply switch pipelines
without reprogramming the bindings.
Similarly, the push constant block declared in each shader (if present)
must only place variables at offsets that are each included in a push
constant range with stageFlags
including the bit corresponding to the
shader stage that uses it.
The pipeline layout can include ranges or portions of ranges that are not
used by a particular pipeline, or for which the variables have been
dead-code eliminated from any of the shaders.
There is a limit on the total number of resources of each type that can be included in bindings in all descriptor set layouts in a pipeline layout as shown in Pipeline Layout Resource Limits. The “Total Resources Available” column gives the limit on the number of each type of resource that can be included in bindings in all descriptor sets in the pipeline layout. Some resource types count against multiple limits. Additionally, there are limits on the total number of each type of resource that can be used in any pipeline stage as described in Shader Resource Limits.
Total Resources Available | Resource Types |
---|---|
|
sampler |
combined image sampler |
|
|
sampled image |
combined image sampler |
|
uniform texel buffer |
|
|
storage image |
storage texel buffer |
|
|
uniform buffer |
uniform buffer dynamic |
|
|
uniform buffer dynamic |
|
storage buffer |
storage buffer dynamic |
|
|
storage buffer dynamic |
|
input attachment |
To destroy a pipeline layout, call:
void vkDestroyPipelineLayout(
VkDevice device,
VkPipelineLayout pipelineLayout,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the pipeline layout. -
pipelineLayout
is the pipeline layout to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
Pipeline Layout Compatibility
Two pipeline layouts are defined to be “compatible for push constants” if they were created with identical push constant ranges. Two pipeline layouts are defined to be “compatible for set N” if they were created with identically defined descriptor set layouts for sets zero through N, and if they were created with identical push constant ranges.
When binding a descriptor set (see Descriptor Set Binding) to set number N, if the previously bound descriptor sets for sets zero through N-1 were all bound using compatible pipeline layouts, then performing this binding does not disturb any of the lower numbered sets. If, additionally, the previous bound descriptor set for set N was bound using a pipeline layout compatible for set N, then the bindings in sets numbered greater than N are also not disturbed.
Similarly, when binding a pipeline, the pipeline can correctly access any previously bound descriptor sets which were bound with compatible pipeline layouts, as long as all lower numbered sets were also bound with compatible layouts.
Layout compatibility means that descriptor sets can be bound to a command buffer for use by any pipeline created with a compatible pipeline layout, and without having bound a particular pipeline first. It also means that descriptor sets can remain valid across a pipeline change, and the same resources will be accessible to the newly bound pipeline.
Note
Place the least frequently changing descriptor sets near the start of the pipeline layout, and place the descriptor sets representing the most frequently changing resources near the end. When pipelines are switched, only the descriptor set bindings that have been invalidated will need to be updated and the remainder of the descriptor set bindings will remain in place. |
The maximum number of descriptor sets that can be bound to a pipeline
layout is queried from physical device properties (see
maxBoundDescriptorSets
in Limits).
const VkDescriptorSetLayout layouts[] = { layout1, layout2 };
const VkPushConstantRange ranges[] =
{
{
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, // stageFlags
0, // offset
4 // size
},
{
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, // stageFlags
4, // offset
4 // size
},
};
const VkPipelineLayoutCreateInfo createInfo =
{
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, // sType
NULL, // pNext
0, // flags
2, // setLayoutCount
layouts, // pSetLayouts
2, // pushConstantRangeCount
ranges // pPushConstantRanges
};
VkPipelineLayout myPipelineLayout;
myResult = vkCreatePipelineLayout(
myDevice,
&createInfo,
NULL,
&myPipelineLayout);
13.2.3. Allocation of Descriptor Sets
A descriptor pool maintains a pool of descriptors, from which descriptor sets are allocated. Descriptor pools are externally synchronized, meaning that the application must not allocate and/or free descriptor sets from the same pool in multiple threads simultaneously.
Descriptor pools are represented by VkDescriptorPool
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorPool)
To create a descriptor pool object, call:
VkResult vkCreateDescriptorPool(
VkDevice device,
const VkDescriptorPoolCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkDescriptorPool* pDescriptorPool);
-
device
is the logical device that creates the descriptor pool. -
pCreateInfo
is a pointer to an instance of the VkDescriptorPoolCreateInfo structure specifying the state of the descriptor pool object. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pDescriptorPool
points to aVkDescriptorPool
handle in which the resulting descriptor pool object is returned.
pAllocator
controls host memory allocation as described in the
Memory Allocation chapter.
The created descriptor pool is returned in pDescriptorPool
.
Additional information about the pool is passed in an instance of the
VkDescriptorPoolCreateInfo
structure:
typedef struct VkDescriptorPoolCreateInfo {
VkStructureType sType;
const void* pNext;
VkDescriptorPoolCreateFlags flags;
uint32_t maxSets;
uint32_t poolSizeCount;
const VkDescriptorPoolSize* pPoolSizes;
} VkDescriptorPoolCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkDescriptorPoolCreateFlagBits specifying certain supported operations on the pool. -
maxSets
is the maximum number of descriptor sets that can be allocated from the pool. -
poolSizeCount
is the number of elements inpPoolSizes
. -
pPoolSizes
is a pointer to an array ofVkDescriptorPoolSize
structures, each containing a descriptor type and number of descriptors of that type to be allocated in the pool.
If multiple VkDescriptorPoolSize
structures appear in the
pPoolSizes
array then the pool will be created with enough storage for
the total number of descriptors of each type.
Fragmentation of a descriptor pool is possible and may lead to descriptor set allocation failures. A failure due to fragmentation is defined as failing a descriptor set allocation despite the sum of all outstanding descriptor set allocations from the pool plus the requested allocation requiring no more than the total number of descriptors requested at pool creation. Implementations provide certain guarantees of when fragmentation must not cause allocation failure, as described below.
If a descriptor pool has not had any descriptor sets freed since it was
created or most recently reset then fragmentation must not cause an
allocation failure (note that this is always the case for a pool created
without the VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT
bit
set).
Additionally, if all sets allocated from the pool since it was created or
most recently reset use the same number of descriptors (of each type) and
the requested allocation also uses that same number of descriptors (of each
type), then fragmentation must not cause an allocation failure.
If an allocation failure occurs due to fragmentation, an application can create an additional descriptor pool to perform further descriptor set allocations.
Bits which can be set in VkDescriptorPoolCreateInfo::flags
to
enable operations on a descriptor pool are:
typedef enum VkDescriptorPoolCreateFlagBits {
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT = 0x00000001,
} VkDescriptorPoolCreateFlagBits;
-
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT
specifies that descriptor sets can return their individual allocations to the pool, i.e. all of vkAllocateDescriptorSets, vkFreeDescriptorSets, and vkResetDescriptorPool are allowed. Otherwise, descriptor sets allocated from the pool must not be individually freed back to the pool, i.e. only vkAllocateDescriptorSets and vkResetDescriptorPool are allowed.
The VkDescriptorPoolSize
structure is defined as:
typedef struct VkDescriptorPoolSize {
VkDescriptorType type;
uint32_t descriptorCount;
} VkDescriptorPoolSize;
-
type
is the type of descriptor. -
descriptorCount
is the number of descriptors of that type to allocate.
To destroy a descriptor pool, call:
void vkDestroyDescriptorPool(
VkDevice device,
VkDescriptorPool descriptorPool,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the descriptor pool. -
descriptorPool
is the descriptor pool to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
When a pool is destroyed, all descriptor sets allocated from the pool are implicitly freed and become invalid. Descriptor sets allocated from a given pool do not need to be freed before destroying that descriptor pool.
Descriptor sets are allocated from descriptor pool objects, and are
represented by VkDescriptorSet
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorSet)
To allocate descriptor sets from a descriptor pool, call:
VkResult vkAllocateDescriptorSets(
VkDevice device,
const VkDescriptorSetAllocateInfo* pAllocateInfo,
VkDescriptorSet* pDescriptorSets);
-
device
is the logical device that owns the descriptor pool. -
pAllocateInfo
is a pointer to an instance of the VkDescriptorSetAllocateInfo structure describing parameters of the allocation. -
pDescriptorSets
is a pointer to an array ofVkDescriptorSet
handles in which the resulting descriptor set objects are returned. The array must be at least the length specified by thedescriptorSetCount
member ofpAllocateInfo
.
The allocated descriptor sets are returned in pDescriptorSets
.
When a descriptor set is allocated, the initial state is largely uninitialized and all descriptors are undefined. However, the descriptor set can be bound in a command buffer without causing errors or exceptions. All entries that are statically used by a pipeline in a drawing or dispatching command must have been populated before the descriptor set is bound for use by that command. Entries that are not statically used by a pipeline can have uninitialized descriptors or descriptors of resources that have been destroyed, and executing a draw or dispatch with such a descriptor set bound does not cause undefined behavior. This means applications need not populate unused entries with dummy descriptors.
If an allocation fails due to fragmentation, an indeterminate error is
returned with an unspecified error code.
Any returned error other than
VK_ERROR_FRAGMENTED_POOL
does not imply its usual meaning:
applications should assume that the allocation failed due to fragmentation,
and create a new descriptor pool.
Note
Applications should check for a negative return value when allocating new
descriptor sets, assume that any error
effectively means The reason for this is that |
The VkDescriptorSetAllocateInfo
structure is defined as:
typedef struct VkDescriptorSetAllocateInfo {
VkStructureType sType;
const void* pNext;
VkDescriptorPool descriptorPool;
uint32_t descriptorSetCount;
const VkDescriptorSetLayout* pSetLayouts;
} VkDescriptorSetAllocateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
descriptorPool
is the pool which the sets will be allocated from. -
descriptorSetCount
determines the number of descriptor sets to be allocated from the pool. -
pSetLayouts
is an array of descriptor set layouts, with each member specifying how the corresponding descriptor set is allocated.
To free allocated descriptor sets, call:
VkResult vkFreeDescriptorSets(
VkDevice device,
VkDescriptorPool descriptorPool,
uint32_t descriptorSetCount,
const VkDescriptorSet* pDescriptorSets);
-
device
is the logical device that owns the descriptor pool. -
descriptorPool
is the descriptor pool from which the descriptor sets were allocated. -
descriptorSetCount
is the number of elements in thepDescriptorSets
array. -
pDescriptorSets
is an array of handles toVkDescriptorSet
objects.
After a successful call to vkFreeDescriptorSets
, all descriptor sets
in pDescriptorSets
are invalid.
To return all descriptor sets allocated from a given pool to the pool, rather than freeing individual descriptor sets, call:
VkResult vkResetDescriptorPool(
VkDevice device,
VkDescriptorPool descriptorPool,
VkDescriptorPoolResetFlags flags);
-
device
is the logical device that owns the descriptor pool. -
descriptorPool
is the descriptor pool to be reset. -
flags
is reserved for future use.
Resetting a descriptor pool recycles all of the resources from all of the descriptor sets allocated from the descriptor pool back to the descriptor pool, and the descriptor sets are implicitly freed.
13.2.4. Descriptor Set Updates
Once allocated, descriptor sets can be updated with a combination of write and copy operations. To update descriptor sets, call:
void vkUpdateDescriptorSets(
VkDevice device,
uint32_t descriptorWriteCount,
const VkWriteDescriptorSet* pDescriptorWrites,
uint32_t descriptorCopyCount,
const VkCopyDescriptorSet* pDescriptorCopies);
-
device
is the logical device that updates the descriptor sets. -
descriptorWriteCount
is the number of elements in thepDescriptorWrites
array. -
pDescriptorWrites
is a pointer to an array of VkWriteDescriptorSet structures describing the descriptor sets to write to. -
descriptorCopyCount
is the number of elements in thepDescriptorCopies
array. -
pDescriptorCopies
is a pointer to an array of VkCopyDescriptorSet structures describing the descriptor sets to copy between.
The operations described by pDescriptorWrites
are performed first,
followed by the operations described by pDescriptorCopies
.
Within each array, the operations are performed in the order they appear in
the array.
Each element in the pDescriptorWrites
array describes an operation
updating the descriptor set using descriptors for resources specified in the
structure.
Each element in the pDescriptorCopies
array is a
VkCopyDescriptorSet structure describing an operation copying
descriptors between sets.
If the dstSet
member of any element of pDescriptorWrites
or
pDescriptorCopies
is bound, accessed, or modified by any command that
was recorded to a command buffer which is currently in the
recording or executable state, that command
buffer becomes invalid.
The VkWriteDescriptorSet
structure is defined as:
typedef struct VkWriteDescriptorSet {
VkStructureType sType;
const void* pNext;
VkDescriptorSet dstSet;
uint32_t dstBinding;
uint32_t dstArrayElement;
uint32_t descriptorCount;
VkDescriptorType descriptorType;
const VkDescriptorImageInfo* pImageInfo;
const VkDescriptorBufferInfo* pBufferInfo;
const VkBufferView* pTexelBufferView;
} VkWriteDescriptorSet;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
dstSet
is the destination descriptor set to update. -
dstBinding
is the descriptor binding within that set. -
dstArrayElement
is the starting element in that array. -
descriptorCount
is the number of descriptors to update (the number of elements inpImageInfo
,pBufferInfo
, orpTexelBufferView
). -
descriptorType
is a VkDescriptorType specifying the type of each descriptor inpImageInfo
,pBufferInfo
, orpTexelBufferView
, as described below. It must be the same type as that specified inVkDescriptorSetLayoutBinding
fordstSet
atdstBinding
. The type of the descriptor also controls which array the descriptors are taken from. -
pImageInfo
points to an array of VkDescriptorImageInfo structures or is ignored, as described below. -
pBufferInfo
points to an array of VkDescriptorBufferInfo structures or is ignored, as described below. -
pTexelBufferView
points to an array of VkBufferView handles as described in the Buffer Views section or is ignored, as described below.
Only one of pImageInfo
, pBufferInfo
, or pTexelBufferView
members is used according to the descriptor type specified in the
descriptorType
member of the containing VkWriteDescriptorSet
structure, as specified below.
If the dstBinding
has fewer than descriptorCount
array elements
remaining starting from dstArrayElement
, then the remainder will be
used to update the subsequent binding - dstBinding
+1 starting at array
element zero.
If a binding has a descriptorCount
of zero, it is skipped.
This behavior applies recursively, with the update affecting consecutive
bindings as needed to update all descriptorCount
descriptors.
The type of descriptors in a descriptor set is specified by
VkWriteDescriptorSet::descriptorType
, which must be one of the
values:
typedef enum VkDescriptorType {
VK_DESCRIPTOR_TYPE_SAMPLER = 0,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER = 1,
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE = 2,
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE = 3,
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER = 4,
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER = 5,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER = 6,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER = 7,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC = 8,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC = 9,
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT = 10,
} VkDescriptorType;
-
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
,VK_DESCRIPTOR_TYPE_STORAGE_BUFFER
,VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
, orVK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
specify that the elements of the VkWriteDescriptorSet::pBufferInfo
array of VkDescriptorBufferInfo structures will be used to update the descriptors, and other arrays will be ignored. -
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
orVK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
specify that the VkWriteDescriptorSet::pTexelBufferView
array will be used to update the descriptors, and other arrays will be ignored. -
VK_DESCRIPTOR_TYPE_SAMPLER
,VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
,VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
,VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
, orVK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
specify that the elements of the VkWriteDescriptorSet::pImageInfo
array of VkDescriptorImageInfo structures will be used to update the descriptors, and other arrays will be ignored.
The VkDescriptorBufferInfo
structure is defined as:
typedef struct VkDescriptorBufferInfo {
VkBuffer buffer;
VkDeviceSize offset;
VkDeviceSize range;
} VkDescriptorBufferInfo;
-
buffer
is the buffer resource. -
offset
is the offset in bytes from the start ofbuffer
. Access to buffer memory via this descriptor uses addressing that is relative to this starting offset. -
range
is the size in bytes that is used for this descriptor update, orVK_WHOLE_SIZE
to use the range fromoffset
to the end of the buffer.
Note
When setting |
For VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
and
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
descriptor types,
offset
is the base offset from which the dynamic offset is applied and
range
is the static size used for all dynamic offsets.
The VkDescriptorImageInfo
structure is defined as:
typedef struct VkDescriptorImageInfo {
VkSampler sampler;
VkImageView imageView;
VkImageLayout imageLayout;
} VkDescriptorImageInfo;
-
sampler
is a sampler handle, and is used in descriptor updates for typesVK_DESCRIPTOR_TYPE_SAMPLER
andVK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
if the binding being updated does not use immutable samplers. -
imageView
is an image view handle, and is used in descriptor updates for typesVK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
,VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
,VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
, andVK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
. -
imageLayout
is the layout that the image subresources accessible fromimageView
will be in at the time this descriptor is accessed.imageLayout
is used in descriptor updates for typesVK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
,VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
,VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
, andVK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
.
Members of VkDescriptorImageInfo
that are not used in an update (as
described above) are ignored.
The VkCopyDescriptorSet
structure is defined as:
typedef struct VkCopyDescriptorSet {
VkStructureType sType;
const void* pNext;
VkDescriptorSet srcSet;
uint32_t srcBinding;
uint32_t srcArrayElement;
VkDescriptorSet dstSet;
uint32_t dstBinding;
uint32_t dstArrayElement;
uint32_t descriptorCount;
} VkCopyDescriptorSet;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
srcSet
,srcBinding
, andsrcArrayElement
are the source set, binding, and array element, respectively. -
dstSet
,dstBinding
, anddstArrayElement
are the destination set, binding, and array element, respectively. -
descriptorCount
is the number of descriptors to copy from the source to destination. IfdescriptorCount
is greater than the number of remaining array elements in the source or destination binding, those affect consecutive bindings in a manner similar to VkWriteDescriptorSet above.
13.2.5. Descriptor Set Binding
To bind one or more descriptor sets to a command buffer, call:
void vkCmdBindDescriptorSets(
VkCommandBuffer commandBuffer,
VkPipelineBindPoint pipelineBindPoint,
VkPipelineLayout layout,
uint32_t firstSet,
uint32_t descriptorSetCount,
const VkDescriptorSet* pDescriptorSets,
uint32_t dynamicOffsetCount,
const uint32_t* pDynamicOffsets);
-
commandBuffer
is the command buffer that the descriptor sets will be bound to. -
pipelineBindPoint
is a VkPipelineBindPoint indicating whether the descriptors will be used by graphics pipelines or compute pipelines. There is a separate set of bind points for each of graphics and compute, so binding one does not disturb the other. -
layout
is aVkPipelineLayout
object used to program the bindings. -
firstSet
is the set number of the first descriptor set to be bound. -
descriptorSetCount
is the number of elements in thepDescriptorSets
array. -
pDescriptorSets
is an array of handles toVkDescriptorSet
objects describing the descriptor sets to write to. -
dynamicOffsetCount
is the number of dynamic offsets in thepDynamicOffsets
array. -
pDynamicOffsets
is a pointer to an array ofuint32_t
values specifying dynamic offsets.
vkCmdBindDescriptorSets
causes the sets numbered [firstSet
..
firstSet
+descriptorSetCount
-1] to use the bindings stored in
pDescriptorSets
[0..descriptorSetCount
-1] for subsequent
rendering commands (either compute or graphics, according to the
pipelineBindPoint
).
Any bindings that were previously applied via these sets are no longer
valid.
Once bound, a descriptor set affects rendering of subsequent graphics or compute commands in the command buffer until a different set is bound to the same set number, or else until the set is disturbed as described in Pipeline Layout Compatibility.
A compatible descriptor set must be bound for all set numbers that any shaders in a pipeline access, at the time that a draw or dispatch command is recorded to execute using that pipeline. However, if none of the shaders in a pipeline statically use any bindings with a particular set number, then no descriptor set need be bound for that set number, even if the pipeline layout includes a non-trivial descriptor set layout for that set number.
If any of the sets being bound include dynamic uniform or storage buffers,
then pDynamicOffsets
includes one element for each array element in
each dynamic descriptor type binding in each set.
Values are taken from pDynamicOffsets
in an order such that all
entries for set N come before set N+1; within a set, entries are ordered by
the binding numbers in the descriptor set layouts; and within a binding
array, elements are in order.
dynamicOffsetCount
must equal the total number of dynamic descriptors
in the sets being bound.
The effective offset used for dynamic uniform and storage buffer bindings is
the sum of the relative offset taken from pDynamicOffsets
, and the
base address of the buffer plus base offset in the descriptor set.
The length of the dynamic uniform and storage buffer bindings is the buffer
range as specified in the descriptor set.
Each of the pDescriptorSets
must be compatible with the pipeline
layout specified by layout
.
The layout used to program the bindings must also be compatible with the
pipeline used in subsequent graphics or compute commands, as defined in the
Pipeline Layout Compatibility section.
The descriptor set contents bound by a call to vkCmdBindDescriptorSets
may be consumed during host execution of the command, or during shader
execution of the resulting draws, or any time in between.
Thus, the contents must not be altered (overwritten by an update command,
or freed) between when the command is recorded and when the command
completes executing on the queue.
The contents of pDynamicOffsets
are consumed immediately during
execution of vkCmdBindDescriptorSets
.
Once all pending uses have completed, it is legal to update and reuse a
descriptor set.
13.2.6. Push Constant Updates
As described above in section Pipeline Layouts, the pipeline layout defines shader push constants which are updated via Vulkan commands rather than via writes to memory or copy commands.
Note
Push constants represent a high speed path to modify constant data in pipelines that is expected to outperform memory-backed resource updates. |
The values of push constants are undefined at the start of a command buffer.
To update push constants, call:
void vkCmdPushConstants(
VkCommandBuffer commandBuffer,
VkPipelineLayout layout,
VkShaderStageFlags stageFlags,
uint32_t offset,
uint32_t size,
const void* pValues);
-
commandBuffer
is the command buffer in which the push constant update will be recorded. -
layout
is the pipeline layout used to program the push constant updates. -
stageFlags
is a bitmask of VkShaderStageFlagBits specifying the shader stages that will use the push constants in the updated range. -
offset
is the start offset of the push constant range to update, in units of bytes. -
size
is the size of the push constant range to update, in units of bytes. -
pValues
is an array ofsize
bytes containing the new push constant values.
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.
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. Generally, when non-shader stages are between shader stages, the user-defined variables, and most built-in variables, form an interface between the shader stages.
The variables forming the input or 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.
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.
Built-ins only participate in interface matching if they are declared in
such a block.
They must not have any Location
or Component
decorations.
There must be no more than one built-in interface block per shader per interface.
14.1.2. User-defined Variable Interface
The remaining variables listed by OpEntryPoint
with the Input
or
Output
storage class form the user-defined variable interface.
These variables must be identified with a Location
decoration and can
also be identified with a Component
decoration.
14.1.3. Interface Matching
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.
For the purposes of interface matching, variables declared without a
Component
decoration are considered to have a Component
decoration
of zero.
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.
Tessellation control 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.
At an interface between two non-fragment shader stages, the built-in interface block must match exactly, as described above. 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 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 how many locations are consumed by a given type. As mentioned above, geometry shader inputs, tessellation control shader inputs and outputs, and tessellation evaluation inputs all 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
32 or 64 are supported in shader interfaces.
Inputs and outputs of the following types consume a single interface location:
-
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 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.
The layout of a structure type used as an Input
or Output
depends
on whether it is also a Block
(i.e. has a Block
decoration).
If it is a not a Block
, then the structure type must have a
Location
decoration.
Its members are assigned consecutive locations in their declaration order,
with the first member assigned to the location specified for the structure
type.
The members, and their nested types, must not themselves have Location
decorations.
If the structure type is a Block
but without a Location
, then each
of its members must have a Location
decoration.
If it is a Block
with a Location
decoration, then its members are
assigned consecutive locations in declaration order, starting from the first
member which is initially assigned the location specified for the
Block
.
Any member with its own Location
decoration is assigned that location.
Each remaining member is assigned the location after the immediately
preceding member in declaration order.
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.
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 single precision 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
that describes 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 to blending or color attachment writes is 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.
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 [fundamentals-fpfixedfpconv]; 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 result is 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 that describes 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. 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.
14.5.1. 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 variable in a push constant block must be placed at an Offset
such that the entire constant value 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 variable in a push constant block must
not cause the space required for that variable to extend outside the range
[0, maxPushConstantsSize
).
Any variable in a push constant block that is declared as an array must only be accessed with dynamically uniform indices.
14.5.2. Descriptor Set Interface
The descriptor set interface is comprised of the shader variables with the
storage class of 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.
Variables identified with the UniformConstant
storage class are used
only as handles to refer to opaque resources.
Such variables must be typed as OpTypeImage
, OpTypeSampler
,
OpTypeSampledImage
, or arrays of only these types.
Variables of type OpTypeImage
must have a Sampled
operand of 1
(sampled image) or 2 (storage image).
Any array of these types must only be indexed with constant integral expressions, except under the following conditions:
-
For arrays of
OpTypeImage
variables withSampled
operand of 2, if theshaderStorageImageArrayDynamicIndexing
feature is enabled and the shader module declares theStorageImageArrayDynamicIndexing
capability, the array must only be indexed by dynamically uniform expressions. -
For arrays of
OpTypeSampler
,OpTypeSampledImage
variables, orOpTypeImage
variables withSampled
operand of 1, if theshaderSampledImageArrayDynamicIndexing
feature is enabled and the shader module declares theSampledImageArrayDynamicIndexing
capability, the array must only be indexed by dynamically uniform expressions.
The Sampled
Type
of an OpTypeImage
declaration must match
the same basic data type as the corresponding resource, or the values
obtained by reading or sampling from this image are undefined.
The Image
Format
of an OpTypeImage
declaration must not be
Unknown, for variables which are used for OpImageRead
or
OpImageWrite
operations, except under the following conditions:
-
For
OpImageWrite
, if theshaderStorageImageWriteWithoutFormat
feature is enabled and the shader module declares theStorageImageWriteWithoutFormat
capability. -
For
OpImageRead
, if theshaderStorageImageReadWithoutFormat
feature is enabled and the shader module declares theStorageImageReadWithoutFormat
capability.
Variables identified with the Uniform
storage class are used to access
transparent buffer backed resources.
Such variables must be:
-
typed as
OpTypeStruct
, or arrays of only 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.
Any array of these types must only be indexed with constant integral expressions, except under the following conditions.
-
For arrays of
Block
variables in theUniform
storage class, if theshaderUniformBufferArrayDynamicIndexing
feature is enabled and the shader module declares theUniformBufferArrayDynamicIndexing
capability, the array must only be indexed by dynamically uniform expressions. -
For arrays of
BufferBlock
variables in theUniform
storage class , if theshaderStorageBufferArrayDynamicIndexing
feature is enabled and the shader module declares theStorageBufferArrayDynamicIndexing
capability, the array must only be indexed by dynamically uniform expressions.
The Offset
decoration for any variable in a Block
must not cause
the space required for that variable to extend outside the range [0,
maxUniformBufferRange
).
The Offset
decoration for any variable in a BufferBlock
must not
cause the space required for that variable to extend outside the range
[0, maxStorageBufferRange
).
Variables identified with a storage class of UniformConstant
and a
decoration of InputAttachmentIndex
must be declared as described in
Fragment Input Attachment Interface.
Each shader variable in the descriptor set interface must be of a type that
corresponds to the descriptorType
in the descriptor set layout binding
that the variable is assigned to, as described in
DescriptorSet and Binding
Assignment.
See Shader Resource and Descriptor
Type Correspondence for the relationship between shader types and
descriptor types.
Resource type | Descriptor Type |
---|---|
sampler |
|
sampled image |
|
storage image |
|
combined image sampler |
|
uniform texel buffer |
|
storage texel buffer |
|
uniform buffer |
|
storage buffer |
|
input attachment |
|
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 |
|
|
|
- 1
-
in addition to
DescriptorSet
andBinding
14.5.3. 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 size of the array declaration must be no larger than the
descriptorCount
of that VkDescriptorSetLayoutBinding
.
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.
Not all descriptor sets and bindings specified in a pipeline layout need to
be used in a particular shader stage or pipeline.
If a variable assigned to a given DescriptorSet
and Binding
pair
is statically used in the entry point being compiled, 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 descriptor set layout binding must be of a corresponding descriptor
type, as defined in Shader Resource
and Descriptor Type Correspondence.
It is valid for multiple shader variables to be assigned the same descriptor set and binding values, as long as all those that are statically used by the entry point being compiled are compatible with the descriptor type in the descriptor set layout binding.
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 |
- 1
-
Input attachments can only be used in the fragment shader stage
14.5.4. Offset and Stride Assignment
All variables with a storage class of PushConstant
or Uniform
must be explicitly laid out using the Offset
, ArrayStride
, and
MatrixStride
decorations.
There are two different layouts requirements depending on the specific
resources.
Standard Uniform Buffer Layout
The 'base alignment' of the type of an OpTypeStruct
member of is
defined recursively as follows:
-
A scalar of size N has a base alignment of N.
-
A two-component vector, with components of size N, has a base alignment of 2 N.
-
A three- or four-component vector, with components of size N, has a base alignment of 4 N.
-
An array has a base alignment equal to the base alignment of its element type, rounded up to a multiple of 16.
-
A structure has a base alignment equal to the largest base alignment of any of its members, rounded up to a multiple of 16.
-
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.
Every member of an OpTypeStruct
with storage class of Uniform
and
a decoration of Block
(uniform buffers) must be laid out according to
the following rules:
-
The
Offset
decoration must be a multiple of its base alignment. -
Any
ArrayStride
orMatrixStride
decoration must be an integer multiple of the base alignment of the array or matrix from 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 base alignment of that structure or array. -
The numeric order of
Offset
decorations need not follow member declaration order.
Note
The std140 layout in GLSL satisfies these rules. |
Standard Storage Buffer Layout
Member variables of an OpTypeStruct
with a storage class of
PushConstant
(push constants), or a storage class of Uniform
with
a decoration of BufferBlock
(storage buffers)
must be laid out as above, except
for array and structure base alignment which do not need to be rounded up to
a multiple of 16.
Note
The std430 layout in GLSL satisfies these rules. |
14.6. Built-In Variables
Built-in variables are accessed in shaders by declaring a variable decorated
with a BuiltIn
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.
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 vertex, fragment, tessellation control, tessellation evaluation, and geometry shaders.In 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 |
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 vertex, fragment, tessellation control, tessellation evaluation, and geometry shaders.In 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 |
FragCoord
-
Decorating a variable with the
FragCoord
built-in decoration will make that variable contain the framebuffer coordinate \((x,y,z,\frac{1}{w})\) 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 the sample corresponding to the shader invocation.When sample shading is not enabled, the x and y components of
FragCoord
reflect the location of the center of the pixel, (0.5,0.5).The z component of
FragCoord
is the interpolated depth value of the primitive.The w component is the interpolated \(\frac{1}{w}\).
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
-
Decorating a variable with the
FragDepth
built-in decoration will make that variable contain the new depth value for all samples covered by the fragment. This value will be used for depth testing and, if the depth test passes, any subsequent write to the depth/stencil attachment.To write to
FragDepth
, a shader must declare theDepthReplacing
execution mode. If a shader declares theDepthReplacing
execution mode and there is an execution path through the shader that does not setFragDepth
, then the fragment’s depth value is undefined for executions of the shader that take that path.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. 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. 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 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
|
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. InstanceIndex
-
Decorating a variable 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.
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 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.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 geometry, and fragment shaders.In a geometry shader, any variable decorated with
Layer
must be declared using theOutput
storage class.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. LocalInvocationId
-
Decorating a variable with the
LocalInvocationId
built-in decoration will make that variable contain the location of the current 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 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
|
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. 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 vertex, tessellation control, tessellation evaluation, and geometry shaders.In a 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 vertex, tessellation control, tessellation evaluation, and geometry shaders.In a 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 |
PrimitiveId
-
Decorating a variable with the
PrimitiveId
built-in decoration will make that variable contain the index of the current primitive.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.
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.The
PrimitiveId
decoration must be used only within fragment, tessellation control, tessellation evaluation, and geometry shaders.In a tessellation control or tessellation evaluation shader, any variable decorated with
PrimitiveId
must be declared using theOutput
storage class.In a geometry shader, any variable decorated with
PrimitiveId
must be declared using either theInput
orOutput
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 |
SampleId
-
Decorating a variable with the
SampleId
built-in decoration will make that variable contain the zero-based index of the sample the invocation corresponds to.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
, per-sample shading is enabled for draws that use that fragment shader.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 sample 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.
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. However, setting sample mask bits to one will never enable samples not covered by the original primitive. 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 a fragment shader entry point’s interface includes an input variable decorated withSamplePosition
, per-sample shading is enabled for draws that use that fragment shader.The
SamplePosition
decoration must be used only within fragment shaders.The variable decorated with
SamplePosition
must be declared using theInput
storage class.The variable decorated with
SamplePosition
must be declared as a two-component vector of 32-bit floating-point values. 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
|
ViewportIndex
-
Decorating a variable with the
ViewportIndex
built-in decoration will make that variable contain the index of the viewport.In a 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 and scissor rectangle.
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 geometry, and fragment shaders.In a 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. 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 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 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.
15. Image Operations
15.1. Image Operations Overview
Image Operations are steps performed by SPIR-V image instructions, where
those instructions which take an OpTypeImage
(representing a
VkImageView
) or OpTypeSampledImage
(representing a
(VkImageView
, VkSampler
) pair) and texel coordinates as
operands, and return a value based on one or more neighboring texture
elements (texels) in the image.
Note
Texel is a term which is a combination of the words texture and element. Early interactive computer graphics supported texture operations on textures, a small subset of the image operations on images described here. The discrete samples remain essentially equivalent, however, so we retain the historical term texel to refer to them. |
SPIR-V Image Instructions include the following functionality:
-
OpImageSample
* andOpImageSparseSample
* read one or more neighboring texels of the image, and filter the texel values based on the state of the sampler.-
Instructions with
ImplicitLod
in the name determine the LOD used in the sampling operation based on the coordinates used in neighboring fragments. -
Instructions with
ExplicitLod
in the name determine the LOD used in the sampling operation based on additional coordinates. -
Instructions with
Proj
in the name apply homogeneous projection to the coordinates.
-
-
OpImageFetch
andOpImageSparseFetch
return a single texel of the image. No sampler is used. -
OpImage
*Gather
andOpImageSparse
*Gather
read neighboring texels and return a single component of each. -
OpImageRead
(andOpImageSparseRead
) andOpImageWrite
read and write, respectively, a texel in the image. No sampler is used. -
Instructions with
Dref
in the name apply depth comparison on the texel values. -
Instructions with
Sparse
in the name additionally return a sparse residency code.
15.1.1. Texel Coordinate Systems
Images are addressed by texel coordinates. There are three texel coordinate systems:
-
normalized texel coordinates [0.0, 1.0]
-
unnormalized texel coordinates [0.0, width / height / depth)
-
integer texel coordinates [0, width / height / depth)
SPIR-V OpImageFetch
, OpImageSparseFetch
, OpImageRead
,
OpImageSparseRead
, and OpImageWrite
instructions use integer texel
coordinates.
Other image instructions can use either normalized or unnormalized texel
coordinates (selected by the unnormalizedCoordinates
state of the
sampler used in the instruction), but there are
limitations on what operations, image
state, and sampler state is supported.
Normalized coordinates are logically
converted to unnormalized as part of
image operations, and certain steps are
only performed on normalized coordinates.
The array layer coordinate is always treated as unnormalized even when other
coordinates are normalized.
Normalized texel coordinates are referred to as (s,t,r,q,a), with the coordinates having the following meanings:
-
s: Coordinate in the first dimension of an image.
-
t: Coordinate in the second dimension of an image.
-
r: Coordinate in the third dimension of an image.
-
(s,t,r) are interpreted as a direction vector for Cube images.
-
-
q: Fourth coordinate, for homogeneous (projective) coordinates.
-
a: Coordinate for array layer.
The coordinates are extracted from the SPIR-V operand based on the
dimensionality of the image variable and type of instruction.
For Proj
instructions, the components are in order (s, [t,] [r,] q)
with t and r being conditionally present based on the Dim
of the image.
For non-Proj
instructions, the coordinates are (s [,t] [,r] [,a]), with
t and r being conditionally present based on the Dim
of the image and a
being conditionally present based on the Arrayed
property of the image.
Projective image instructions are not supported on Arrayed
images.
Unnormalized texel coordinates are referred to as (u,v,w,a), with the coordinates having the following meanings:
-
u: Coordinate in the first dimension of an image.
-
v: Coordinate in the second dimension of an image.
-
w: Coordinate in the third dimension of an image.
-
a: Coordinate for array layer.
Only the u and v coordinates are directly extracted from the
SPIR-V operand, because only 1D and 2D (non-Arrayed
) dimensionalities
support unnormalized coordinates.
The components are in order (u [,v]), with v being conditionally
present when the dimensionality is 2D.
When normalized coordinates are converted to unnormalized coordinates, all
four coordinates are used.
Integer texel coordinates are referred to as (i,j,k,l,n), and the
first four in that order have the same meanings as unnormalized texel
coordinates.
They are extracted from the SPIR-V operand in order (i, [,j], [,k],
[,l]), with j and k conditionally present based on the Dim
of the image, and l conditionally present based on the Arrayed
property
of the image.
n is the sample index and is taken from the Sample
image operand.
For all coordinate types, unused coordinates are assigned a value of zero.
The Texel Coordinate Systems - For the example shown of an 8×4 texel two dimensional image.
-
Normalized texel coordinates:
-
The s coordinate goes from 0.0 to 1.0, left to right.
-
The t coordinate goes from 0.0 to 1.0, top to bottom.
-
-
Unnormalized texel coordinates:
-
The u coordinate goes from -1.0 to 9.0, left to right. The u coordinate within the range 0.0 to 8.0 is within the image, otherwise it is within the border.
-
The v coordinate goes from -1.0 to 5.0, top to bottom. The v coordinate within the range 0.0 to 4.0 is within the image, otherwise it is within the border.
-
-
Integer texel coordinates:
-
The i coordinate goes from -1 to 8, left to right. The i coordinate within the range 0 to 7 addresses texels within the image, otherwise it addresses a border texel.
-
The j coordinate goes from -1 to 5, top to bottom. The j coordinate within the range 0 to 3 addresses texels within the image, otherwise it addresses a border texel.
-
-
Also shown for linear filtering:
-
Given the unnormalized coordinates (u,v), the four texels selected are i0j0, i1j0, i0j1, and i1j1.
-
The weights α and β.
-
Given the offset Δi and Δj, the four texels selected by the offset are i0j'0, i1j'0, i0j'1, and i1j'1.
-
The Texel Coordinate Systems - For the example shown of an 8×4 texel two dimensional image.
-
Texel coordinates as above. Also shown for nearest filtering:
-
Given the unnormalized coordinates (u,v), the texel selected is ij.
-
Given the offset Δi and Δj, the texel selected by the offset is ij'.
-
15.2. Conversion Formulas
editing-note
(Bill) These Conversion Formulas will likely move to Section 2.7 Fixed-Point Data Conversions (RGB to sRGB and sRGB to RGB) and section 2.6 Numeric Representation and Computation (RGB to Shared Exponent and Shared Exponent to RGB) |
15.2.1. RGB to Shared Exponent Conversion
An RGB color (red, green, blue) is transformed to a shared exponent color (redshared, greenshared, blueshared, expshared) as follows:
First, the components (red, green, blue) are clamped to (redclamped, greenclamped, blueclamped) as:
-
redclamped = max(0, min(sharedexpmax, red))
-
greenclamped = max(0, min(sharedexpmax, green))
-
blueclamped = max(0, min(sharedexpmax, blue))
Where:
Note
NaN, if supported, is handled as in IEEE 754-2008
|
The largest clamped component, maxclamped is determined:
-
maxclamped = max(redclamped, greenclamped, blueclamped)
A preliminary shared exponent exp' is computed:
The shared exponent expshared is computed:
Finally, three integer values in the range 0 to 2N are computed:
15.2.2. Shared Exponent to RGB
A shared exponent color (redshared, greenshared, blueshared, expshared) is transformed to an RGB color (red, green, blue) as follows:
-
\(red = red_{shared} \times {2^{(exp_{shared}-B-N)}}\)
-
\(green = green_{shared} \times {2^{(exp_{shared}-B-N)}}\)
-
\(blue = blue_{shared} \times {2^{(exp_{shared}-B-N)}}\)
Where:
-
N = 9 (number of mantissa bits per component)
-
B = 15 (exponent bias)
15.3. Texel Input Operations
Texel input instructions are SPIR-V image instructions that read from an image. Texel input operations are a set of steps that are performed on state, coordinates, and texel values while processing a texel input instruction, and which are common to some or all texel input instructions. They include the following steps, which are performed in the listed order:
For texel input instructions involving multiple texels (for sampling or gathering), these steps are applied for each texel that is used in the instruction. Depending on the type of image instruction, other steps are conditionally performed between these steps or involving multiple coordinate or texel values.
15.3.1. Texel Input Validation Operations
Texel input validation operations inspect instruction/image/sampler state or coordinates, and in certain circumstances cause the texel value to be replaced or become undefined. There are a series of validations that the texel undergoes.
Instruction/Sampler/Image View Validation
There are a number of cases where a SPIR-V instruction can mismatch with the sampler, the image view, or both. There are a number of cases where the sampler can mismatch with the image view. In such cases the value of the texel returned is undefined.
These cases include:
-
The sampler
borderColor
is an integer type and the image viewformat
is not one of the VkFormat integer types or a stencil component of a depth/stencil format. -
The sampler
borderColor
is a float type and the image viewformat
is not one of the VkFormat float types or a depth component of a depth/stencil format. -
The sampler
borderColor
is one of the opaque black colors (VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK
orVK_BORDER_COLOR_INT_OPAQUE_BLACK
) and the image view VkComponentSwizzle for any of the VkComponentMapping components is notVK_COMPONENT_SWIZZLE_IDENTITY
. -
The VkImageLayout of any subresource in the image view does not match that specified in VkDescriptorImageInfo::
imageLayout
used to write the image descriptor. -
If the instruction is
OpImageRead
orOpImageSparseRead
and theshaderStorageImageReadWithoutFormat
feature is not enabled, or the instruction isOpImageWrite
and theshaderStorageImageWriteWithoutFormat
feature is not enabled, then the SPIR-V Image Format must be compatible with the image view’sformat
. -
The sampler
unnormalizedCoordinates
isVK_TRUE
and any of the limitations of unnormalized coordinates are violated. -
The SPIR-V instruction is one of the
OpImage
*Dref
* instructions and the samplercompareEnable
isVK_FALSE
-
The SPIR-V instruction is not one of the
OpImage
*Dref
* instructions and the samplercompareEnable
isVK_TRUE
-
The SPIR-V instruction is one of the
OpImage
*Dref
* instructions and the image viewformat
is not one of the depth/stencil formats with a depth component, or the image view aspect is notVK_IMAGE_ASPECT_DEPTH_BIT
. -
The SPIR-V instruction’s image variable’s properties are not compatible with the image view:
-
Rules for
viewType
:-
VK_IMAGE_VIEW_TYPE_1D
must haveDim
= 1D,Arrayed
= 0,MS
= 0. -
VK_IMAGE_VIEW_TYPE_2D
must haveDim
= 2D,Arrayed
= 0. -
VK_IMAGE_VIEW_TYPE_3D
must haveDim
= 3D,Arrayed
= 0,MS
= 0. -
VK_IMAGE_VIEW_TYPE_CUBE
must haveDim
= Cube,Arrayed
= 0,MS
= 0. -
VK_IMAGE_VIEW_TYPE_1D_ARRAY
must haveDim
= 1D,Arrayed
= 1,MS
= 0. -
VK_IMAGE_VIEW_TYPE_2D_ARRAY
must haveDim
= 2D,Arrayed
= 1. -
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY
must haveDim
= Cube,Arrayed
= 1,MS
= 0.
-
-
If the image was created with VkImageCreateInfo::
samples
equal toVK_SAMPLE_COUNT_1_BIT
, the instruction must haveMS
= 0. -
If the image was created with VkImageCreateInfo::
samples
not equal toVK_SAMPLE_COUNT_1_BIT
, the instruction must haveMS
= 1.
-
Integer Texel Coordinate Validation
Integer texel coordinates are validated against the size of the image level, and the number of layers and number of samples in the image. For SPIR-V instructions that use integer texel coordinates, this is performed directly on the integer coordinates. For instructions that use normalized or unnormalized texel coordinates, this is performed on the coordinates that result after conversion to integer texel coordinates.
If the integer texel coordinates do not satisfy all of the conditions
-
0 ≤ i < ws
-
0 ≤ j < hs
-
0 ≤ k < ds
-
0 ≤ l < layers
-
0 ≤ n < samples
where:
-
ws = width of the image level
-
hs = height of the image level
-
ds = depth of the image level
-
layers = number of layers in the image
-
samples = number of samples per texel in the image
then the texel fails integer texel coordinate validation.
There are four cases to consider:
-
Valid Texel Coordinates
-
If the texel coordinates pass validation (that is, the coordinates lie within the image),
then the texel value comes from the value in image memory.
-
-
Border Texel
-
If the texel coordinates fail validation, and
-
If the read is the result of an image sample instruction or image gather instruction, and
-
If the image is not a cube image,
then the texel is a border texel and texel replacement is performed.
-
-
Invalid Texel
-
If the texel coordinates fail validation, and
-
If the read is the result of an image fetch instruction, image read instruction, or atomic instruction,
then the texel is an invalid texel and texel replacement is performed.
-
-
Cube Map Edge or Corner
Otherwise the texel coordinates lie on the borders along the edges and corners of a cube map image, and Cube map edge handling is performed.
Cube Map Edge Handling
If the texel coordinates lie on the borders along the edges and corners of a
cube map image, the following steps are performed.
Note that this only occurs when using VK_FILTER_LINEAR
filtering
within a mip level, since VK_FILTER_NEAREST
is treated as using
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE
.
-
Cube Map Edge Texel
-
If the texel lies along the border in either only i or only j
then the texel lies along an edge, so the coordinates (i,j) and the array layer l are transformed to select the adjacent texel from the appropriate neighboring face.
-
-
Cube Map Corner Texel
-
If the texel lies along the border in both i and j
then the texel lies at a corner and there is no unique neighboring face from which to read that texel. The texel should be replaced by the average of the three values of the adjacent texels in each incident face. However, implementations may replace the cube map corner texel by other methods, subject to the constraint that if the three available samples have the same value, the replacement texel also has that value.
-
Sparse Validation
If the texel reads from an unbound region of a sparse image, the texel is a sparse unbound texel, and processing continues with texel replacement.
15.3.2. Format Conversion
Texels undergo a format conversion from the VkFormat of the image view to a vector of either floating point or signed or unsigned integer components, with the number of components based on the number of components present in the format.
-
Color formats have one, two, three, or four components, according to the format.
-
Depth/stencil formats are one component. The depth or stencil component is selected by the
aspectMask
of the image view.
Each component is converted based on its type and size (as defined in the Format Definition section for each VkFormat), using the appropriate equations in 16-Bit Floating-Point Numbers, Unsigned 11-Bit Floating-Point Numbers, Unsigned 10-Bit Floating-Point Numbers, Fixed-Point Data Conversion, and Shared Exponent to RGB. Signed integer components smaller than 32 bits are sign-extended.
If the image format is sRGB, the color components are first converted as if they are UNORM, and then sRGB to linear conversion is applied to the R, G, and B components as described in the “sRGB EOTF” section of the Khronos Data Format Specification. The A component, if present, is unchanged.
If the image view format is block-compressed, then the texel value is first decoded, then converted based on the type and number of components defined by the compressed format.
15.3.3. Texel Replacement
A texel is replaced if it is one (and only one) of:
-
a border texel,
-
an invalid texel, or
-
a sparse unbound texel.
Border texels are replaced with a value based on the image format and the
borderColor
of the sampler.
The border color is:
Sampler borderColor |
Corresponding Border Color |
---|---|
|
B = (0.0, 0.0, 0.0, 0.0) |
|
B = (0.0, 0.0, 0.0, 1.0) |
|
B = (1.0, 1.0, 1.0, 1.0) |
|
B = (0, 0, 0, 0) |
|
B = (0, 0, 0, 1) |
|
B = (1, 1, 1, 1) |
Note
The names |
This is substituted for the texel value by replacing the number of components in the image format
Texel Aspect or Format | Component Assignment |
---|---|
Depth aspect |
D = Br |
Stencil aspect |
S = Br |
One component color format |
Cr = Br |
Two component color format |
Crg = (Br,Bg) |
Three component color format |
Crgb = (Br,Bg,Bb) |
Four component color format |
Crgba = (Br,Bg,Bb,Ba) |
If the read operation is from a buffer resource, and the
robustBufferAccess
feature is enabled, an invalid texel is replaced as
described here.
If the robustBufferAccess
feature is not enabled, the value of an
invalid texel is undefined.
editing-note
(Bill) This is not currently catching this significant case. For opImageFetch, which fetches from an image not a buffer, the result is
defined if |
If the
VkPhysicalDeviceSparseProperties::residencyNonResidentStrict
property is VK_TRUE
, a sparse unbound texel is replaced with 0 or 0.0
values for integer and floating-point components of the image format,
respectively.
If residencyNonResidentStrict
is VK_FALSE
, the read must be
safe, but the value of the sparse unbound texel is undefined.
15.3.4. Depth Compare Operation
If the image view has a depth/stencil format, the depth component is
selected by the aspectMask
, and the operation is a Dref
instruction, a depth comparison is performed.
The value of the result D is 1.0 if the result of the compare
operation is true, and 0.0 otherwise.
The compare operation is selected by the compareOp
member of the
sampler.
where, in the depth comparison:
-
Dref = shaderOp.Dref (from optional SPIR-V operand)
-
D (texel depth value)
15.3.5. Conversion to RGBA
The texel is expanded from one, two, or three to four components based on the image base color:
Texel Aspect or Format | RGBA Color |
---|---|
Depth aspect |
Crgba = (D,0,0,one) |
Stencil aspect |
Crgba = (S,0,0,one) |
One component color format |
Crgba = (Cr,0,0,one) |
Two component color format |
Crgba = (Crg,0,one) |
Three component color format |
Crgba = (Crgb,one) |
Four component color format |
Crgba = Crgba |
where one = 1.0f for floating-point formats and depth aspects, and one = 1 for integer formats and stencil aspects.
15.3.6. Component Swizzle
All texel input instructions apply a swizzle based on the
VkComponentSwizzle enums in the components
member of the
VkImageViewCreateInfo structure for the image being read.
The swizzle can rearrange the components of the texel, or substitute zero and one for any components. It is defined as follows for the R component, and operates similarly for the other components.
where:
For each component this is applied to, the
VK_COMPONENT_SWIZZLE_IDENTITY
swizzle selects the corresponding
component from Crgba.
If the border color is one of the VK_BORDER_COLOR_*_OPAQUE_BLACK
enums
and the VkComponentSwizzle is not VK_COMPONENT_SWIZZLE_IDENTITY
for all components (or the
equivalent identity mapping),
the value of the texel after swizzle is undefined.
15.3.7. Sparse Residency
OpImageSparse
* instructions return a structure which includes a
residency code indicating whether any texels accessed by the instruction
are sparse unbound texels.
This code can be interpreted by the OpImageSparseTexelsResident
instruction which converts the residency code to a boolean value.
15.4. Texel Output Operations
Texel output instructions are SPIR-V image instructions that write to an image. Texel output operations are a set of steps that are performed on state, coordinates, and texel values while processing a texel output instruction, and which are common to some or all texel output instructions. They include the following steps, which are performed in the listed order:
15.4.1. Texel Output Validation Operations
Texel output validation operations inspect instruction/image state or coordinates, and in certain circumstances cause the write to have no effect. There are a series of validations that the texel undergoes.
Texel Format Validation
If the image format of the OpTypeImage
is not compatible with the
VkImageView
’s format
, the effect of the write on the image
view’s memory is undefined, but the write must not access memory outside of
the image view.
15.4.2. Integer Texel Coordinate Validation
The integer texel coordinates are validated according to the same rules as for texel input coordinate validation.
If the texel fails integer texel coordinate validation, then the write has no effect.
15.4.3. Sparse Texel Operation
If the texel attempts to write to an unbound region of a sparse image, the
texel is a sparse unbound texel.
In such a case, if the
VkPhysicalDeviceSparseProperties::residencyNonResidentStrict
property is VK_TRUE
, the sparse unbound texel write has no effect.
If residencyNonResidentStrict
is VK_FALSE
, the effect of the
write is undefined but must be safe.
In addition, the write may have a side effect that is visible to other
image instructions, but must not be written to any device memory
allocation.
15.4.4. Texel Output Format Conversion
Texels undergo a format conversion from the floating point, signed, or unsigned integer type of the texel data to the VkFormat of the image view. Any unused components are ignored.
Each component is converted based on its type and size (as defined in the Format Definition section for each VkFormat), using the appropriate equations in 16-Bit Floating-Point Numbers and Fixed-Point Data Conversion.
15.5. Derivative Operations
SPIR-V derivative instructions include OpDPdx
, OpDPdy
,
OpDPdxFine
, OpDPdyFine
, OpDPdxCoarse
, and OpDPdyCoarse
.
Derivative instructions are only available in a fragment shader.
Derivatives are computed as if there is a 2×2 neighborhood of fragments for each fragment shader invocation. These neighboring fragments are used to compute derivatives with the assumption that the values of P in the neighborhood are piecewise linear. It is further assumed that the values of P in the neighborhood are locally continuous, therefore derivatives in non-uniform control flow are undefined.
The Fine
derivative instructions must return the values above, for a
group of fragments in a 2×2 neighborhood.
Coarse derivatives may return only two values.
In this case, the values should be:
OpDPdx
and OpDPdy
must return the same result as either
OpDPdxFine
or OpDPdxCoarse
and either OpDPdyFine
or
OpDPdyCoarse
, respectively.
Implementations must make the same choice of either coarse or fine for both
OpDPdx
and OpDPdy
, and implementations should make the choice
that is more efficient to compute.
15.6. Normalized Texel Coordinate Operations
If the image sampler instruction provides normalized texel coordinates, some of the following operations are performed.
15.6.1. Projection Operation
For Proj
image operations, the normalized texel coordinates
(s,t,r,q,a) and (if present) the Dref coordinate are
transformed as follows:
15.6.2. Derivative Image Operations
Derivatives are used for LOD selection.
These derivatives are either implicit (in an ImplicitLod
image
instruction in a fragment shader) or explicit (provided explicitly by shader
to the image instruction in any shader).
For implicit derivatives image instructions, the derivatives of texel coordinates are calculated in the same manner as derivative operations above. That is:
Partial derivatives not defined above for certain image dimensionalities are set to zero.
For explicit LOD image instructions, if the optional SPIR-V operand Grad is provided, then the operand values are used for the derivatives. The number of components present in each derivative for a given image dimensionality matches the number of partial derivatives computed above.
If the optional SPIR-V operand Lod is provided, then derivatives are set to zero, the cube map derivative transformation is skipped, and the scale factor operation is skipped. Instead, the floating point scalar coordinate is directly assigned to λbase as described in Level-of-Detail Operation.
15.6.3. Cube Map Face Selection and Transformations
For cube map image instructions, the (s,t,r) coordinates are treated as a direction vector (rx,ry,rz). The direction vector is used to select a cube map face. The direction vector is transformed to a per-face texel coordinate system (sface,tface), The direction vector is also used to transform the derivatives to per-face derivatives.
15.6.4. Cube Map Face Selection
The direction vector selects one of the cube map’s faces based on the largest magnitude coordinate direction (the major axis direction). Since two or more coordinates can have identical magnitude, the implementation must have rules to disambiguate this situation.
The rules should have as the first rule that rz wins over ry and rx, and the second rule that ry wins over rx. An implementation may choose other rules, but the rules must be deterministic and depend only on (rx,ry,rz).
The layer number (corresponding to a cube map face), the coordinate selections for sc, tc, rc, and the selection of derivatives, are determined by the major axis direction as specified in the following two tables.
Major Axis Direction | Layer Number | Cube Map Face | sc | tc | rc |
---|---|---|---|---|---|
+rx |
0 |
Positive X |
-rz |
-ry |
rx |
-rx |
1 |
Negative X |
+rz |
-ry |
rx |
+ry |
2 |
Positive Y |
+rx |
+rz |
ry |
-ry |
3 |
Negative Y |
+rx |
-rz |
ry |
+rz |
4 |
Positive Z |
+rx |
-ry |
rz |
-rz |
5 |
Negative Z |
-rx |
-ry |
rz |
Major Axis Direction | ∂sc / ∂x | ∂sc / ∂y | ∂tc / ∂x | ∂tc / ∂y | ∂rc / ∂x | ∂rc / ∂y |
---|---|---|---|---|---|---|
+rx |
-∂rz / ∂x |
-∂rz / ∂y |
-∂ry / ∂x |
-∂ry / ∂y |
+∂rx / ∂x |
+∂rx / ∂y |
-rx |
+∂rz / ∂x |
+∂rz / ∂y |
-∂ry / ∂x |
-∂ry / ∂y |
-∂rx / ∂x |
-∂rx / ∂y |
+ry |
+∂rx / ∂x |
+∂rx / ∂y |
+∂rz / ∂x |
+∂rz / ∂y |
+∂ry / ∂x |
+∂ry / ∂y |
-ry |
+∂rx / ∂x |
+∂rx / ∂y |
-∂rz / ∂x |
-∂rz / ∂y |
-∂ry / ∂x |
-∂ry / ∂y |
+rz |
+∂rx / ∂x |
+∂rx / ∂y |
-∂ry / ∂x |
-∂ry / ∂y |
+∂rz / ∂x |
+∂rz / ∂y |
-rz |
-∂rx / ∂x |
-∂rx / ∂y |
-∂ry / ∂x |
-∂ry / ∂y |
-∂rz / ∂x |
-∂rz / ∂y |
15.6.5. Cube Map Coordinate Transformation
15.6.6. Cube Map Derivative Transformation
editing-note
(Bill) Note that we never revisited ARB_texture_cubemap after we introduced dependent texture fetches (ARB_fragment_program and ARB_fragment_shader). The derivatives of sface and tface are only valid for non-dependent texture fetches (pre OpenGL 2.0). |
15.6.7. Scale Factor Operation, Level-of-Detail Operation and Image Level(s) Selection
LOD selection can be either explicit (provided explicitly by the image
instruction) or implicit (determined from a scale factor calculated from the
derivatives).
The implicit LOD selected can be queried using the SPIR-V instruction
OpImageQueryLod
, which gives access to the λ' and
dl values, defined below.
Scale Factor Operation
The magnitude of the derivatives are calculated by:
-
mux = |∂s/∂x| × wbase
-
mvx = |∂t/∂x| × hbase
-
mwx = |∂r/∂x| × dbase
-
muy = |∂s/∂y| × wbase
-
mvy = |∂t/∂y| × hbase
-
mwy = |∂r/∂y| × dbase
where:
-
∂t/∂x = ∂t/∂y = 0 (for 1D images)
-
∂r/∂x = ∂r/∂y = 0 (for 1D, 2D or Cube images)
and
-
wbase = image.w
-
hbase = image.h
-
dbase = image.d
(for the baseMipLevel
, from the image descriptor).
A point sampled in screen space has an elliptical footprint in texture space. The minimum and maximum scale factors (ρmin, ρmax) should be the minor and major axes of this ellipse.
The scale factors ρx and ρy, calculated from the magnitude of the derivatives in x and y, are used to compute the minimum and maximum scale factors.
ρx and ρy may be approximated with functions fx and fy, subject to the following constraints:
editing-note
(Bill) For reviewers only - anticipating questions. We only support implicit derivatives for normalized texel coordinates. So we are documenting the derivatives in s,t,r (normalized texel coordinates) rather than u,v,w (unnormalized texel coordinates) as in OpenGL and OpenGL ES specifications. (I know, u,v,w is the way it has been documented since OpenGL V1.0.) Also there is no reason to have conditional application of wbase, hbase, dbase for rectangle textures either, since they do not support implicit derivatives. |
The minimum and maximum scale factors (ρmin,ρmax) are determined by:
-
ρmax = max(ρx, ρy)
-
ρmin = min(ρx, ρy)
The sampling rate is determined by:
where:
-
sampler.maxAniso =
maxAnisotropy
(from sampler descriptor) -
limits.maxAniso =
maxSamplerAnisotropy
(from physical device limits) -
maxAniso = min(sampler.maxAniso, limits.maxAniso)
If ρmax = ρmin = 0, then all the partial derivatives are zero, the fragment’s footprint in texel space is a point, and N should be treated as 1. If ρmax ≠ 0 and ρmin = 0 then all partial derivatives along one axis are zero, the fragment’s footprint in texel space is a line segment, and N should be treated as maxAniso. However, anytime the footprint is small in texel space the implementation may use a smaller value of N, even when ρmin is zero or close to zero.
An implementation may round N up to the nearest supported sampling rate.
If N = 1, sampling is isotropic. If N > 1, sampling is anisotropic.
Level-of-Detail Operation
The LOD parameter λ is computed as follows:
where:
and maxSamplerLodBias is the value of the VkPhysicalDeviceLimits
feature maxSamplerLodBias
.
Image Level(s) Selection
The image level(s) d, dhi, and dlo which texels are read from are determined by an image-level parameter dl, which is computed based on the LOD parameter, as follows:
where:
and
-
levelbase =
baseMipLevel
-
q =
levelCount
- 1
baseMipLevel
and levelCount
are taken from the
subresourceRange
of the image view.
If the sampler’s mipmapMode
is VK_SAMPLER_MIPMAP_MODE_NEAREST
,
then the level selected is d = dl.
If the sampler’s mipmapMode
is VK_SAMPLER_MIPMAP_MODE_LINEAR
,
two neighboring levels are selected:
δ is the fractional value used for linear filtering between levels.
15.6.8. (s,t,r,q,a) to (u,v,w,a) Transformation
The normalized texel coordinates are scaled by the image level dimensions and the array layer is selected. This transformation is performed once for each level (d or dhi and dlo) used in filtering.
Operations then proceed to Unnormalized Texel Coordinate Operations.
15.7. Unnormalized Texel Coordinate Operations
15.7.1. (u,v,w,a) to (i,j,k,l,n) Transformation And Array Layer Selection
The unnormalized texel coordinates are transformed to integer texel coordinates relative to the selected mipmap level.
The layer index l is computed as:
-
l = clamp(RNE(a), 0,
layerCount
- 1) +baseArrayLayer
where layerCount
is the number of layers in the image subresource
range of the image view, baseArrayLayer
is the first layer from the
subresource range, and where:
The sample index n is assigned the value zero.
Nearest filtering (VK_FILTER_NEAREST
) computes the integer texel
coordinates that the unnormalized coordinates lie within:
Linear filtering (VK_FILTER_LINEAR
) computes a set of neighboring
coordinates which bound the unnormalized coordinates.
The integer texel coordinates are combinations of i0 or i1,
j0 or j1, k0 or k1, as well as weights
α, β, and γ.
If the image instruction includes a ConstOffset operand, the constant offsets (Δi, Δj, Δk) are added to (i,j,k) components of the integer texel coordinates.
15.8. Image Sample Operations
15.8.1. Wrapping Operation
Cube
images ignore the wrap modes specified in the sampler.
Instead, if VK_FILTER_NEAREST
is used within a mip level then
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE
is used, and if
VK_FILTER_LINEAR
is used within a mip level then sampling at the edges
is performed as described earlier in the Cube map
edge handling section.
The first integer texel coordinate i is transformed based on the
addressModeU
parameter of the sampler.
where:
j (for 2D and Cube image) and k (for 3D image) are similarly
transformed based on the addressModeV
and addressModeW
parameters of the sampler, respectively.
15.8.2. Texel Gathering
SPIR-V instructions with Gather
in the name return a vector derived
from a 2×2 rectangular region of texels in the base level of the image
view.
The rules for the VK_FILTER_LINEAR
minification filter are applied to
identify the four selected texels.
Each texel is then converted to an RGBA value according to
conversion to RGBA and then
swizzled.
A four-component vector is then assembled by taking the component indicated
by the Component
value in the instruction from the swizzled color value
of the four texels:
where:
15.8.3. Texel Filtering
If λ is less than or equal to zero, the texture is said to be
magnified, and the filter mode within a mip level is selected by the
magFilter
in the sampler.
If λ is greater than zero, the texture is said to be
minified, and the filter mode within a mip level is selected by the
minFilter
in the sampler.
Within a mip level, VK_FILTER_NEAREST
filtering selects a single value
using the (i, j, k) texel coordinates, with all texels taken from
layer l.
Within a mip level, VK_FILTER_LINEAR
filtering combines 8 (for 3D), 4
(for 2D or Cube), or 2 (for 1D) texel values, using the weights computed
earlier:
The function reduce() is defined to operate on pairs of weights and texel values as follows. When using linear or anisotropic filtering, the values of multiple texels are combined using a weighted average to produce a filtered texture value.
Finally, mipmap filtering either selects a value from one mip level or computes a weighted average between neighboring mip levels:
15.8.4. Texel Anisotropic Filtering
Anisotropic filtering is enabled by the anisotropyEnable
in the
sampler.
When enabled, the image filtering scheme accounts for a degree of
anisotropy.
The particular scheme for anisotropic texture filtering is implementation
dependent.
Implementations should consider the magFilter
, minFilter
and
mipmapMode
of the sampler to control the specifics of the anisotropic
filtering scheme used.
In addition, implementations should consider minLod
and maxLod
of the sampler.
The following describes one particular approach to implementing anisotropic filtering for the 2D Image case, implementations may choose other methods:
Given a magFilter
, minFilter
of VK_FILTER_LINEAR
and a
mipmapMode
of VK_SAMPLER_MIPMAP_MODE_NEAREST
:
Instead of a single isotropic sample, N isotropic samples are be sampled within the image footprint of the image level d to approximate an anisotropic filter. The sum τ2Daniso is defined using the single isotropic τ2D(u,v) at level d.
15.9. Image Operation Steps
Each step described in this chapter is performed by a subset of the image instructions:
-
Texel Input Validation Operations, Format Conversion, Texel Replacement, Conversion to RGBA, and Component Swizzle: Performed by all instructions except
OpImageWrite
. -
Depth Comparison: Performed by
OpImage
*Dref
instructions. -
All Texel output operations: Performed by
OpImageWrite
. -
Projection: Performed by all
OpImage
*Proj
instructions. -
Derivative Image Operations, Cube Map Operations, Scale Factor Operation, Level-of-Detail Operation and Image Level(s) Selection, and Texel Anisotropic Filtering: Performed by all
OpImageSample
* andOpImageSparseSample
* instructions. -
(s,t,r,q,a) to (u,v,w,a) Transformation, Wrapping, and (u,v,w,a) to (i,j,k,l,n) Transformation And Array Layer Selection: Performed by all
OpImageSample
,OpImageSparseSample
, andOpImage
*Gather
instructions. -
Texel Gathering: Performed by
OpImage
*Gather
instructions. -
Texel Filtering: Performed by all
OpImageSample
* andOpImageSparseSample
* instructions. -
Sparse Residency: Performed by all
OpImageSparse
* instructions.
16. Queries
Queries provide a mechanism to return information about the processing of a sequence of Vulkan commands. Query operations are asynchronous, and as such, their results are not returned immediately. Instead, their results, and their availability status, are stored in a Query Pool. The state of these queries can be read back on the host, or copied to a buffer object on the device.
The supported query types are Occlusion Queries, Pipeline Statistics Queries, and Timestamp Queries.
16.1. Query Pools
Queries are managed using query pool objects. Each query pool is a collection of a specific number of queries of a particular type.
Query pools are represented by VkQueryPool
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkQueryPool)
To create a query pool, call:
VkResult vkCreateQueryPool(
VkDevice device,
const VkQueryPoolCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkQueryPool* pQueryPool);
-
device
is the logical device that creates the query pool. -
pCreateInfo
is a pointer to an instance of theVkQueryPoolCreateInfo
structure containing the number and type of queries to be managed by the pool. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter. -
pQueryPool
is a pointer to aVkQueryPool
handle in which the resulting query pool object is returned.
The VkQueryPoolCreateInfo
structure is defined as:
typedef struct VkQueryPoolCreateInfo {
VkStructureType sType;
const void* pNext;
VkQueryPoolCreateFlags flags;
VkQueryType queryType;
uint32_t queryCount;
VkQueryPipelineStatisticFlags pipelineStatistics;
} VkQueryPoolCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
queryType
is a VkQueryType value specifying the type of queries managed by the pool. -
queryCount
is the number of queries managed by the pool. -
pipelineStatistics
is a bitmask of VkQueryPipelineStatisticFlagBits specifying which counters will be returned in queries on the new pool, as described below in Pipeline Statistics Queries.
pipelineStatistics
is ignored if queryType
is not
VK_QUERY_TYPE_PIPELINE_STATISTICS
.
To destroy a query pool, call:
void vkDestroyQueryPool(
VkDevice device,
VkQueryPool queryPool,
const VkAllocationCallbacks* pAllocator);
-
device
is the logical device that destroys the query pool. -
queryPool
is the query pool to destroy. -
pAllocator
controls host memory allocation as described in the Memory Allocation chapter.
Possible values of VkQueryPoolCreateInfo::queryType
, specifying
the type of queries managed by the pool, are:
typedef enum VkQueryType {
VK_QUERY_TYPE_OCCLUSION = 0,
VK_QUERY_TYPE_PIPELINE_STATISTICS = 1,
VK_QUERY_TYPE_TIMESTAMP = 2,
} VkQueryType;
-
VK_QUERY_TYPE_OCCLUSION
specifies an occlusion query. -
VK_QUERY_TYPE_PIPELINE_STATISTICS
specifies a pipeline statistics query. -
VK_QUERY_TYPE_TIMESTAMP
specifies a timestamp query.
16.2. Query Operation
The operation of queries is controlled by the commands vkCmdBeginQuery, vkCmdEndQuery, vkCmdResetQueryPool, vkCmdCopyQueryPoolResults, and vkCmdWriteTimestamp.
In order for a VkCommandBuffer
to record query management commands,
the queue family for which its VkCommandPool
was created must support
the appropriate type of operations (graphics, compute) suitable for the
query type of a given query pool.
Each query in a query pool has a status that is either unavailable or available, and also has state to store the numerical results of a query operation of the type requested when the query pool was created. Resetting a query via vkCmdResetQueryPool sets the status to unavailable and makes the numerical results undefined. Performing a query operation with vkCmdBeginQuery and vkCmdEndQuery changes the status to available when the query finishes, and updates the numerical results. Both the availability status and numerical results are retrieved by calling either vkGetQueryPoolResults or vkCmdCopyQueryPoolResults.
Query commands, for the same query and submitted to the same queue, execute
in their entirety in submission order,
relative to each other.
In effect there is an implicit execution dependency from each such query
command to all query command previously submitted to the same queue.
There is one significant exception to this; if the flags
parameter of
vkCmdCopyQueryPoolResults does not include
VK_QUERY_RESULT_WAIT_BIT
, execution of vkCmdCopyQueryPoolResults
may happen-before the results of vkCmdEndQuery are available.
After query pool creation, each query is in an undefined state and must be reset prior to use. Queries must also be reset between uses. Using a query that has not been reset will result in undefined behavior.
To reset a range of queries in a query pool, call:
void vkCmdResetQueryPool(
VkCommandBuffer commandBuffer,
VkQueryPool queryPool,
uint32_t firstQuery,
uint32_t queryCount);
-
commandBuffer
is the command buffer into which this command will be recorded. -
queryPool
is the handle of the query pool managing the queries being reset. -
firstQuery
is the initial query index to reset. -
queryCount
is the number of queries to reset.
When executed on a queue, this command sets the status of query indices
[firstQuery
, firstQuery
+ queryCount
- 1] to
unavailable.
Once queries are reset and ready for use, query commands can be issued to a command buffer. Occlusion queries and pipeline statistics queries count events - drawn samples and pipeline stage invocations, respectively - resulting from commands that are recorded between a vkCmdBeginQuery command and a vkCmdEndQuery command within a specified command buffer, effectively scoping a set of drawing and/or compute commands. Timestamp queries write timestamps to a query pool.
A query must begin and end in the same command buffer, although if it is a
primary command buffer, and the
inherited queries feature is enabled,
it can execute secondary command buffers during the query operation.
For a secondary command buffer to be executed while a query is active, it
must set the occlusionQueryEnable
, queryFlags
, and/or
pipelineStatistics
members of VkCommandBufferInheritanceInfo to
conservative values, as described in the Command
Buffer Recording section.
A query must either begin and end inside the same subpass of a render pass
instance, or must both begin and end outside of a render pass instance
(i.e. contain entire render pass instances).
To begin a query, call:
void vkCmdBeginQuery(
VkCommandBuffer commandBuffer,
VkQueryPool queryPool,
uint32_t query,
VkQueryControlFlags flags);
-
commandBuffer
is the command buffer into which this command will be recorded. -
queryPool
is the query pool that will manage the results of the query. -
query
is the query index within the query pool that will contain the results. -
flags
is a bitmask of VkQueryControlFlagBits specifying constraints on the types of queries that can be performed.
If the queryType
of the pool is VK_QUERY_TYPE_OCCLUSION
and
flags
contains VK_QUERY_CONTROL_PRECISE_BIT
, an implementation
must return a result that matches the actual number of samples passed.
This is described in more detail in Occlusion Queries.
After beginning a query, that query is considered active within the command buffer it was called in until that same query is ended. Queries active in a primary command buffer when secondary command buffers are executed are considered active for those secondary command buffers.
Bits which can be set in vkCmdBeginQuery::flags
, specifying
constraints on the types of queries that can be performed, are:
typedef enum VkQueryControlFlagBits {
VK_QUERY_CONTROL_PRECISE_BIT = 0x00000001,
} VkQueryControlFlagBits;
-
VK_QUERY_CONTROL_PRECISE_BIT
specifies the precision of occlusion queries.
To end a query after the set of desired draw or dispatch commands is executed, call:
void vkCmdEndQuery(
VkCommandBuffer commandBuffer,
VkQueryPool queryPool,
uint32_t query);
-
commandBuffer
is the command buffer into which this command will be recorded. -
queryPool
is the query pool that is managing the results of the query. -
query
is the query index within the query pool where the result is stored.
As queries operate asynchronously, ending a query does not immediately set the query’s status to available. A query is considered finished when the final results of the query are ready to be retrieved by vkGetQueryPoolResults and vkCmdCopyQueryPoolResults, and this is when the query’s status is set to available.
Once a query is ended the query must finish in finite time, unless the state of the query is changed using other commands, e.g. by issuing a reset of the query.
An application can retrieve results either by requesting they be written
into application-provided memory, or by requesting they be copied into a
VkBuffer
.
In either case, the layout in memory is defined as follows:
-
The first query’s result is written starting at the first byte requested by the command, and each subsequent query’s result begins
stride
bytes later. -
Each query’s result is a tightly packed array of unsigned integers, either 32- or 64-bits as requested by the command, storing the numerical results and, if requested, the availability status.
-
If
VK_QUERY_RESULT_WITH_AVAILABILITY_BIT
is used, the final element of each query’s result is an integer indicating whether the query’s result is available, with any non-zero value indicating that it is available. -
Occlusion queries write one integer value - the number of samples passed. Pipeline statistics queries write one integer value for each bit that is enabled in the
pipelineStatistics
when the pool is created, and the statistics values are written in bit order starting from the least significant bit. Timestamps write one integer value. -
If more than one query is retrieved and
stride
is not at least as large as the size of the array of integers corresponding to a single query, the values written to memory are undefined.
To retrieve status and results for a set of queries, call:
VkResult vkGetQueryPoolResults(
VkDevice device,
VkQueryPool queryPool,
uint32_t firstQuery,
uint32_t queryCount,
size_t dataSize,
void* pData,
VkDeviceSize stride,
VkQueryResultFlags flags);
-
device
is the logical device that owns the query pool. -
queryPool
is the query pool managing the queries containing the desired results. -
firstQuery
is the initial query index. -
queryCount
is the number of queries.firstQuery
andqueryCount
together define a range of queries. For pipeline statistics queries, each query index in the pool contains one integer value for each bit that is enabled in VkQueryPoolCreateInfo::pipelineStatistics
when the pool is created. -
dataSize
is the size in bytes of the buffer pointed to bypData
. -
pData
is a pointer to a user-allocated buffer where the results will be written -
stride
is the stride in bytes between results for individual queries withinpData
. -
flags
is a bitmask of VkQueryResultFlagBits specifying how and when results are returned.
If no bits are set in flags
, and all requested queries are in the
available state, results are written as an array of 32-bit unsigned integer
values.
The behavior when not all queries are available, is described
below.
If VK_QUERY_RESULT_64_BIT
is not set and the result overflows a 32-bit
value, the value may either wrap or saturate.
Similarly, if VK_QUERY_RESULT_64_BIT
is set and the result overflows a
64-bit value, the value may either wrap or saturate.
If VK_QUERY_RESULT_WAIT_BIT
is set, Vulkan will wait for each query to
be in the available state before retrieving the numerical results for that
query.
In this case, vkGetQueryPoolResults
is guaranteed to succeed and
return VK_SUCCESS
if the queries become available in a finite time
(i.e. if they have been issued and not reset).
If queries will never finish (e.g. due to being reset but not issued), then
vkGetQueryPoolResults
may not return in finite time.
If VK_QUERY_RESULT_WAIT_BIT
and VK_QUERY_RESULT_PARTIAL_BIT
are
both not set then no result values are written to pData
for queries
that are in the unavailable state at the time of the call, and
vkGetQueryPoolResults
returns VK_NOT_READY
.
However, availability state is still written to pData
for those
queries if VK_QUERY_RESULT_WITH_AVAILABILITY_BIT
is set.
Note
Applications must take care to ensure that use of the
For example, if a query has been used previously and a command buffer
records the commands The above also applies when |
Note
Applications can double-buffer query pool usage, with a pool per frame, and reset queries at the end of the frame in which they are read. |
If VK_QUERY_RESULT_PARTIAL_BIT
is set, VK_QUERY_RESULT_WAIT_BIT
is not set, and the query’s status is unavailable, an intermediate result
value between zero and the final result value is written to pData
for
that query.
VK_QUERY_RESULT_PARTIAL_BIT
must not be used if the pool’s
queryType
is VK_QUERY_TYPE_TIMESTAMP
.
If VK_QUERY_RESULT_WITH_AVAILABILITY_BIT
is set, the final integer
value written for each query is non-zero if the query’s status was available
or zero if the status was unavailable.
When VK_QUERY_RESULT_WITH_AVAILABILITY_BIT
is used, implementations
must guarantee that if they return a non-zero availability value then the
numerical results must be valid, assuming the results are not reset by a
subsequent command.
Note
Satisfying this guarantee may require careful ordering by the application, e.g. to read the availability status before reading the results. |
Bits which can be set in vkGetQueryPoolResults::flags
and
vkCmdCopyQueryPoolResults::flags
, specifying how and when
results are returned, are:
typedef enum VkQueryResultFlagBits {
VK_QUERY_RESULT_64_BIT = 0x00000001,
VK_QUERY_RESULT_WAIT_BIT = 0x00000002,
VK_QUERY_RESULT_WITH_AVAILABILITY_BIT = 0x00000004,
VK_QUERY_RESULT_PARTIAL_BIT = 0x00000008,
} VkQueryResultFlagBits;
-
VK_QUERY_RESULT_64_BIT
specifies the results will be written as an array of 64-bit unsigned integer values. If this bit is not set, the results will be written as an array of 32-bit unsigned integer values. -
VK_QUERY_RESULT_WAIT_BIT
specifies that Vulkan will wait for each query’s status to become available before retrieving its results. -
VK_QUERY_RESULT_WITH_AVAILABILITY_BIT
specifies that the availability status accompanies the results. -
VK_QUERY_RESULT_PARTIAL_BIT
specifies that returning partial results is acceptable.
To copy query statuses and numerical results directly to buffer memory, call:
void vkCmdCopyQueryPoolResults(
VkCommandBuffer commandBuffer,
VkQueryPool queryPool,
uint32_t firstQuery,
uint32_t queryCount,
VkBuffer dstBuffer,
VkDeviceSize dstOffset,
VkDeviceSize stride,
VkQueryResultFlags flags);
-
commandBuffer
is the command buffer into which this command will be recorded. -
queryPool
is the query pool managing the queries containing the desired results. -
firstQuery
is the initial query index. -
queryCount
is the number of queries.firstQuery
andqueryCount
together define a range of queries. -
dstBuffer
is aVkBuffer
object that will receive the results of the copy command. -
dstOffset
is an offset intodstBuffer
. -
stride
is the stride in bytes between results for individual queries withindstBuffer
. The required size of the backing memory fordstBuffer
is determined as described above for vkGetQueryPoolResults. -
flags
is a bitmask of VkQueryResultFlagBits specifying how and when results are returned.
vkCmdCopyQueryPoolResults
is guaranteed to see the effect of previous
uses of vkCmdResetQueryPool
in the same queue, without any additional
synchronization.
Thus, the results will always reflect the most recent use of the query.
flags
has the same possible values described above for the flags
parameter of vkGetQueryPoolResults, but the different style of
execution causes some subtle behavioral differences.
Because vkCmdCopyQueryPoolResults
executes in order with respect to
other query commands, there is less ambiguity about which use of a query is
being requested.
If no bits are set in flags
, results for all requested queries in the
available state are written as 32-bit unsigned integer values, and nothing
is written for queries in the unavailable state.
If VK_QUERY_RESULT_64_BIT
is set, the results are written as an array
of 64-bit unsigned integer values as described for
vkGetQueryPoolResults.
If VK_QUERY_RESULT_WAIT_BIT
is set, the implementation will wait for
each query’s status to be in the available state before retrieving the
numerical results for that query.
This is guaranteed to reflect the most recent use of the query on the same
queue, assuming that the query is not being simultaneously used by other
queues.
If the query does not become available in a finite amount of time (e.g. due
to not issuing a query since the last reset), a VK_ERROR_DEVICE_LOST
error may occur.
Similarly, if VK_QUERY_RESULT_WITH_AVAILABILITY_BIT
is set and
VK_QUERY_RESULT_WAIT_BIT
is not set, the availability is guaranteed to
reflect the most recent use of the query on the same queue, assuming that
the query is not being simultaneously used by other queues.
As with vkGetQueryPoolResults
, implementations must guarantee that if
they return a non-zero availability value, then the numerical results are
valid.
If VK_QUERY_RESULT_PARTIAL_BIT
is set, VK_QUERY_RESULT_WAIT_BIT
is not set, and the query’s status is unavailable, an intermediate result
value between zero and the final result value is written for that query.
VK_QUERY_RESULT_PARTIAL_BIT
must not be used if the pool’s
queryType
is VK_QUERY_TYPE_TIMESTAMP
.
vkCmdCopyQueryPoolResults
is considered to be a transfer operation,
and its writes to buffer memory must be synchronized using
VK_PIPELINE_STAGE_TRANSFER_BIT
and VK_ACCESS_TRANSFER_WRITE_BIT
before using the results.
Rendering operations such as clears, MSAA resolves, attachment load/store operations, and blits may count towards the results of queries. This behavior is implementation-dependent and may vary depending on the path used within an implementation. For example, some implementations have several types of clears, some of which may include vertices and some not.
16.3. Occlusion Queries
Occlusion queries track the number of samples that pass the per-fragment
tests for a set of drawing commands.
As such, occlusion queries are only available on queue families supporting
graphics operations.
The application can then use these results to inform future rendering
decisions.
An occlusion query is begun and ended by calling vkCmdBeginQuery
and
vkCmdEndQuery
, respectively.
When an occlusion query begins, the count of passing samples always starts
at zero.
For each drawing command, the count is incremented as described in
Sample Counting.
If flags
does not contain VK_QUERY_CONTROL_PRECISE_BIT
an
implementation may generate any non-zero result value for the query if the
count of passing samples is non-zero.
Note
Not setting |
When an occlusion query finishes, the result for that query is marked as
available.
The application can then either copy the result to a buffer (via
vkCmdCopyQueryPoolResults
) or request it be put into host memory (via
vkGetQueryPoolResults
).
Note
If occluding geometry is not drawn first, samples can pass the depth test, but still not be visible in a final image. |
16.4. Pipeline Statistics Queries
Pipeline statistics queries allow the application to sample a specified set
of VkPipeline
counters.
These counters are accumulated by Vulkan for a set of either draw or
dispatch commands while a pipeline statistics query is active.
As such, pipeline statistics queries are available on queue families
supporting either graphics or compute operations.
Further, the availability of pipeline statistics queries is indicated by the
pipelineStatisticsQuery
member of the VkPhysicalDeviceFeatures
object (see vkGetPhysicalDeviceFeatures
and vkCreateDevice
for
detecting and requesting this query type on a VkDevice
).
A pipeline statistics query is begun and ended by calling
vkCmdBeginQuery
and vkCmdEndQuery
, respectively.
When a pipeline statistics query begins, all statistics counters are set to
zero.
While the query is active, the pipeline type determines which set of
statistics are available, but these must be configured on the query pool
when it is created.
If a statistic counter is issued on a command buffer that does not support
the corresponding operation, that counter is undefined after the query has
finished.
At least one statistic counter relevant to the operations supported on the
recording command buffer must be enabled.
Bits which can be set to individually enable pipeline statistics counters
for query pools with VkQueryPoolCreateInfo::pipelineStatistics
,
and for secondary command buffers with
VkCommandBufferInheritanceInfo::pipelineStatistics
, are:
typedef enum VkQueryPipelineStatisticFlagBits {
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT = 0x00000001,
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT = 0x00000002,
VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT = 0x00000004,
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_INVOCATIONS_BIT = 0x00000008,
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT = 0x00000010,
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_INVOCATIONS_BIT = 0x00000020,
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT = 0x00000040,
VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT = 0x00000080,
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_CONTROL_SHADER_PATCHES_BIT = 0x00000100,
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT = 0x00000200,
VK_QUERY_PIPELINE_STATISTIC_COMPUTE_SHADER_INVOCATIONS_BIT = 0x00000400,
} VkQueryPipelineStatisticFlagBits;
-
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT
specifies that queries managed by the pool will count the number of vertices processed by the input assembly stage. Vertices corresponding to incomplete primitives may contribute to the count. -
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT
specifies that queries managed by the pool will count the number of primitives processed by the input assembly stage. If primitive restart is enabled, restarting the primitive topology has no effect on the count. Incomplete primitives may be counted. -
VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of vertex shader invocations. This counter’s value is incremented each time a vertex shader is invoked. -
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of geometry shader invocations. This counter’s value is incremented each time a geometry shader is invoked. In the case of instanced geometry shaders, the geometry shader invocations count is incremented for each separate instanced invocation. -
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT
specifies that queries managed by the pool will count the number of primitives generated by geometry shader invocations. The counter’s value is incremented each time the geometry shader emits a primitive. Restarting primitive topology using the SPIR-V instructionsOpEndPrimitive
orOpEndStreamPrimitive
has no effect on the geometry shader output primitives count. -
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of primitives processed by the Primitive Clipping stage of the pipeline. The counter’s value is incremented each time a primitive reaches the primitive clipping stage. -
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT
specifies that queries managed by the pool will count the number of primitives output by the Primitive Clipping stage of the pipeline. The counter’s value is incremented each time a primitive passes the primitive clipping stage. The actual number of primitives output by the primitive clipping stage for a particular input primitive is implementation-dependent but must satisfy the following conditions:-
If at least one vertex of the input primitive lies inside the clipping volume, the counter is incremented by one or more.
-
Otherwise, the counter is incremented by zero or more.
-
-
VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of fragment shader invocations. The counter’s value is incremented each time the fragment shader is invoked. -
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_CONTROL_SHADER_PATCHES_BIT
specifies that queries managed by the pool will count the number of patches processed by the tessellation control shader. The counter’s value is incremented once for each patch for which a tessellation control shader is invoked. -
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of invocations of the tessellation evaluation shader. The counter’s value is incremented each time the tessellation evaluation shader is invoked. -
VK_QUERY_PIPELINE_STATISTIC_COMPUTE_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of compute shader invocations. The counter’s value is incremented every time the compute shader is invoked. Implementations may skip the execution of certain compute shader invocations or execute additional compute shader invocations for implementation-dependent reasons as long as the results of rendering otherwise remain unchanged.
These values are intended to measure relative statistics on one implementation. Various device architectures will count these values differently. Any or all counters may be affected by the issues described in Query Operation.
Note
For example, tile-based rendering devices may need to replay the scene multiple times, affecting some of the counts. |
If a pipeline has rasterizerDiscardEnable
enabled, implementations
may discard primitives after the final vertex processing stage.
As a result, if rasterizerDiscardEnable
is enabled, the clipping input
and output primitives counters may not be incremented.
When a pipeline statistics query finishes, the result for that query is
marked as available.
The application can copy the result to a buffer (via
vkCmdCopyQueryPoolResults
), or request it be put into host memory (via
vkGetQueryPoolResults
).
16.5. Timestamp Queries
Timestamps provide applications with a mechanism for timing the execution
of commands.
A timestamp is an integer value generated by the VkPhysicalDevice
.
Unlike other queries, timestamps do not operate over a range, and so do not
use vkCmdBeginQuery or vkCmdEndQuery.
The mechanism is built around a set of commands that allow the application
to tell the VkPhysicalDevice
to write timestamp values to a
query pool and then either read timestamp values on the
host (using vkGetQueryPoolResults) or copy timestamp values to a
VkBuffer
(using vkCmdCopyQueryPoolResults).
The application can then compute differences between timestamps to
determine execution time.
The number of valid bits in a timestamp value is determined by the
VkQueueFamilyProperties
::timestampValidBits
property of the
queue on which the timestamp is written.
Timestamps are supported on any queue which reports a non-zero value for
timestampValidBits
via vkGetPhysicalDeviceQueueFamilyProperties.
If the timestampComputeAndGraphics
limit is VK_TRUE
, timestamps are
supported by every queue family that supports either graphics or compute
operations (see VkQueueFamilyProperties).
The number of nanoseconds it takes for a timestamp value to be incremented
by 1 can be obtained from
VkPhysicalDeviceLimits
::timestampPeriod
after a call to
vkGetPhysicalDeviceProperties
.
To request a timestamp, call:
void vkCmdWriteTimestamp(
VkCommandBuffer commandBuffer,
VkPipelineStageFlagBits pipelineStage,
VkQueryPool queryPool,
uint32_t query);
-
commandBuffer
is the command buffer into which the command will be recorded. -
pipelineStage
is one of the VkPipelineStageFlagBits, specifying a stage of the pipeline. -
queryPool
is the query pool that will manage the timestamp. -
query
is the query within the query pool that will contain the timestamp.
vkCmdWriteTimestamp
latches the value of the timer when all previous
commands have completed executing as far as the specified pipeline stage,
and writes the timestamp value to memory.
When the timestamp value is written, the availability status of the query is
set to available.
Note
If an implementation is unable to detect completion and latch the timer at any specific stage of the pipeline, it may instead do so at any logically later stage. |
vkCmdCopyQueryPoolResults can then be called to copy the timestamp value from the query pool into buffer memory, with ordering and synchronization behavior equivalent to how other queries operate. Timestamp values can also be retrieved from the query pool using vkGetQueryPoolResults. As with other queries, the query must be reset using vkCmdResetQueryPool before requesting the timestamp value be written to it.
While vkCmdWriteTimestamp
can be called inside or outside of a render
pass instance, vkCmdCopyQueryPoolResults must only be called outside
of a render pass instance.
Timestamps may only be meaningfully compared if they are written by commands submitted to the same queue.
Note
An example of such a comparison is determining the execution time of a sequence of commands. |
17. Clear Commands
17.1. Clearing Images Outside A Render Pass Instance
Color and depth/stencil images can be cleared outside a render pass instance using vkCmdClearColorImage or vkCmdClearDepthStencilImage, respectively. These commands are only allowed outside of a render pass instance.
To clear one or more subranges of a color image, call:
void vkCmdClearColorImage(
VkCommandBuffer commandBuffer,
VkImage image,
VkImageLayout imageLayout,
const VkClearColorValue* pColor,
uint32_t rangeCount,
const VkImageSubresourceRange* pRanges);
-
commandBuffer
is the command buffer into which the command will be recorded. -
image
is the image to be cleared. -
imageLayout
specifies the current layout of the image subresource ranges to be cleared, and must beVK_IMAGE_LAYOUT_GENERAL
orVK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
. -
pColor
is a pointer to a VkClearColorValue structure that contains the values the image subresource ranges will be cleared to (see Clear Values below). -
rangeCount
is the number of image subresource range structures inpRanges
. -
pRanges
points to an array of VkImageSubresourceRange structures that describe a range of mipmap levels, array layers, and aspects to be cleared, as described in Image Views. TheaspectMask
of all image subresource ranges must only includeVK_IMAGE_ASPECT_COLOR_BIT
.
Each specified range in pRanges
is cleared to the value specified by
pColor
.
To clear one or more subranges of a depth/stencil image, call:
void vkCmdClearDepthStencilImage(
VkCommandBuffer commandBuffer,
VkImage image,
VkImageLayout imageLayout,
const VkClearDepthStencilValue* pDepthStencil,
uint32_t rangeCount,
const VkImageSubresourceRange* pRanges);
-
commandBuffer
is the command buffer into which the command will be recorded. -
image
is the image to be cleared. -
imageLayout
specifies the current layout of the image subresource ranges to be cleared, and must beVK_IMAGE_LAYOUT_GENERAL
orVK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
. -
pDepthStencil
is a pointer to a VkClearDepthStencilValue structure that contains the values the depth and stencil image subresource ranges will be cleared to (see Clear Values below). -
rangeCount
is the number of image subresource range structures inpRanges
. -
pRanges
points to an array of VkImageSubresourceRange structures that describe a range of mipmap levels, array layers, and aspects to be cleared, as described in Image Views. TheaspectMask
of each image subresource range inpRanges
can includeVK_IMAGE_ASPECT_DEPTH_BIT
if the image format has a depth component, andVK_IMAGE_ASPECT_STENCIL_BIT
if the image format has a stencil component.pDepthStencil
is a pointer to aVkClearDepthStencilValue
structure that contains the values the image subresource ranges will be cleared to (see Clear Values below).
Clears outside render pass instances are treated as transfer operations for the purposes of memory barriers.
17.2. Clearing Images Inside A Render Pass Instance
To clear one or more regions of color and depth/stencil attachments inside a render pass instance, call:
void vkCmdClearAttachments(
VkCommandBuffer commandBuffer,
uint32_t attachmentCount,
const VkClearAttachment* pAttachments,
uint32_t rectCount,
const VkClearRect* pRects);
-
commandBuffer
is the command buffer into which the command will be recorded. -
attachmentCount
is the number of entries in thepAttachments
array. -
pAttachments
is a pointer to an array of VkClearAttachment structures defining the attachments to clear and the clear values to use. -
rectCount
is the number of entries in thepRects
array. -
pRects
points to an array of VkClearRect structures defining regions within each selected attachment to clear.
vkCmdClearAttachments
can clear multiple regions of each attachment
used in the current subpass of a render pass instance.
This command must be called only inside a render pass instance, and
implicitly selects the images to clear based on the current framebuffer
attachments and the command parameters.
The VkClearRect
structure is defined as:
typedef struct VkClearRect {
VkRect2D rect;
uint32_t baseArrayLayer;
uint32_t layerCount;
} VkClearRect;
-
rect
is the two-dimensional region to be cleared. -
baseArrayLayer
is the first layer to be cleared. -
layerCount
is the number of layers to clear.
The layers [baseArrayLayer
, baseArrayLayer
+
layerCount
) counting from the base layer of the attachment image view
are cleared.
The VkClearAttachment
structure is defined as:
typedef struct VkClearAttachment {
VkImageAspectFlags aspectMask;
uint32_t colorAttachment;
VkClearValue clearValue;
} VkClearAttachment;
-
aspectMask
is a mask selecting the color, depth and/or stencil aspects of the attachment to be cleared.aspectMask
can includeVK_IMAGE_ASPECT_COLOR_BIT
for color attachments,VK_IMAGE_ASPECT_DEPTH_BIT
for depth/stencil attachments with a depth component, andVK_IMAGE_ASPECT_STENCIL_BIT
for depth/stencil attachments with a stencil component. If the subpass’s depth/stencil attachment isVK_ATTACHMENT_UNUSED
, then the clear has no effect. -
colorAttachment
is only meaningful ifVK_IMAGE_ASPECT_COLOR_BIT
is set inaspectMask
, in which case it is an index to thepColorAttachments
array in the VkSubpassDescription structure of the current subpass which selects the color attachment to clear. IfcolorAttachment
isVK_ATTACHMENT_UNUSED
then the clear has no effect. -
clearValue
is the color or depth/stencil value to clear the attachment to, as described in Clear Values below.
No memory barriers are needed between vkCmdClearAttachments
and
preceding or subsequent draw or attachment clear commands in the same
subpass.
The vkCmdClearAttachments
command is not affected by the bound
pipeline state.
Attachments can also be cleared at the beginning of a render pass instance
by setting loadOp
(or stencilLoadOp
) of
VkAttachmentDescription to VK_ATTACHMENT_LOAD_OP_CLEAR
, as
described for vkCreateRenderPass.
17.3. Clear Values
The VkClearColorValue
structure is defined as:
typedef union VkClearColorValue {
float float32[4];
int32_t int32[4];
uint32_t uint32[4];
} VkClearColorValue;
-
float32
are the color clear values when the format of the image or attachment is one of the formats in the Interpretation of Numeric Format table other than signed integer (SINT
) or unsigned integer (UINT
). Floating point values are automatically converted to the format of the image, with the clear value being treated as linear if the image is sRGB. -
int32
are the color clear values when the format of the image or attachment is signed integer (SINT
). Signed integer values are converted to the format of the image by casting to the smaller type (with negative 32-bit values mapping to negative values in the smaller type). If the integer clear value is not representable in the target type (e.g. would overflow in conversion to that type), the clear value is undefined. -
uint32
are the color clear values when the format of the image or attachment is unsigned integer (UINT
). Unsigned integer values are converted to the format of the image by casting to the integer type with fewer bits.
The four array elements of the clear color map to R, G, B, and A components of image formats, in order.
If the image has more than one sample, the same value is written to all samples for any pixels being cleared.
The VkClearDepthStencilValue
structure is defined as:
typedef struct VkClearDepthStencilValue {
float depth;
uint32_t stencil;
} VkClearDepthStencilValue;
-
depth
is the clear value for the depth aspect of the depth/stencil attachment. It is a floating-point value which is automatically converted to the attachment’s format. -
stencil
is the clear value for the stencil aspect of the depth/stencil attachment. It is a 32-bit integer value which is converted to the attachment’s format by taking the appropriate number of LSBs.
The VkClearValue
union is defined as:
typedef union VkClearValue {
VkClearColorValue color;
VkClearDepthStencilValue depthStencil;
} VkClearValue;
-
color
specifies the color image clear values to use when clearing a color image or attachment. -
depthStencil
specifies the depth and stencil clear values to use when clearing a depth/stencil image or attachment.
This union is used where part of the API requires either color or depth/stencil clear values, depending on the attachment, and defines the initial clear values in the VkRenderPassBeginInfo structure.
17.4. Filling Buffers
To clear buffer data, call:
void vkCmdFillBuffer(
VkCommandBuffer commandBuffer,
VkBuffer dstBuffer,
VkDeviceSize dstOffset,
VkDeviceSize size,
uint32_t data);
-
commandBuffer
is the command buffer into which the command will be recorded. -
dstBuffer
is the buffer to be filled. -
dstOffset
is the byte offset into the buffer at which to start filling, and must be a multiple of 4. -
size
is the number of bytes to fill, and must be either a multiple of 4, orVK_WHOLE_SIZE
to fill the range fromoffset
to the end of the buffer. IfVK_WHOLE_SIZE
is used and the remaining size of the buffer is not a multiple of 4, then the nearest smaller multiple is used. -
data
is the 4-byte word written repeatedly to the buffer to fillsize
bytes of data. The data word is written to memory according to the host endianness.
vkCmdFillBuffer
is treated as “transfer” operation for the purposes
of synchronization barriers.
The VK_BUFFER_USAGE_TRANSFER_DST_BIT
must be specified in usage
of VkBufferCreateInfo
in order for the buffer to be compatible with
vkCmdFillBuffer
.
17.5. Updating Buffers
To update buffer data inline in a command buffer, call:
void vkCmdUpdateBuffer(
VkCommandBuffer commandBuffer,
VkBuffer dstBuffer,
VkDeviceSize dstOffset,
VkDeviceSize dataSize,
const void* pData);
-
commandBuffer
is the command buffer into which the command will be recorded. -
dstBuffer
is a handle to the buffer to be updated. -
dstOffset
is the byte offset into the buffer to start updating, and must be a multiple of 4. -
dataSize
is the number of bytes to update, and must be a multiple of 4. -
pData
is a pointer to the source data for the buffer update, and must be at leastdataSize
bytes in size.
dataSize
must be less than or equal to 65536 bytes.
For larger updates, applications can use buffer to buffer
copies.
Note
Buffer updates performed with The additional cost of this functionality compared to buffer to buffer copies means it is only recommended for very small amounts of data, and is why it is limited to only 65536 bytes. Applications can work around this by issuing multiple
|
The source data is copied from the user pointer to the command buffer when the command is called.
vkCmdUpdateBuffer
is only allowed outside of a render pass.
This command is treated as “transfer” operation, for the purposes of
synchronization barriers.
The VK_BUFFER_USAGE_TRANSFER_DST_BIT
must be specified in usage
of VkBufferCreateInfo in order for the buffer to be compatible with
vkCmdUpdateBuffer
.
Note
The |
18. Copy Commands
An application can copy buffer and image data using several methods
depending on the type of data transfer.
Data can be copied between buffer objects with vkCmdCopyBuffer
and a
portion of an image can be copied to another image with
vkCmdCopyImage
.
Image data can also be copied to and from buffer memory using
vkCmdCopyImageToBuffer
and vkCmdCopyBufferToImage
.
Image data can be blitted (with or without scaling and filtering) with
vkCmdBlitImage
.
Multisampled images can be resolved to a non-multisampled image with
vkCmdResolveImage
.
18.1. Common Operation
Some rules for valid operation are common to all copy commands:
-
Copy commands must be recorded outside of a render pass instance.
-
For non-sparse resources, the union of the source regions in a given buffer or image must not overlap the union of the destination regions in the same buffer or image.
-
For sparse resources, the set of bytes used by all the source regions must not intersect the set of bytes used by all the destination regions.
-
Copy regions must be non-empty.
-
Regions must not extend outside the bounds of the buffer or image level, except that regions of compressed images can extend as far as the dimension of the image level rounded up to a complete compressed texel block.
-
Source image subresources must be in either the
VK_IMAGE_LAYOUT_GENERAL
orVK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
layout. Destination image subresources must be in theVK_IMAGE_LAYOUT_GENERAL
orVK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
layout. As a consequence, if an image subresource is used as both source and destination of a copy, it must be in theVK_IMAGE_LAYOUT_GENERAL
layout. -
Source images must have been created with the
VK_IMAGE_USAGE_TRANSFER_SRC_BIT
usage bit enabled and destination images must have been created with theVK_IMAGE_USAGE_TRANSFER_DST_BIT
usage bit enabled. -
Source buffers must have been created with the
VK_BUFFER_USAGE_TRANSFER_SRC_BIT
usage bit enabled and destination buffers must have been created with theVK_BUFFER_USAGE_TRANSFER_DST_BIT
usage bit enabled.
All copy commands are treated as “transfer” operations for the purposes of synchronization barriers.
18.2. Copying Data Between Buffers
To copy data between buffer objects, call:
void vkCmdCopyBuffer(
VkCommandBuffer commandBuffer,
VkBuffer srcBuffer,
VkBuffer dstBuffer,
uint32_t regionCount,
const VkBufferCopy* pRegions);
-
commandBuffer
is the command buffer into which the command will be recorded. -
srcBuffer
is the source buffer. -
dstBuffer
is the destination buffer. -
regionCount
is the number of regions to copy. -
pRegions
is a pointer to an array of VkBufferCopy structures specifying the regions to copy.
Each region in pRegions
is copied from the source buffer to the same
region of the destination buffer.
srcBuffer
and dstBuffer
can be the same buffer or alias the
same memory, but the result is undefined if the copy regions overlap in
memory.
The VkBufferCopy
structure is defined as:
typedef struct VkBufferCopy {
VkDeviceSize srcOffset;
VkDeviceSize dstOffset;
VkDeviceSize size;
} VkBufferCopy;
-
srcOffset
is the starting offset in bytes from the start ofsrcBuffer
. -
dstOffset
is the starting offset in bytes from the start ofdstBuffer
. -
size
is the number of bytes to copy.
18.3. Copying Data Between Images
vkCmdCopyImage
performs image copies in a similar manner to a host
memcpy.
It does not perform general-purpose conversions such as scaling, resizing,
blending, color-space conversion, or format conversions.
Rather, it simply copies raw image data.
vkCmdCopyImage
can copy between images with different formats,
provided the formats are compatible as defined below.
To copy data between image objects, call:
void vkCmdCopyImage(
VkCommandBuffer commandBuffer,
VkImage srcImage,
VkImageLayout srcImageLayout,
VkImage dstImage,
VkImageLayout dstImageLayout,
uint32_t regionCount,
const VkImageCopy* pRegions);
-
commandBuffer
is the command buffer into which the command will be recorded. -
srcImage
is the source image. -
srcImageLayout
is the current layout of the source image subresource. -
dstImage
is the destination image. -
dstImageLayout
is the current layout of the destination image subresource. -
regionCount
is the number of regions to copy. -
pRegions
is a pointer to an array of VkImageCopy structures specifying the regions to copy.
Each region in pRegions
is copied from the source image to the same
region of the destination image.
srcImage
and dstImage
can be the same image or alias the same
memory.
The formats of srcImage
and dstImage
must be compatible.
Formats are considered compatible if their element size is the same between
both formats.
For example, VK_FORMAT_R8G8B8A8_UNORM
is compatible with
VK_FORMAT_R32_UINT
because both texels are 4 bytes in size.
Depth/stencil formats must match exactly.
vkCmdCopyImage
allows copying between size-compatible compressed and
uncompressed internal formats.
Formats are size-compatible if the element size of the uncompressed format
is equal to the element size (compressed texel block size) of the compressed
format.
Such a copy does not perform on-the-fly compression or decompression.
When copying from an uncompressed format to a compressed format, each texel
of uncompressed data of the source image is copied as a raw value to the
corresponding compressed texel block of the destination image.
When copying from a compressed format to an uncompressed format, each
compressed texel block of the source image is copied as a raw value to the
corresponding texel of uncompressed data in the destination image.
Thus, for example, it is legal to copy between a 128-bit uncompressed format
and a compressed format which has a 128-bit sized compressed texel block
representing 4×4 texels (using 8 bits per texel), or between a 64-bit
uncompressed format and a compressed format which has a 64-bit sized
compressed texel block representing 4×4 texels (using 4 bits per
texel).
When copying between compressed and uncompressed formats the extent
members represent the texel dimensions of the source image and not the
destination.
When copying from a compressed image to an uncompressed image the image
texel dimensions written to the uncompressed image will be source extent
divided by the compressed texel block dimensions.
When copying from an uncompressed image to a compressed image the image
texel dimensions written to the compressed image will be the source extent
multiplied by the compressed texel block dimensions.
In both cases the number of bytes read and the number of bytes written will
be identical.
Copying to or from block-compressed images is typically done in multiples of
the compressed texel block size.
For this reason the extent
must be a multiple of the compressed texel
block dimension.
There is one exception to this rule which is required to handle compressed
images created with dimensions that are not a multiple of the compressed
texel block dimensions: if the srcImage
is compressed, then:
-
If
extent.width
is not a multiple of the compressed texel block width, then (extent.width
+srcOffset.x
) must equal the image subresource width. -
If
extent.height
is not a multiple of the compressed texel block height, then (extent.height
+srcOffset.y
) must equal the image subresource height. -
If
extent.depth
is not a multiple of the compressed texel block depth, then (extent.depth
+srcOffset.z
) must equal the image subresource depth.
Similarly, if the dstImage
is compressed, then:
-
If
extent.width
is not a multiple of the compressed texel block width, then (extent.width
+dstOffset.x
) must equal the image subresource width. -
If
extent.height
is not a multiple of the compressed texel block height, then (extent.height
+dstOffset.y
) must equal the image subresource height. -
If
extent.depth
is not a multiple of the compressed texel block depth, then (extent.depth
+dstOffset.z
) must equal the image subresource depth.
This allows the last compressed texel block of the image in each non-multiple dimension to be included as a source or destination of the copy.
vkCmdCopyImage
can be used to copy image data between multisample
images, but both images must have the same number of samples.
The VkImageCopy
structure is defined as:
typedef struct VkImageCopy {
VkImageSubresourceLayers srcSubresource;
VkOffset3D srcOffset;
VkImageSubresourceLayers dstSubresource;
VkOffset3D dstOffset;
VkExtent3D extent;
} VkImageCopy;
-
srcSubresource
anddstSubresource
are VkImageSubresourceLayers structures specifying the image subresources of the images used for the source and destination image data, respectively. -
srcOffset
anddstOffset
select the initial x, y, and z offsets in texels of the sub-regions of the source and destination image data. -
extent
is the size in texels of the source image to copy inwidth
,height
anddepth
.
Copies are done layer by layer starting with baseArrayLayer
member of
srcSubresource
for the source and dstSubresource
for the
destination.
layerCount
layers are copied to the destination image.
The VkImageSubresourceLayers
structure is defined as:
typedef struct VkImageSubresourceLayers {
VkImageAspectFlags aspectMask;
uint32_t mipLevel;
uint32_t baseArrayLayer;
uint32_t layerCount;
} VkImageSubresourceLayers;
-
aspectMask
is a combination of VkImageAspectFlagBits, selecting the color, depth and/or stencil aspects to be copied. -
mipLevel
is the mipmap level to copy from. -
baseArrayLayer
andlayerCount
are the starting layer and number of layers to copy.
18.4. Copying Data Between Buffers and Images
To copy data from a buffer object to an image object, call:
void vkCmdCopyBufferToImage(
VkCommandBuffer commandBuffer,
VkBuffer srcBuffer,
VkImage dstImage,
VkImageLayout dstImageLayout,
uint32_t regionCount,
const VkBufferImageCopy* pRegions);
-
commandBuffer
is the command buffer into which the command will be recorded. -
srcBuffer
is the source buffer. -
dstImage
is the destination image. -
dstImageLayout
is the layout of the destination image subresources for the copy. -
regionCount
is the number of regions to copy. -
pRegions
is a pointer to an array of VkBufferImageCopy structures specifying the regions to copy.
Each region in pRegions
is copied from the specified region of the
source buffer to the specified region of the destination image.
To copy data from an image object to a buffer object, call:
void vkCmdCopyImageToBuffer(
VkCommandBuffer commandBuffer,
VkImage srcImage,
VkImageLayout srcImageLayout,
VkBuffer dstBuffer,
uint32_t regionCount,
const VkBufferImageCopy* pRegions);
-
commandBuffer
is the command buffer into which the command will be recorded. -
srcImage
is the source image. -
srcImageLayout
is the layout of the source image subresources for the copy. -
dstBuffer
is the destination buffer. -
regionCount
is the number of regions to copy. -
pRegions
is a pointer to an array of VkBufferImageCopy structures specifying the regions to copy.
Each region in pRegions
is copied from the specified region of the
source image to the specified region of the destination buffer.
For both vkCmdCopyBufferToImage and vkCmdCopyImageToBuffer, each
element of pRegions
is a structure defined as:
typedef struct VkBufferImageCopy {
VkDeviceSize bufferOffset;
uint32_t bufferRowLength;
uint32_t bufferImageHeight;
VkImageSubresourceLayers imageSubresource;
VkOffset3D imageOffset;
VkExtent3D imageExtent;
} VkBufferImageCopy;
-
bufferOffset
is the offset in bytes from the start of the buffer object where the image data is copied from or to. -
bufferRowLength
andbufferImageHeight
specify the data in buffer memory as a subregion of a larger two- or three-dimensional image, and control the addressing calculations of data in buffer memory. If either of these values is zero, that aspect of the buffer memory is considered to be tightly packed according to theimageExtent
. -
imageSubresource
is a VkImageSubresourceLayers used to specify the specific image subresources of the image used for the source or destination image data. -
imageOffset
selects the initial x, y, z offsets in texels of the sub-region of the source or destination image data. -
imageExtent
is the size in texels of the image to copy inwidth
,height
anddepth
.
When copying to or from a depth or stencil aspect, the data in buffer memory uses a layout that is a (mostly) tightly packed representation of the depth or stencil data. Specifically:
-
data copied to or from the stencil aspect of any depth/stencil format is tightly packed with one
VK_FORMAT_S8_UINT
value per texel. -
data copied to or from the depth aspect of a
VK_FORMAT_D16_UNORM
orVK_FORMAT_D16_UNORM_S8_UINT
format is tightly packed with oneVK_FORMAT_D16_UNORM
value per texel. -
data copied to or from the depth aspect of a
VK_FORMAT_D32_SFLOAT
orVK_FORMAT_D32_SFLOAT_S8_UINT
format is tightly packed with oneVK_FORMAT_D32_SFLOAT
value per texel. -
data copied to or from the depth aspect of a
VK_FORMAT_X8_D24_UNORM_PACK32
orVK_FORMAT_D24_UNORM_S8_UINT
format is packed with one 32-bit word per texel with the D24 value in the LSBs of the word, and undefined values in the eight MSBs.
Note
To copy both the depth and stencil aspects of a depth/stencil format, two
entries in |
Because depth or stencil aspect buffer to image copies may require format conversions on some implementations, they are not supported on queues that do not support graphics. When copying to a depth aspect, the data in buffer memory must be in the the range [0,1] or undefined results occur.
Copies are done layer by layer starting with image layer
baseArrayLayer
member of imageSubresource
.
layerCount
layers are copied from the source image or to the
destination image.
Pseudocode for image/buffer addressing is:
rowLength = region->bufferRowLength;
if (rowLength == 0)
rowLength = region->imageExtent.width;
imageHeight = region->bufferImageHeight;
if (imageHeight == 0)
imageHeight = region->imageExtent.height;
elementSize = <element size of the format of the src/dstImage>;
address of (x,y,z) = region->bufferOffset + (((z * imageHeight) + y) * rowLength + x) * elementSize;
where x,y,z range from (0,0,0) to region->imageExtent.{width,height,depth}.
Note that imageOffset
does not affect addressing calculations for
buffer memory.
Instead, bufferOffset
can be used to select the starting address in
buffer memory.
For block-compression formats, all parameters are still specified in texels rather than compressed texel blocks, but the addressing math operates on whole compressed texel blocks. Pseudocode for compressed copy addressing is:
rowLength = region->bufferRowLength;
if (rowLength == 0)
rowLength = region->imageExtent.width;
imageHeight = region->bufferImageHeight;
if (imageHeight == 0)
imageHeight = region->imageExtent.height;
compressedTexelBlockSizeInBytes = <compressed texel block size taken from the src/dstImage>;
rowLength /= compressedTexelBlockWidth;
imageHeight /= compressedTexelBlockHeight;
address of (x,y,z) = region->bufferOffset + (((z * imageHeight) + y) * rowLength + x) * compressedTexelBlockSizeInBytes;
where x,y,z range from (0,0,0) to region->imageExtent.{width/compressedTexelBlockWidth,height/compressedTexelBlockHeight,depth/compressedTexelBlockDepth}.
Copying to or from block-compressed images is typically done in multiples of
the compressed texel block size.
For this reason the imageExtent
must be a multiple of the compressed
texel block dimension.
There is one exception to this rule which is required to handle compressed
images created with dimensions that are not a multiple of the compressed
texel block dimensions:
-
If
imageExtent.width
is not a multiple of the compressed texel block width, then (imageExtent.width
+imageOffset.x
) must equal the image subresource width. -
If
imageExtent.height
is not a multiple of the compressed texel block height, then (imageExtent.height
+imageOffset.y
) must equal the image subresource height. -
If
imageExtent.depth
is not a multiple of the compressed texel block depth, then (imageExtent.depth
+imageOffset.z
) must equal the image subresource depth.
This allows the last compressed texel block of the image in each non-multiple dimension to be included as a source or destination of the copy.
18.5. Image Copies with Scaling
To copy regions of a source image into a destination image, potentially performing format conversion, arbitrary scaling, and filtering, call:
void vkCmdBlitImage(
VkCommandBuffer commandBuffer,
VkImage srcImage,
VkImageLayout srcImageLayout,
VkImage dstImage,
VkImageLayout dstImageLayout,
uint32_t regionCount,
const VkImageBlit* pRegions,
VkFilter filter);
-
commandBuffer
is the command buffer into which the command will be recorded. -
srcImage
is the source image. -
srcImageLayout
is the layout of the source image subresources for the blit. -
dstImage
is the destination image. -
dstImageLayout
is the layout of the destination image subresources for the blit. -
regionCount
is the number of regions to blit. -
pRegions
is a pointer to an array of VkImageBlit structures specifying the regions to blit. -
filter
is a VkFilter specifying the filter to apply if the blits require scaling.
vkCmdBlitImage
must not be used for multisampled source or
destination images.
Use vkCmdResolveImage for this purpose.
As the sizes of the source and destination extents can differ in any dimension, texels in the source extent are scaled and filtered to the destination extent. Scaling occurs via the following operations:
-
For each destination texel, the integer coordinate of that texel is converted to an unnormalized texture coordinate, using the effective inverse of the equations described in unnormalized to integer conversion:
-
ubase = i + ½
-
vbase = j + ½
-
wbase = k + ½
-
-
These base coordinates are then offset by the first destination offset:
-
uoffset = ubase - xdst0
-
voffset = vbase - ydst0
-
woffset = wbase - zdst0
-
aoffset = a -
baseArrayCount
dst
-
-
The scale is determined from the source and destination regions, and applied to the offset coordinates:
-
scale_u = (xsrc1 - xsrc0) / (xdst1 - xdst0)
-
scale_v = (ysrc1 - ysrc0) / (ydst1 - ydst0)
-
scale_w = (zsrc1 - zsrc0) / (zdst1 - zdst0)
-
uscaled = uoffset * scaleu
-
vscaled = voffset * scalev
-
wscaled = woffset * scalew
-
-
Finally the source offset is added to the scaled coordinates, to determine the final unnormalized coordinates used to sample from
srcImage
:-
u = uscaled + xsrc0
-
v = vscaled + ysrc0
-
w = wscaled + zsrc0
-
q =
mipLevel
-
a = aoffset +
baseArrayCount
src
-
These coordinates are used to sample from the source image, as described in
Image Operations chapter, with the filter mode equal to that
of filter
, a mipmap mode of VK_SAMPLER_MIPMAP_MODE_NEAREST
and
an address mode of VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE
.
Implementations must clamp at the edge of the source image, and may
additionally clamp to the edge of the source region.
Note
Due to allowable rounding errors in the generation of the source texture coordinates, it is not always possible to guarantee exactly which source texels will be sampled for a given blit. As rounding errors are implementation dependent, the exact results of a blitting operation are also implementation dependent. |
Blits are done layer by layer starting with the baseArrayLayer
member
of srcSubresource
for the source and dstSubresource
for the
destination.
layerCount
layers are blitted to the destination image.
3D textures are blitted slice by slice.
Slices in the source region bounded by srcOffsets
[0].z
and
srcOffsets
[1].z
are copied to slices in the destination region
bounded by dstOffsets
[0].z
and dstOffsets
[1].z
.
For each destination slice, a source z coordinate is linearly interpolated
between srcOffsets
[0].z
and srcOffsets
[1].z
.
If the filter
parameter is VK_FILTER_LINEAR
then the value
sampled from the source image is taken by doing linear filtering using the
interpolated z coordinate.
If filter
parameter is VK_FILTER_NEAREST
then value sampled from
the source image is taken from the single nearest slice (with undefined
rounding mode).
The following filtering and conversion rules apply:
-
Integer formats can only be converted to other integer formats with the same signedness.
-
No format conversion is supported between depth/stencil images. The formats must match.
-
Format conversions on unorm, snorm, unscaled and packed float formats of the copied aspect of the image are performed by first converting the pixels to float values.
-
For sRGB source formats, nonlinear RGB values are converted to linear representation prior to filtering.
-
After filtering, the float values are first clamped and then cast to the destination image format. In case of sRGB destination format, linear RGB values are converted to nonlinear representation before writing the pixel to the image.
Signed and unsigned integers are converted by first clamping to the representable range of the destination format, then casting the value.
The VkImageBlit
structure is defined as:
typedef struct VkImageBlit {
VkImageSubresourceLayers srcSubresource;
VkOffset3D srcOffsets[2];
VkImageSubresourceLayers dstSubresource;
VkOffset3D dstOffsets[2];
} VkImageBlit;
-
srcSubresource
is the subresource to blit from. -
srcOffsets
is an array of two VkOffset3D structures specifying the bounds of the source region withinsrcSubresource
. -
dstSubresource
is the subresource to blit into. -
dstOffsets
is an array of two VkOffset3D structures specifying the bounds of the destination region withindstSubresource
.
For each element of the pRegions
array, a blit operation is performed
the specified source and destination regions.
18.6. Resolving Multisample Images
To resolve a multisample image to a non-multisample image, call:
void vkCmdResolveImage(
VkCommandBuffer commandBuffer,
VkImage srcImage,
VkImageLayout srcImageLayout,
VkImage dstImage,
VkImageLayout dstImageLayout,
uint32_t regionCount,
const VkImageResolve* pRegions);
-
commandBuffer
is the command buffer into which the command will be recorded. -
srcImage
is the source image. -
srcImageLayout
is the layout of the source image subresources for the resolve. -
dstImage
is the destination image. -
dstImageLayout
is the layout of the destination image subresources for the resolve. -
regionCount
is the number of regions to resolve. -
pRegions
is a pointer to an array of VkImageResolve structures specifying the regions to resolve.
During the resolve the samples corresponding to each pixel location in the source are converted to a single sample before being written to the destination. If the source formats are floating-point or normalized types, the sample values for each pixel are resolved in an implementation-dependent manner. If the source formats are integer types, a single sample’s value is selected for each pixel.
srcOffset
and dstOffset
select the initial x, y, and z offsets
in texels of the sub-regions of the source and destination image data.
extent
is the size in texels of the source image to resolve in
width
, height
and depth
.
Resolves are done layer by layer starting with baseArrayLayer
member
of srcSubresource
for the source and dstSubresource
for the
destination.
layerCount
layers are resolved to the destination image.
The VkImageResolve
structure is defined as:
typedef struct VkImageResolve {
VkImageSubresourceLayers srcSubresource;
VkOffset3D srcOffset;
VkImageSubresourceLayers dstSubresource;
VkOffset3D dstOffset;
VkExtent3D extent;
} VkImageResolve;
-
srcSubresource
anddstSubresource
are VkImageSubresourceLayers structures specifying the image subresources of the images used for the source and destination image data, respectively. Resolve of depth/stencil images is not supported. -
srcOffset
anddstOffset
select the initial x, y, and z offsets in texels of the sub-regions of the source and destination image data. -
extent
is the size in texels of the source image to resolve inwidth
,height
anddepth
.
19. Drawing Commands
Drawing commands (commands with Draw
in the name) provoke work in a
graphics pipeline.
Drawing commands are recorded into a command buffer and when executed by a
queue, will produce work which executes according to the currently bound
graphics pipeline.
A graphics pipeline must be bound to a command buffer before any drawing
commands are recorded in that command buffer.
Each draw is made up of zero or more vertices and zero or more instances,
which are processed by the device and result in the assembly of primitives.
Primitives are assembled according to the pInputAssemblyState
member
of the VkGraphicsPipelineCreateInfo
structure, which is of type
VkPipelineInputAssemblyStateCreateInfo
:
typedef struct VkPipelineInputAssemblyStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineInputAssemblyStateCreateFlags flags;
VkPrimitiveTopology topology;
VkBool32 primitiveRestartEnable;
} VkPipelineInputAssemblyStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
topology
is a VkPrimitiveTopology defining the primitive topology, as described below. -
primitiveRestartEnable
controls whether a special vertex index value is treated as restarting the assembly of primitives. This enable only applies to indexed draws (vkCmdDrawIndexed and vkCmdDrawIndexedIndirect), and the special index value is either 0xFFFFFFFF when theindexType
parameter ofvkCmdBindIndexBuffer
is equal toVK_INDEX_TYPE_UINT32
, or 0xFFFF whenindexType
is equal toVK_INDEX_TYPE_UINT16
. Primitive restart is not allowed for “list” topologies.
Restarting the assembly of primitives discards the most recent index values
if those elements formed an incomplete primitive, and restarts the primitive
assembly using the subsequent indices, but only assembling the immediately
following element through the end of the originally specified elements.
The primitive restart index value comparison is performed before adding the
vertexOffset
value to the index value.
19.1. Primitive Topologies
Primitive topology determines how consecutive vertices are organized into primitives, and determines the type of primitive that is used at the beginning of the graphics pipeline. The effective topology for later stages of the pipeline is altered by tessellation or geometry shading (if either is in use) and depends on the execution modes of those shaders. Supported topologies are defined by VkPrimitiveTopology and include:
typedef enum VkPrimitiveTopology {
VK_PRIMITIVE_TOPOLOGY_POINT_LIST = 0,
VK_PRIMITIVE_TOPOLOGY_LINE_LIST = 1,
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP = 2,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST = 3,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP = 4,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN = 5,
VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY = 6,
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY = 7,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY = 8,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY = 9,
VK_PRIMITIVE_TOPOLOGY_PATCH_LIST = 10,
} VkPrimitiveTopology;
Each primitive topology, and its construction from a list of vertices, is summarized below.
Note
The terminology “the vertex i ” means “the vertex with index i in the ordered list of vertices defining this primitive”. |
19.1.1. Points
A series of individual points are specified with topology
VK_PRIMITIVE_TOPOLOGY_POINT_LIST
.
Each vertex defines a separate point.
19.1.2. Separate Lines
Individual line segments, each defined by a pair of vertices, are specified
with topology
VK_PRIMITIVE_TOPOLOGY_LINE_LIST
.
The first two vertices define the first segment, with subsequent pairs of
vertices each defining one more segment.
If the number of vertices is odd, then the last vertex is ignored.
19.1.3. Line Strips
A series of one or more connected line segments are specified with
topology
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP
.
In this case, the first vertex specifies the first segment’s start point
while the second vertex specifies the first segment’s endpoint and the
second segment’s start point.
In general, vertex i (for i > 0) specifies the beginning of the
ith segment and the end of the previous segment.
The last vertex specifies the end of the last segment.
If only one vertex is specified, then no primitive is generated.
19.1.4. Triangle Strips
A triangle strip is a series of triangles connected along shared edges, and
is specified with topology
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
.
In this case, the first three vertices define the first triangle, and their
order is significant.
Each subsequent vertex defines a new triangle using that point along with
the last two vertices from the previous triangle, as shown in figure
Triangle strips, fans, and lists.
If fewer than three vertices are specified, no primitive is produced.
The order of vertices in successive triangles changes as shown in the
figure, so that all triangle faces have the same orientation.
19.1.5. Triangle Fans
A triangle fan is specified with topology
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN
.
It is similar to a triangle strip, but changes the vertex replaced from the
previous triangle as shown in figure Triangle strips, fans, and lists, so that all
triangles in the fan share a common vertex.
19.1.6. Separate Triangles
Separate triangles are specified with topology
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
, as shown in figure
Triangle strips, fans, and lists.
In this case, vertices 3 i, 3 i + 1, and 3 i + 2
(in that order) determine a triangle for each i = 0, 1, …, n-1,
where there are 3 n + k vertices drawn.
k is either 0, 1, or 2; if k is not zero, the final k
vertices are ignored.
19.1.7. Lines With Adjacency
Lines with adjacency are specified with topology
VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY
, and are independent
line segments where each endpoint has a corresponding adjacent vertex that
is accessible in a geometry shader.
If a geometry shader is not active, the adjacent vertices are ignored.
A line segment is drawn from vertex 4 i + 1 to vertex 4 i + 2 for each i = 0, 1, …, n-1, where there are 4 n + k vertices. k is either 0, 1, 2, or 3; if k is not zero, the final k vertices are ignored. For line segment i, vertices 4 i and 4 i + 3 vertices are considered adjacent to vertices 4 i + 1 and 4 i + 2, respectively, as shown in figure Lines with adjacency.
19.1.8. Line Strips With Adjacency
Line strips with adjacency are specified with topology
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY
and are similar to
line strips, except that each line segment has a pair of adjacent vertices
that are accessible in a geometry shader.
If a geometry shader is not active, the adjacent vertices are ignored.
A line segment is drawn from vertex i + 1 vertex to vertex i + 2 for each i = 0, 1, …, n-1, where there are n + 3 vertices. If there are fewer than four vertices, all vertices are ignored. For line segment i, vertices i and i + 3 are considered adjacent to vertices i + 1 and i + 2, respectively, as shown in figure Lines with adjacency.
19.1.9. Triangle List With Adjacency
Triangles with adjacency are specified with topology
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY
, and are similar to
separate triangles except that each triangle edge has an adjacent vertex
that is accessible in a geometry shader.
If a geometry shader is not active, the adjacent vertices are ignored.
Vertices 6 i, 6 i + 2, and 6 i + 4 (in that order) determine a triangle for each i = 0, 1, …, n-1, where there are 6 n+k vertices. k is either 0, 1, 2, 3, 4, or 5; if k is non-zero, the final k vertices are ignored. For triangle i, vertices 6 i + 1, 6 i + 3, and 6 i + 5 vertices are considered adjacent to edges from vertex 6 i to 6 i + 2, from 6 i + 2 to 6 i + 4, and from 6 i + 4 to 6 i vertices, respectively, as shown in figure Triangles with adjacency.
19.1.10. Triangle Strips With Adjacency
Triangle strips with adjacency are specified with topology
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY
, and are similar
to triangle strips except that each triangle edge has an adjacent vertex
that is accessible in a geometry shader.
If a geometry shader is not active, the adjacent vertices are ignored.
In triangle strips with adjacency, n triangles are drawn where there are 2 (n + 2) + k vertices. k is either 0 or 1; if k is 1, the final vertex is ignored. If there are fewer than 6 vertices, the entire primitive is ignored. Table Triangles generated by triangle strips with adjacency. describes the vertices and order used to draw each triangle, and which vertices are considered adjacent to each edge of the triangle, as shown in figure Triangle strips with adjacency.
Primitive Vertices | Adjacent Vertices | |||||
---|---|---|---|---|---|---|
Primitive |
1st |
2nd |
3rd |
1/2 |
2/3 |
3/1 |
only (i = 0, n = 1) |
0 |
2 |
4 |
1 |
5 |
3 |
first (i = 0) |
0 |
2 |
4 |
1 |
6 |
3 |
middle (i odd) |
2 i + 2 |
2 i |
2 i + 4 |
2 i-2 |
2 i + 3 |
2 i + 6 |
middle (i even) |
2 i |
2 i + 2 |
2 i + 4 |
2 i-2 |
2 i + 6 |
2 i + 3 |
last (i=n-1, i odd) |
2 i + 2 |
2 i |
2 i + 4 |
2 i-2 |
2 i + 3 |
2 i + 5 |
last (i=n-1, i even) |
2 i |
2 i + 2 |
2 i + 4 |
2 i-2 |
2 i + 5 |
2 i + 3 |
19.1.11. Separate Patches
Separate patches are specified with topology
VK_PRIMITIVE_TOPOLOGY_PATCH_LIST
.
A patch is an ordered collection of vertices used for
primitive tessellation.
The vertices comprising a patch have no implied geometric ordering, and are
used by tessellation shaders and the fixed-function tessellator to generate
new point, line, or triangle primitives.
Each patch in the series has a fixed number of vertices, specified by the
patchControlPoints
member of the
VkPipelineTessellationStateCreateInfo structure passed to
vkCreateGraphicsPipelines.
Once assembled and vertex shaded, these patches are provided as input to the
tessellation control shader stage.
If the number of vertices in a patch is given by v, vertices v × i through v × i + v - 1 (in that order) determine a patch for each i = 0, 1, …, n-1, where there are v × n + k vertices. k is in the range [0, v - 1]; if k is not zero, the final k vertices are ignored.
19.1.12. General Considerations For Polygon Primitives
Depending on the polygon mode, a polygon
primitive generated from a drawing command with topology
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN
,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY
, or
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY
is rendered in one
of several ways, such as outlining its border or filling its interior.
The order of vertices in such a primitive is significant during
polygon rasterization and
fragment shading.
19.2. Primitive Order
Primitives generated by drawing commands progress through the stages of the graphics pipeline in primitive order. Primitive order is initially determined in the following way:
-
Submission order determines the initial ordering
-
For indirect draw commands, the order in which accessed instances of the VkDrawIndirectCommand are stored in
buffer
, from lower indirect buffer addresses to higher addresses. -
If a draw command includes multiple instances, the order in which instances are executed, from lower numbered instances to higher.
-
The order in which primitives are specified by a draw command:
-
For non-indexed draws, from vertices with a lower numbered
vertexIndex
to a higher numberedvertexIndex
. -
For indexed draws, vertices sourced from a lower index buffer addresses to higher addresses.
-
Within this order implementations further sort primitives:
-
If tessellation shading is active, by an implementation-dependent order of new primitives generated by tessellation.
-
If geometry shading is active, by the order new primitives are generated by geometry shading.
-
If the polygon mode is not
VK_POLYGON_MODE_FILL
, by an implementation-dependent ordering of the new primitives generated within the original primitive.
Primitive order is later used to define rasterization order, which determines the order in which fragments output results to a framebuffer.
19.3. Programmable Primitive Shading
Once primitives are assembled, they proceed to the vertex shading stage of the pipeline. If the draw includes multiple instances, then the set of primitives is sent to the vertex shading stage multiple times, once for each instance.
It is undefined whether vertex shading occurs on vertices that are discarded as part of incomplete primitives, but if it does occur then it operates as if they were vertices in complete primitives and such invocations can have side effects.
Vertex shading receives two per-vertex inputs from the primitive assembly
stage - the vertexIndex
and the instanceIndex
.
How these values are generated is defined below, with each command.
Drawing commands fall roughly into two categories:
-
Non-indexed drawing commands present a sequential
vertexIndex
to the vertex shader. The sequential index is generated automatically by the device (see Fixed-Function Vertex Processing for details on both specifying the vertex attributes indexed byvertexIndex
, as well as binding vertex buffers containing those attributes to a command buffer). These commands are: -
Indexed drawing commands read index values from an index buffer and use this to compute the
vertexIndex
value for the vertex shader. These commands are:
To bind an index buffer to a command buffer, call:
void vkCmdBindIndexBuffer(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
VkIndexType indexType);
-
commandBuffer
is the command buffer into which the command is recorded. -
buffer
is the buffer being bound. -
offset
is the starting offset in bytes withinbuffer
used in index buffer address calculations. -
indexType
is a VkIndexType value specifying whether indices are treated as 16 bits or 32 bits.
Possible values of vkCmdBindIndexBuffer::indexType
, specifying
the size of indices, are:
typedef enum VkIndexType {
VK_INDEX_TYPE_UINT16 = 0,
VK_INDEX_TYPE_UINT32 = 1,
} VkIndexType;
-
VK_INDEX_TYPE_UINT16
specifies that indices are 16-bit unsigned integer values. -
VK_INDEX_TYPE_UINT32
specifies that indices are 32-bit unsigned integer values.
The parameters for each drawing command are specified directly in the command or read from buffer memory, depending on the command. Drawing commands that source their parameters from buffer memory are known as indirect drawing commands.
All drawing commands interact with the Robust Buffer Access feature.
To record a non-indexed draw, call:
void vkCmdDraw(
VkCommandBuffer commandBuffer,
uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstVertex,
uint32_t firstInstance);
-
commandBuffer
is the command buffer into which the command is recorded. -
vertexCount
is the number of vertices to draw. -
instanceCount
is the number of instances to draw. -
firstVertex
is the index of the first vertex to draw. -
firstInstance
is the instance ID of the first instance to draw.
When the command is executed, primitives are assembled using the current
primitive topology and vertexCount
consecutive vertex indices with the
first vertexIndex
value equal to firstVertex
.
The primitives are drawn instanceCount
times with instanceIndex
starting with firstInstance
and increasing sequentially for each
instance.
The assembled primitives execute the currently bound graphics pipeline.
To record an indexed draw, call:
void vkCmdDrawIndexed(
VkCommandBuffer commandBuffer,
uint32_t indexCount,
uint32_t instanceCount,
uint32_t firstIndex,
int32_t vertexOffset,
uint32_t firstInstance);
-
commandBuffer
is the command buffer into which the command is recorded. -
indexCount
is the number of vertices to draw. -
instanceCount
is the number of instances to draw. -
firstIndex
is the base index within the index buffer. -
vertexOffset
is the value added to the vertex index before indexing into the vertex buffer. -
firstInstance
is the instance ID of the first instance to draw.
When the command is executed, primitives are assembled using the current
primitive topology and indexCount
vertices whose indices are retrieved
from the index buffer.
The index buffer is treated as an array of tightly packed unsigned integers
of size defined by the vkCmdBindIndexBuffer::indexType
parameter
with which the buffer was bound.
The first vertex index is at an offset of firstIndex
* indexSize
+ offset
within the currently bound index buffer, where offset
is the offset specified by vkCmdBindIndexBuffer
and indexSize
is
the byte size of the type specified by indexType
.
Subsequent index values are retrieved from consecutive locations in the
index buffer.
Indices are first compared to the primitive restart value, then zero
extended to 32 bits (if the indexType
is VK_INDEX_TYPE_UINT16
)
and have vertexOffset
added to them, before being supplied as the
vertexIndex
value.
The primitives are drawn instanceCount
times with instanceIndex
starting with firstInstance
and increasing sequentially for each
instance.
The assembled primitives execute the currently bound graphics pipeline.
To record a non-indexed indirect draw, call:
void vkCmdDrawIndirect(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
uint32_t drawCount,
uint32_t stride);
-
commandBuffer
is the command buffer into which the command is recorded. -
buffer
is the buffer containing draw parameters. -
offset
is the byte offset intobuffer
where parameters begin. -
drawCount
is the number of draws to execute, and can be zero. -
stride
is the byte stride between successive sets of draw parameters.
vkCmdDrawIndirect
behaves similarly to vkCmdDraw except that the
parameters are read by the device from a buffer during execution.
drawCount
draws are executed by the command, with parameters taken
from buffer
starting at offset
and increasing by stride
bytes for each successive draw.
The parameters of each draw are encoded in an array of
VkDrawIndirectCommand structures.
If drawCount
is less than or equal to one, stride
is ignored.
The VkDrawIndirectCommand
structure is defined as:
typedef struct VkDrawIndirectCommand {
uint32_t vertexCount;
uint32_t instanceCount;
uint32_t firstVertex;
uint32_t firstInstance;
} VkDrawIndirectCommand;
-
vertexCount
is the number of vertices to draw. -
instanceCount
is the number of instances to draw. -
firstVertex
is the index of the first vertex to draw. -
firstInstance
is the instance ID of the first instance to draw.
The members of VkDrawIndirectCommand
have the same meaning as the
similarly named parameters of vkCmdDraw.
To record an indexed indirect draw, call:
void vkCmdDrawIndexedIndirect(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
uint32_t drawCount,
uint32_t stride);
-
commandBuffer
is the command buffer into which the command is recorded. -
buffer
is the buffer containing draw parameters. -
offset
is the byte offset intobuffer
where parameters begin. -
drawCount
is the number of draws to execute, and can be zero. -
stride
is the byte stride between successive sets of draw parameters.
vkCmdDrawIndexedIndirect
behaves similarly to vkCmdDrawIndexed
except that the parameters are read by the device from a buffer during
execution.
drawCount
draws are executed by the command, with parameters taken
from buffer
starting at offset
and increasing by stride
bytes for each successive draw.
The parameters of each draw are encoded in an array of
VkDrawIndexedIndirectCommand structures.
If drawCount
is less than or equal to one, stride
is ignored.
The VkDrawIndexedIndirectCommand
structure is defined as:
typedef struct VkDrawIndexedIndirectCommand {
uint32_t indexCount;
uint32_t instanceCount;
uint32_t firstIndex;
int32_t vertexOffset;
uint32_t firstInstance;
} VkDrawIndexedIndirectCommand;
-
indexCount
is the number of vertices to draw. -
instanceCount
is the number of instances to draw. -
firstIndex
is the base index within the index buffer. -
vertexOffset
is the value added to the vertex index before indexing into the vertex buffer. -
firstInstance
is the instance ID of the first instance to draw.
The members of VkDrawIndexedIndirectCommand
have the same meaning as
the similarly named parameters of vkCmdDrawIndexed.
20. Fixed-Function Vertex Processing
Some implementations have specialized fixed-function hardware for fetching and format-converting vertex input data from buffers, rather than performing the fetch as part of the vertex shader. Vulkan includes a vertex attribute fetch stage in the graphics pipeline in order to take advantage of this.
20.1. Vertex Attributes
Vertex shaders can define input variables, which receive vertex attribute
data transferred from one or more VkBuffer
(s) by drawing commands.
Vertex shader input variables are bound to buffers via an indirect binding
where the vertex shader associates a vertex input attribute number with
each variable, vertex input attributes are associated to vertex input
bindings on a per-pipeline basis, and vertex input bindings are associated
with specific buffers on a per-draw basis via the
vkCmdBindVertexBuffers
command.
Vertex input attribute and vertex input binding descriptions also contain
format information controlling how data is extracted from buffer memory and
converted to the format expected by the vertex shader.
There are VkPhysicalDeviceLimits
::maxVertexInputAttributes
number of vertex input attributes and
VkPhysicalDeviceLimits
::maxVertexInputBindings
number of vertex
input bindings (each referred to by zero-based indices), where there are at
least as many vertex input attributes as there are vertex input bindings.
Applications can store multiple vertex input attributes interleaved in a
single buffer, and use a single vertex input binding to access those
attributes.
In GLSL, vertex shaders associate input variables with a vertex input
attribute number using the location
layout qualifier.
The component
layout qualifier associates components of a vertex shader
input variable with components of a vertex input attribute.
// Assign location M to variableName
layout (location=M, component=2) in vec2 variableName;
// Assign locations [N,N+L) to the array elements of variableNameArray
layout (location=N) in vec4 variableNameArray[L];
In SPIR-V, vertex shaders associate input variables with a vertex input
attribute number using the Location
decoration.
The Component
decoration associates components of a vertex shader input
variable with components of a vertex input attribute.
The Location
and Component
decorations are specified via the
OpDecorate
instruction.
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "variableName"
OpName %15 "variableNameArray"
OpDecorate %18 Builtin VertexIndex
OpDecorate %19 Builtin InstanceIndex
OpDecorate %9 Location M
OpDecorate %9 Component 2
OpDecorate %15 Location N
...
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Input %7
%9 = OpVariable %8 Input
%10 = OpTypeVector %6 4
%11 = OpTypeInt 32 0
%12 = OpConstant %11 L
%13 = OpTypeArray %10 %12
%14 = OpTypePointer Input %13
%15 = OpVariable %14 Input
...
20.1.1. Attribute Location and Component Assignment
Vertex shaders allow Location
and Component
decorations on input
variable declarations.
The Location
decoration specifies which vertex input attribute is used
to read and interpret the data that a variable will consume.
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 starting at component N will consume components N, N+1, N+2, …
up through its size.
For single precision types, it is invalid if the sequence of components gets
larger than 3.
When a vertex shader input variable declared using a scalar or vector 32-bit
data type is assigned a location, its value(s) are taken from the components
of the input attribute specified with the corresponding
VkVertexInputAttributeDescription
::location
.
The components used depend on the type of variable and the Component
decoration specified in the variable declaration, as identified in
Input attribute components accessed by 32-bit input variables.
Any 32-bit scalar or vector input will consume a single location.
For 32-bit data types, missing components are filled in with default values
as described below.
32-bit data type | Component decoration |
Components consumed |
---|---|---|
scalar |
0 or unspecified |
(x, o, o, o) |
scalar |
1 |
(o, y, o, o) |
scalar |
2 |
(o, o, z, o) |
scalar |
3 |
(o, o, o, w) |
two-component vector |
0 or unspecified |
(x, y, o, o) |
two-component vector |
1 |
(o, y, z, o) |
two-component vector |
2 |
(o, o, z, w) |
three-component vector |
0 or unspecified |
(x, y, z, o) |
three-component vector |
1 |
(o, y, z, w) |
four-component vector |
0 or unspecified |
(x, y, z, w) |
Components indicated by `o' are available for use by other input variables which are sourced from the same attribute, and if used, are either filled with the corresponding component from the input format (if present), or the default value.
When a vertex shader input variable declared using a 32-bit floating point
matrix type is assigned a location i, its values are taken from
consecutive input attributes starting with the corresponding
VkVertexInputAttributeDescription
::location
.
Such matrices are treated as an array of column vectors with values taken
from the input attributes identified in Input attributes accessed by 32-bit input matrix variables.
The VkVertexInputAttributeDescription
::format
must be specified
with a VkFormat that corresponds to the appropriate type of column
vector.
The Component
decoration must not be used with matrix types.
Data type | Column vector type | Locations consumed | Components consumed |
---|---|---|---|
mat2 |
two-component vector |
i, i+1 |
(x, y, o, o), (x, y, o, o) |
mat2x3 |
three-component vector |
i, i+1 |
(x, y, z, o), (x, y, z, o) |
mat2x4 |
four-component vector |
i, i+1 |
(x, y, z, w), (x, y, z, w) |
mat3x2 |
two-component vector |
i, i+1, i+2 |
(x, y, o, o), (x, y, o, o), (x, y, o, o) |
mat3 |
three-component vector |
i, i+1, i+2 |
(x, y, z, o), (x, y, z, o), (x, y, z, o) |
mat3x4 |
four-component vector |
i, i+1, i+2 |
(x, y, z, w), (x, y, z, w), (x, y, z, w) |
mat4x2 |
two-component vector |
i, i+1, i+2, i+3 |
(x, y, o, o), (x, y, o, o), (x, y, o, o), (x, y, o, o) |
mat4x3 |
three-component vector |
i, i+1, i+2, i+3 |
(x, y, z, o), (x, y, z, o), (x, y, z, o), (x, y, z, o) |
mat4 |
four-component vector |
i, i+1, i+2, i+3 |
(x, y, z, w), (x, y, z, w), (x, y, z, w), (x, y, z, w) |
Components indicated by `o' are available for use by other input variables which are sourced from the same attribute, and if used, are either filled with the corresponding component from the input (if present), or the default value.
When a vertex shader input variable declared using a scalar or vector 64-bit
data type is assigned a location i, its values are taken from consecutive
input attributes starting with the corresponding
VkVertexInputAttributeDescription
::location
.
The locations and components used depend on the type of variable and the
Component
decoration specified in the variable declaration, as
identified in Input attribute locations and components accessed by 64-bit input variables.
For 64-bit data types, no default attribute values are provided.
Input variables must not use more components than provided by the
attribute.
Input attributes which have one- or two-component 64-bit formats will
consume a single location.
Input attributes which have three- or four-component 64-bit formats will
consume two consecutive locations.
A 64-bit scalar data type will consume two components, and a 64-bit
two-component vector data type will consume all four components available
within a location.
A three- or four-component 64-bit data type must not specify a component.
A three-component 64-bit data 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 four-component 64-bit data type will consume all four components of the
first location and all four components of the second location.
It is invalid for a scalar or two-component 64-bit data type to specify a
component of 1 or 3.
Input format | Locations consumed | 64-bit data type | Location decoration |
Component decoration |
32-bit components consumed |
---|---|---|---|---|---|
R64 |
i |
scalar |
i |
0 or unspecified |
(x, y, -, -) |
R64G64 |
i |
scalar |
i |
0 or unspecified |
(x, y, o, o) |
scalar |
i |
2 |
(o, o, z, w) |
||
two-component vector |
i |
0 or unspecified |
(x, y, z, w) |
||
R64G64B64 |
i, i+1 |
scalar |
i |
0 or unspecified |
(x, y, o, o), (o, o, -, -) |
scalar |
i |
2 |
(o, o, z, w), (o, o, -, -) |
||
scalar |
i+1 |
0 or unspecified |
(o, o, o, o), (x, y, -, -) |
||
two-component vector |
i |
0 or unspecified |
(x, y, z, w), (o, o, -, -) |
||
three-component vector |
i |
unspecified |
(x, y, z, w), (x, y, -, -) |
||
R64G64B64A64 |
i, i+1 |
scalar |
i |
0 or unspecified |
(x, y, o, o), (o, o, o, o) |
scalar |
i |
2 |
(o, o, z, w), (o, o, o, o) |
||
scalar |
i+1 |
0 or unspecified |
(o, o, o, o), (x, y, o, o) |
||
scalar |
i+1 |
2 |
(o, o, o, o), (o, o, z, w) |
||
two-component vector |
i |
0 or unspecified |
(x, y, z, w), (o, o, o, o) |
||
two-component vector |
i+1 |
0 or unspecified |
(o, o, o, o), (x, y, z, w) |
||
three-component vector |
i |
unspecified |
(x, y, z, w), (x, y, o, o) |
||
four-component vector |
i |
unspecified |
(x, y, z, w), (x, y, z, w) |
Components indicated by `o' are available for use by other input variables which are sourced from the same attribute. Components indicated by `-' are not available for input variables as there are no default values provided for 64-bit data types, and there is no data provided by the input format.
When a vertex shader input variable declared using a 64-bit floating-point matrix type is assigned a location i, its values are taken from consecutive input attribute locations. Such matrices are treated as an array of column vectors with values taken from the input attributes as shown in Input attribute locations and components accessed by 64-bit input variables. Each column vector starts at the location immediately following the last location of the previous column vector. The number of attributes and components assigned to each matrix is determined by the matrix dimensions and ranges from two to eight locations.
When a vertex shader input variable declared using an array type is assigned
a location, its values are taken from consecutive input attributes starting
with the corresponding
VkVertexInputAttributeDescription
::location
.
The number of attributes and components assigned to each element are
determined according to the data type of the array elements and
Component
decoration (if any) specified in the declaration of the
array, as described above.
Each element of the array, in order, is assigned to consecutive locations,
but all at the same specified component within each location.
Only input variables declared with the data types and component decorations as specified above are supported. Location aliasing is causing two variables to have the same location number. Component aliasing is assigning the same (or overlapping) component number for two location aliases. Location aliasing is allowed only if it does not cause component aliasing. Further, when location aliasing, the aliases sharing the location must all have the same SPIR-V floating-point component type or all have the same width integer-type components.
20.2. Vertex Input Description
Applications specify vertex input attribute and vertex input binding
descriptions as part of graphics pipeline creation.
The VkGraphicsPipelineCreateInfo::pVertexInputState
points to a
structure of type VkPipelineVertexInputStateCreateInfo
.
The VkPipelineVertexInputStateCreateInfo
structure is defined as:
typedef struct VkPipelineVertexInputStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineVertexInputStateCreateFlags flags;
uint32_t vertexBindingDescriptionCount;
const VkVertexInputBindingDescription* pVertexBindingDescriptions;
uint32_t vertexAttributeDescriptionCount;
const VkVertexInputAttributeDescription* pVertexAttributeDescriptions;
} VkPipelineVertexInputStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
vertexBindingDescriptionCount
is the number of vertex binding descriptions provided inpVertexBindingDescriptions
. -
pVertexBindingDescriptions
is a pointer to an array ofVkVertexInputBindingDescription
structures. -
vertexAttributeDescriptionCount
is the number of vertex attribute descriptions provided inpVertexAttributeDescriptions
. -
pVertexAttributeDescriptions
is a pointer to an array ofVkVertexInputAttributeDescription
structures.
Each vertex input binding is specified by an instance of the
VkVertexInputBindingDescription
structure.
The VkVertexInputBindingDescription
structure is defined as:
typedef struct VkVertexInputBindingDescription {
uint32_t binding;
uint32_t stride;
VkVertexInputRate inputRate;
} VkVertexInputBindingDescription;
-
binding
is the binding number that this structure describes. -
stride
is the distance in bytes between two consecutive elements within the buffer. -
inputRate
is a VkVertexInputRate value specifying whether vertex attribute addressing is a function of the vertex index or of the instance index.
Possible values of VkVertexInputBindingDescription::inputRate
,
specifying the rate at which vertex attributes are pulled from buffers, are:
typedef enum VkVertexInputRate {
VK_VERTEX_INPUT_RATE_VERTEX = 0,
VK_VERTEX_INPUT_RATE_INSTANCE = 1,
} VkVertexInputRate;
-
VK_VERTEX_INPUT_RATE_VERTEX
specifies that vertex attribute addressing is a function of the vertex index. -
VK_VERTEX_INPUT_RATE_INSTANCE
specifies that vertex attribute addressing is a function of the instance index.
Each vertex input attribute is specified by an instance of the
VkVertexInputAttributeDescription
structure.
The VkVertexInputAttributeDescription
structure is defined as:
typedef struct VkVertexInputAttributeDescription {
uint32_t location;
uint32_t binding;
VkFormat format;
uint32_t offset;
} VkVertexInputAttributeDescription;
-
location
is the shader binding location number for this attribute. -
binding
is the binding number which this attribute takes its data from. -
format
is the size and type of the vertex attribute data. -
offset
is a byte offset of this attribute relative to the start of an element in the vertex input binding.
To bind vertex buffers to a command buffer for use in subsequent draw commands, call:
void vkCmdBindVertexBuffers(
VkCommandBuffer commandBuffer,
uint32_t firstBinding,
uint32_t bindingCount,
const VkBuffer* pBuffers,
const VkDeviceSize* pOffsets);
-
commandBuffer
is the command buffer into which the command is recorded. -
firstBinding
is the index of the first vertex input binding whose state is updated by the command. -
bindingCount
is the number of vertex input bindings whose state is updated by the command. -
pBuffers
is a pointer to an array of buffer handles. -
pOffsets
is a pointer to an array of buffer offsets.
The values taken from elements i of pBuffers
and pOffsets
replace the current state for the vertex input binding
firstBinding
+ i, for i in [0,
bindingCount
).
The vertex input binding is updated to start at the offset indicated by
pOffsets
[i] from the start of the buffer pBuffers
[i].
All vertex input attributes that use each of these bindings will use these
updated addresses in their address calculations for subsequent draw
commands.
The address of each attribute for each vertexIndex
and
instanceIndex
is calculated as follows:
-
Let attribDesc be the member of
VkPipelineVertexInputStateCreateInfo
::pVertexAttributeDescriptions
withVkVertexInputAttributeDescription
::location
equal to the vertex input attribute number. -
Let bindingDesc be the member of
VkPipelineVertexInputStateCreateInfo
::pVertexBindingDescriptions
withVkVertexInputAttributeDescription
::binding
equal to attribDesc.binding. -
Let
vertexIndex
be the index of the vertex within the draw (a value betweenfirstVertex
andfirstVertex
+vertexCount
forvkCmdDraw
, or a value taken from the index buffer forvkCmdDrawIndexed
), and letinstanceIndex
be the instance number of the draw (a value betweenfirstInstance
andfirstInstance
+instanceCount
).
bufferBindingAddress = buffer[binding].baseAddress + offset[binding];
if (bindingDesc.inputRate == VK_VERTEX_INPUT_RATE_VERTEX)
vertexOffset = vertexIndex * bindingDesc.stride;
else
vertexOffset = instanceIndex * bindingDesc.stride;
attribAddress = bufferBindingAddress + vertexOffset + attribDesc.offset;
For each attribute, raw data is extracted starting at attribAddress
and is
converted from the VkVertexInputAttributeDescription
’s format
to
either to floating-point, unsigned integer, or signed integer based on the
base type of the format; the base type of the format must match the base
type of the input variable in the shader.
If format
is a packed format, attribAddress
must be a multiple of
the size in bytes of the whole attribute data type as described in
Packed Formats.
Otherwise, attribAddress
must be a multiple of the size in bytes of the
component type indicated by format
(see Formats).
If the format does not include G, B, or A components, then those are filled
with (0,0,1) as needed (using either 1.0f or integer 1 based on the
format) for attributes that are not 64-bit data types.
The number of components in the vertex shader input variable need not
exactly match the number of components in the format.
If the vertex shader has fewer components, the extra components are
discarded.
20.3. Example
To create a graphics pipeline that uses the following vertex description:
struct Vertex
{
float x, y, z, w;
uint8_t u, v;
};
The application could use the following set of structures:
const VkVertexInputBindingDescription binding =
{
0, // binding
sizeof(Vertex), // stride
VK_VERTEX_INPUT_RATE_VERTEX // inputRate
};
const VkVertexInputAttributeDescription attributes[] =
{
{
0, // location
binding.binding, // binding
VK_FORMAT_R32G32B32A32_SFLOAT, // format
0 // offset
},
{
1, // location
binding.binding, // binding
VK_FORMAT_R8G8_UNORM, // format
4 * sizeof(float) // offset
}
};
const VkPipelineVertexInputStateCreateInfo viInfo =
{
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType
NULL, // pNext
0, // flags
1, // vertexBindingDescriptionCount
&binding, // pVertexBindingDescriptions
2, // vertexAttributeDescriptionCount
&attributes[0] // pVertexAttributeDescriptions
};
21. Tessellation
Tessellation involves three pipeline stages. First, a tessellation control shader transforms control points of a patch and can produce per-patch data. Second, a fixed-function tessellator generates multiple primitives corresponding to a tessellation of the patch in (u,v) or (u,v,w) parameter space. Third, a tessellation evaluation shader transforms the vertices of the tessellated patch, for example to compute their positions and attributes as part of the tessellated surface. The tessellator is enabled when the pipeline contains both a tessellation control shader and a tessellation evaluation shader.
21.1. Tessellator
If a pipeline includes both tessellation shaders (control and evaluation),
the tessellator consumes each input patch (after vertex shading) and
produces a new set of independent primitives (points, lines, or triangles).
These primitives are logically produced by subdividing a geometric primitive
(rectangle or triangle) according to the per-patch outer and inner
tessellation levels written by the tessellation control shader.
These levels are specified using the built-in
variables TessLevelOuter
and TessLevelInner
, respectively.
This subdivision is performed in an implementation-dependent manner.
If no tessellation shaders are present in the pipeline, the tessellator is
disabled and incoming primitives are passed through without modification.
The type of subdivision performed by the tessellator is specified by an
OpExecutionMode
instruction in the tessellation evaluation or
tessellation control shader using one of execution modes Triangles
,
Quads
, and IsoLines
.
Other tessellation-related execution modes can also be specified in either
the tessellation control or tessellation evaluation shaders, and if they are
specified in both then the modes must be the same.
Tessellation execution modes include:
-
Triangles
,Quads
, andIsoLines
. These control the type of subdivision and topology of the output primitives. One mode must be set in at least one of the tessellation shader stages. -
VertexOrderCw
andVertexOrderCcw
. These control the orientation of triangles generated by the tessellator. One mode must be set in at least one of the tessellation shader stages. -
PointMode
. Controls generation of points rather than triangles or lines. This functionality defaults to disabled, and is enabled if either shader stage includes the execution mode. -
SpacingEqual
,SpacingFractionalEven
, andSpacingFractionalOdd
. Controls the spacing of segments on the edges of tessellated primitives. One mode must be set in at least one of the tessellation shader stages. -
OutputVertices
. Controls the size of the output patch of the tessellation control shader. One value must be set in at least one of the tessellation shader stages.
For triangles, the tessellator subdivides a triangle primitive into smaller
triangles.
For quads, the tessellator subdivides a rectangle primitive into smaller
triangles.
For isolines, the tessellator subdivides a rectangle primitive into a
collection of line segments arranged in strips stretching across the
rectangle in the u dimension (i.e. the coordinates in TessCoord
are of the form (0,x) through (1,x) for all tessellation evaluation shader
invocations that share a line).
Each vertex produced by the tessellator has an associated (u,v,w) or (u,v) position in a normalized parameter space, with parameter values in the range [0,1], as illustrated in figure Domain parameterization for tessellation primitive modes (upper-left origin). The domain space has an upper-left origin.
For triangles, the vertex’s position is a barycentric coordinate (u,v,w), where u + v + w = 1.0, and indicates the relative influence of the three vertices of the triangle on the position of the vertex. For quads and isolines, the position is a (u,v) coordinate indicating the relative horizontal and vertical position of the vertex relative to the subdivided rectangle. The subdivision process is explained in more detail in subsequent sections.
21.2. Tessellator Patch Discard
A patch is discarded by the tessellator if any relevant outer tessellation level is less than or equal to zero.
Patches will also be discarded if any relevant outer tessellation level corresponds to a floating-point NaN (not a number) in implementations supporting NaN.
No new primitives are generated and the tessellation evaluation shader is
not executed for patches that are discarded.
For Quads
, all four outer levels are relevant.
For Triangles
and IsoLines
, only the first three or two outer
levels, respectively, are relevant.
Negative inner levels will not cause a patch to be discarded; they will be
clamped as described below.
21.3. Tessellator Spacing
Each of the tessellation levels is used to determine the number and spacing
of segments used to subdivide a corresponding edge.
The method used to derive the number and spacing of segments is specified by
an OpExecutionMode
in the tessellation control or tessellation
evaluation shader using one of the identifiers SpacingEqual
,
SpacingFractionalEven
, or SpacingFractionalOdd
.
If SpacingEqual
is used, the floating-point tessellation level is first
clamped to [1, maxLevel
], where maxLevel
is the
implementation-dependent maximum tessellation level
(VkPhysicalDeviceLimits
::maxTessellationGenerationLevel
).
The result is rounded up to the nearest integer n, and the
corresponding edge is divided into n segments of equal length in (u,v)
space.
If SpacingFractionalEven
is used, the tessellation level is first
clamped to [2, maxLevel
] and then rounded up to the nearest even
integer n.
If SpacingFractionalOdd
is used, the tessellation level is clamped to
[1, maxLevel
- 1] and then rounded up to the nearest odd integer
n.
If n is one, the edge will not be subdivided.
Otherwise, the corresponding edge will be divided into n - 2 segments
of equal length, and two additional segments of equal length that are
typically shorter than the other segments.
The length of the two additional segments relative to the others will
decrease monotonically with n - f, where f is the clamped
floating-point tessellation level.
When n - f is zero, the additional segments will have equal length to
the other segments.
As n - f approaches 2.0, the relative length of the additional
segments approaches zero.
The two additional segments must be placed symmetrically on opposite sides
of the subdivided edge.
The relative location of these two segments is implementation-dependent, but
must be identical for any pair of subdivided edges with identical values of
f.
When the tessellator produces triangles (in the Triangles
or Quads
modes), the orientation of all triangles is specified with an
OpExecutionMode
of VertexOrderCw
or VertexOrderCcw
in the
tessellation control or tessellation evaluation shaders.
If the order is VertexOrderCw
, the vertices of all generated triangles
will have clockwise ordering in (u,v) or (u,v,w) space.
If the order is VertexOrderCcw
, the vertices will have
counter-clockwise ordering.
If the tessellation domain has an upper-left origin, the vertices of a triangle have counter-clockwise ordering if
-
a = u0 v1 - u1 v0 + u1 v2 - u2 v1 + u2 v0 - u0 v2
is negative, and clockwise ordering if a is positive. ui and vi are the u and v coordinates in normalized parameter space of the ith vertex of the triangle.
Note
The value a is proportional (with a positive factor) to the signed area of the triangle. In |
For all primitive modes, the tessellator is capable of generating points
instead of lines or triangles.
If the tessellation control or tessellation evaluation shader specifies the
OpExecutionMode
PointMode
, the primitive generator will generate
one point for each distinct vertex produced by tessellation.
Otherwise, the tessellator will produce a collection of line segments or
triangles according to the primitive mode.
When tessellating triangles or quads in point mode with fractional odd
spacing, the tessellator may produce interior vertices that are
positioned on the edge of the patch if an inner tessellation level is less
than or equal to one.
Such vertices are considered distinct from vertices produced by subdividing
the outer edge of the patch, even if there are pairs of vertices with
identical coordinates.
21.4. Tessellation Primitive Ordering
Few guarantees are provided for the relative ordering of primitives produced by tessellation, as they pertain to primitive order.
-
The output primitives generated from each input primitive are passed to subsequent pipeline stages in an implementation-dependent order.
-
All output primitives generated from a given input primitive are passed to subsequent pipeline stages before any output primitives generated from subsequent input primitives.
21.5. Triangle Tessellation
If the tessellation primitive mode is Triangles
, an equilateral
triangle is subdivided into a collection of triangles covering the area of
the original triangle.
First, the original triangle is subdivided into a collection of concentric
equilateral triangles.
The edges of each of these triangles are subdivided, and the area between
each triangle pair is filled by triangles produced by joining the vertices
on the subdivided edges.
The number of concentric triangles and the number of subdivisions along each
triangle except the outermost is derived from the first inner tessellation
level.
The edges of the outermost triangle are subdivided independently, using the
first, second, and third outer tessellation levels to control the number of
subdivisions of the u = 0 (left), v = 0 (bottom), and w =
0 (right) edges, respectively.
The second inner tessellation level and the fourth outer tessellation level
have no effect in this mode.
If the first inner tessellation level and all three outer tessellation levels are exactly one after clamping and rounding, only a single triangle with (u,v,w) coordinates of (0,0,1), (1,0,0), and (0,1,0) is generated. If the inner tessellation level is one and any of the outer tessellation levels is greater than one, the inner tessellation level is treated as though it were originally specified as 1 + ε and will result in a two- or three-segment subdivision depending on the tessellation spacing. When used with fractional odd spacing, the three-segment subdivision may produce inner vertices positioned on the edge of the triangle.
If any tessellation level is greater than one, tessellation begins by producing a set of concentric inner triangles and subdividing their edges. First, the three outer edges are temporarily subdivided using the clamped and rounded first inner tessellation level and the specified tessellation spacing, generating n segments. For the outermost inner triangle, the inner triangle is degenerate — a single point at the center of the triangle — if n is two. Otherwise, for each corner of the outer triangle, an inner triangle corner is produced at the intersection of two lines extended perpendicular to the corner’s two adjacent edges running through the vertex of the subdivided outer edge nearest that corner. If n is three, the edges of the inner triangle are not subdivided and is the final triangle in the set of concentric triangles. Otherwise, each edge of the inner triangle is divided into n - 2 segments, with the n - 1 vertices of this subdivision produced by intersecting the inner edge with lines perpendicular to the edge running through the n - 1 innermost vertices of the subdivision of the outer edge. Once the outermost inner triangle is subdivided, the previous subdivision process repeats itself, using the generated triangle as an outer triangle. This subdivision process is illustrated in Inner Triangle Tessellation.
Once all the concentric triangles are produced and their edges are subdivided, the area between each pair of adjacent inner triangles is filled completely with a set of non-overlapping triangles. In this subdivision, two of the three vertices of each triangle are taken from adjacent vertices on a subdivided edge of one triangle; the third is one of the vertices on the corresponding edge of the other triangle. If the innermost triangle is degenerate (i.e., a point), the triangle containing it is subdivided into six triangles by connecting each of the six vertices on that triangle with the center point. If the innermost triangle is not degenerate, that triangle is added to the set of generated triangles as-is.
After the area corresponding to any inner triangles is filled, the tessellator generates triangles to cover the area between the outermost triangle and the outermost inner triangle. To do this, the temporary subdivision of the outer triangle edge above is discarded. Instead, the u = 0, v = 0, and w = 0 edges are subdivided according to the first, second, and third outer tessellation levels, respectively, and the tessellation spacing. The original subdivision of the first inner triangle is retained. The area between the outer and first inner triangles is completely filled by non-overlapping triangles as described above. If the first (and only) inner triangle is degenerate, a set of triangles is produced by connecting each vertex on the outer triangle edges with the center point.
After all triangles are generated, each vertex in the subdivided triangle is assigned a barycentric (u,v,w) coordinate based on its location relative to the three vertices of the outer triangle.
The algorithm used to subdivide the triangular domain in (u,v,w) space into individual triangles is implementation-dependent. However, the set of triangles produced will completely cover the domain, and no portion of the domain will be covered by multiple triangles.
The order in which the vertices for a given output triangle is generated is implementation-dependent. However, when depicted in a manner similar to Inner Triangle Tessellation, the order of the vertices in each generated triangle will be either all clockwise or all counter-clockwise, according to the vertex order layout declaration.
21.6. Quad Tessellation
If the tessellation primitive mode is Quads
, a rectangle is subdivided
into a collection of triangles covering the area of the original rectangle.
First, the original rectangle is subdivided into a regular mesh of
rectangles, where the number of rectangles along the u = 0 and u
= 1 (vertical) and v = 0 and v = 1 (horizontal) edges are
derived from the first and second inner tessellation levels, respectively.
All rectangles, except those adjacent to one of the outer rectangle edges,
are decomposed into triangle pairs.
The outermost rectangle edges are subdivided independently, using the first,
second, third, and fourth outer tessellation levels to control the number of
subdivisions of the u = 0 (left), v = 0 (bottom), u = 1
(right), and v = 1 (top) edges, respectively.
The area between the inner rectangles of the mesh and the outer rectangle
edges are filled by triangles produced by joining the vertices on the
subdivided outer edges to the vertices on the edge of the inner rectangle
mesh.
If both clamped inner tessellation levels and all four clamped outer tessellation levels are exactly one, only a single triangle pair covering the outer rectangle is generated. Otherwise, if either clamped inner tessellation level is one, that tessellation level is treated as though it were originally specified as 1 + ε and will result in a two- or three-segment subdivision depending on the tessellation spacing. When used with fractional odd spacing, the three-segment subdivision may produce inner vertices positioned on the edge of the rectangle.
If any tessellation level is greater than one, tessellation begins by subdividing the u = 0 and u = 1 edges of the outer rectangle into m segments using the clamped and rounded first inner tessellation level and the tessellation spacing. The v = 0 and v = 1 edges are subdivided into n segments using the second inner tessellation level. Each vertex on the u = 0 and v = 0 edges are joined with the corresponding vertex on the u = 1 and v = 1 edges to produce a set of vertical and horizontal lines that divide the rectangle into a grid of smaller rectangles. The primitive generator emits a pair of non-overlapping triangles covering each such rectangle not adjacent to an edge of the outer rectangle. The boundary of the region covered by these triangles forms an inner rectangle, the edges of which are subdivided by the grid vertices that lie on the edge. If either m or n is two, the inner rectangle is degenerate, and one or both of the rectangle’s edges consist of a single point. This subdivision is illustrated in Figure Inner Quad Tessellation.
After the area corresponding to the inner rectangle is filled, the tessellator must produce triangles to cover the area between the inner and outer rectangles. To do this, the subdivision of the outer rectangle edge above is discarded. Instead, the u = 0, v = 0, u = 1, and v = 1 edges are subdivided according to the first, second, third, and fourth outer tessellation levels, respectively, and the tessellation spacing. The original subdivision of the inner rectangle is retained. The area between the outer and inner rectangles is completely filled by non-overlapping triangles. Two of the three vertices of each triangle are adjacent vertices on a subdivided edge of one rectangle; the third is one of the vertices on the corresponding edge of the other triangle. If either edge of the innermost rectangle is degenerate, the area near the corresponding outer edges is filled by connecting each vertex on the outer edge with the single vertex making up the inner edge.
The algorithm used to subdivide the rectangular domain in (u,v) space into individual triangles is implementation-dependent. However, the set of triangles produced will completely cover the domain, and no portion of the domain will be covered by multiple triangles.
The order in which the vertices for a given output triangle is generated is implementation-dependent. However, when depicted in a manner similar to Inner Quad Tessellation, the order of the vertices in each generated triangle will be either all clockwise or all counter-clockwise, according to the vertex order layout declaration.
21.7. Isoline Tessellation
If the tessellation primitive mode is IsoLines
, a set of independent
horizontal line segments is drawn.
The segments are arranged into connected strips called isolines, where the
vertices of each isoline have a constant v coordinate and u coordinates
covering the full range [0,1].
The number of isolines generated is derived from the first outer
tessellation level; the number of segments in each isoline is derived from
the second outer tessellation level.
Both inner tessellation levels and the third and fourth outer tessellation
levels have no effect in this mode.
As with quad tessellation above, isoline tessellation begins with a rectangle. The u = 0 and u = 1 edges of the rectangle are subdivided according to the first outer tessellation level. For the purposes of this subdivision, the tessellation spacing mode is ignored and treated as equal_spacing. An isoline is drawn connecting each vertex on the u = 0 rectangle edge to the corresponding vertex on the u = 1 rectangle edge, except that no line is drawn between (0,1) and (1,1). If the number of isolines on the subdivided u = 0 and u = 1 edges is n, this process will result in n equally spaced lines with constant v coordinates of 0, \(\frac{1}{n}, \frac{2}{n}, \ldots, \frac{n-1}{n}\).
Each of the n isolines is then subdivided according to the second outer tessellation level and the tessellation spacing, resulting in m line segments. Each segment of each line is emitted by the tessellator.
The order in which the vertices for a given output line is generated is implementation-dependent.
21.8. Tessellation Pipeline State
The pTessellationState
member of VkGraphicsPipelineCreateInfo
points to a structure of type VkPipelineTessellationStateCreateInfo
.
The VkPipelineTessellationStateCreateInfo
structure is defined as:
typedef struct VkPipelineTessellationStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineTessellationStateCreateFlags flags;
uint32_t patchControlPoints;
} VkPipelineTessellationStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
patchControlPoints
number of control points per patch.
22. Geometry Shading
The geometry shader operates on a group of vertices and their associated data assembled from a single input primitive, and emits zero or more output primitives and the group of vertices and their associated data required for each output primitive. Geometry shading is enabled when a geometry shader is included in the pipeline.
22.1. Geometry Shader Input Primitives
Each geometry shader invocation has access to all vertices in the primitive
(and their associated data), which are presented to the shader as an array
of inputs.
The input primitive type expected by the geometry shader is specified with
an OpExecutionMode
instruction in the geometry shader, and must be
compatible with the primitive topology used by primitive assembly (if
tessellation is not in use) or must match the type of primitive generated
by the tessellation primitive generator (if tessellation is in use).
Compatibility is defined below, with each input primitive type.
The input primitive types accepted by a geometry shader are:
- Points
-
Geometry shaders that operate on points use an
OpExecutionMode
instruction specifying theInputPoints
input mode. Such a shader is valid only when the pipeline primitive topology isVK_PRIMITIVE_TOPOLOGY_POINT_LIST
(if tessellation is not in use) or if tessellation is in use and the tessellation evaluation shader usesPointMode
. There is only a single input vertex available for each geometry shader invocation. However, inputs to the geometry shader are still presented as an array, but this array has a length of one. - Lines
-
Geometry shaders that operate on line segments are generated by including an
OpExecutionMode
instruction with theInputLines
mode. Such a shader is valid only for theVK_PRIMITIVE_TOPOLOGY_LINE_LIST
, andVK_PRIMITIVE_TOPOLOGY_LINE_STRIP
primitive topologies (if tessellation is not in use) or if tessellation is in use and the tessellation mode isIsolines
. There are two input vertices available for each geometry shader invocation. The first vertex refers to the vertex at the beginning of the line segment and the second vertex refers to the vertex at the end of the line segment. - Lines with Adjacency
-
Geometry shaders that operate on line segments with adjacent vertices are generated by including an
OpExecutionMode
instruction with theInputLinesAdjacency
mode. Such a shader is valid only for theVK_PRIMITIVE_TOPOLOGY_LINES_WITH_ADJACENCY
andVK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY
primitive topologies and must not be used when tessellation is in use.In this mode, there are four vertices available for each geometry shader invocation. The second vertex refers to attributes of the vertex at the beginning of the line segment and the third vertex refers to the vertex at the end of the line segment. The first and fourth vertices refer to the vertices adjacent to the beginning and end of the line segment, respectively.
- Triangles
-
Geometry shaders that operate on triangles are created by including an
OpExecutionMode
instruction with theTriangles
mode. Such a shader is valid when the pipeline topology isVK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
,VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
, orVK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN
(if tessellation is not in use) or when tessellation is in use and the tessellation mode isTriangles
orQuads
.In this mode, there are three vertices available for each geometry shader invocation. The first, second, and third vertices refer to attributes of the first, second, and third vertex of the triangle, respectively.
- Triangles with Adjacency
-
Geometry shaders that operate on triangles with adjacent vertices are created by including an
OpExecutionMode
instruction with theInputTrianglesAdjacency
mode. Such a shader is valid when the pipeline topology isVK_PRIMITIVE_TOPOLOGY_TRIANGLES_WITH_ADJACENCY
orVK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY
, and must not be used when tessellation is in use.In this mode, there are six vertices available for each geometry shader invocation. The first, third and fifth vertices refer to attributes of the first, second and third vertex of the triangle, respectively. The second, fourth and sixth vertices refer to attributes of the vertices adjacent to the edges from the first to the second vertex, from the second to the third vertex, and from the third to the first vertex, respectively.
22.2. Geometry Shader Output Primitives
A geometry shader generates primitives in one of three output modes: points,
line strips, or triangle strips.
The primitive mode is specified in the shader using an OpExecutionMode
instruction with the OutputPoints
, OutputLineStrip
or
OutputTriangleStrip
modes, respectively.
Each geometry shader must include exactly one output primitive mode.
The vertices output by the geometry shader are assembled into points, lines, or triangles based on the output primitive type and the resulting primitives are then further processed as described in Rasterization. If the number of vertices emitted by the geometry shader is not sufficient to produce a single primitive, vertices corresponding to incomplete primitives are not processed by subsequent pipeline stages. The number of vertices output by the geometry shader is limited to a maximum count specified in the shader.
The maximum output vertex count is specified in the shader using an
OpExecutionMode
instruction with the mode set to OutputVertices
and the maximum number of vertices that will be produced by the geometry
shader specified as a literal.
Each geometry shader must specify a maximum output vertex count.
22.3. Multiple Invocations of Geometry Shaders
Geometry shaders can be invoked more than one time for each input
primitive.
This is known as geometry shader instancing and is requested by including
an OpExecutionMode
instruction with mode
specified as
Invocations
and the number of invocations specified as an integer
literal.
In this mode, the geometry shader will execute n times for each input
primitive, where n is the number of invocations specified in the
OpExecutionMode
instruction.
The instance number is available to each invocation as a built-in input
using InvocationId
.
22.4. Geometry Shader Primitive Ordering
Limited guarantees are provided for the relative ordering of primitives produced by a geometry shader, as they pertain to primitive order.
-
For instanced geometry shaders, the output primitives generated from each input primitive are passed to subsequent pipeline stages using the invocation number to order the primitives, from least to greatest.
-
All output primitives generated from a given input primitive are passed to subsequent pipeline stages before any output primitives generated from subsequent input primitives.
23. Fixed-Function Vertex Post-Processing
After programmable vertex processing, the following fixed-function operations are applied to vertices of the resulting primitives:
-
Flatshading (see Flatshading).
-
Primitive clipping, including client-defined half-spaces (see Primitive Clipping).
-
Shader output attribute clipping (see Clipping Shader Outputs).
-
Perspective division on clip coordinates (see Coordinate Transformations).
-
Viewport mapping, including depth range scaling (see Controlling the Viewport).
-
Front face determination for polygon primitives (see Basic Polygon Rasterization).
editing-note
TODO:Odd that this one link to a different chapter is in this list. |
Next, rasterization is performed on primitives as described in chapter Rasterization.
23.1. Flat Shading
Flat shading a vertex output attribute means to assign all vertices of the primitive the same value for that output.
The output values assigned are those of the provoking vertex of the primitive. The provoking vertex depends on the primitive topology, and is generally the “first” vertex of the primitive. For primitives not processed by tessellation or geometry shaders, the provoking vertex is selected from the input vertices according to the following table.
Primitive type of primitive i |
Provoking vertex number |
|
i |
|
2 i |
|
i |
|
3 i |
|
i |
|
i + 1 |
|
4 i + 1 |
|
i + 1 |
|
6 i |
|
2 i |
Flat shading is applied to those vertex attributes that
match fragment input attributes which
are decorated as Flat
.
If a geometry shader is active, the output primitive topology is either points, line strips, or triangle strips, and the selection of the provoking vertex behaves according to the corresponding row of the table. If a tessellation evaluation shader is active and a geometry shader is not active, the provoking vertex is undefined but must be one of the vertices of the primitive.
23.2. Primitive Clipping
Primitives are culled against the cull volume and then clipped to the clip volume. In clip coordinates, the view volume is defined by:
This view volume can be further restricted by as many as
VkPhysicalDeviceLimits
::maxClipDistances
client-defined
half-spaces.
The cull volume is the intersection of up to
VkPhysicalDeviceLimits
::maxCullDistances
client-defined
half-spaces (if no client-defined cull half-spaces are enabled, culling
against the cull volume is skipped).
A shader must write a single cull distance for each enabled cull half-space
to elements of the CullDistance
array.
If the cull distance for any enabled cull half-space is negative for all of
the vertices of the primitive under consideration, the primitive is
discarded.
Otherwise the primitive is clipped against the clip volume as defined below.
The clip volume is the intersection of up to
VkPhysicalDeviceLimits
::maxClipDistances
client-defined
half-spaces with the view volume (if no client-defined clip half-spaces are
enabled, the clip volume is the view volume).
A shader must write a single clip distance for each enabled clip half-space
to elements of the ClipDistance
array.
Clip half-space i is then given by the set of points satisfying the
inequality
-
ci(P) ≥ 0
where ci(P) is the clip distance i at point P. For point primitives, ci(P) is simply the clip distance for the vertex in question. For line and triangle primitives, per-vertex clip distances are interpolated using a weighted mean, with weights derived according to the algorithms described in sections Basic Line Segment Rasterization and Basic Polygon Rasterization, using the perspective interpolation equations.
The number of client-defined clip and cull half-spaces that are enabled is
determined by the explicit size of the built-in arrays ClipDistance
and
CullDistance
, respectively, declared as an output in the interface of
the entry point of the final shader stage before clipping.
Depth clamping is enabled or disabled via the depthClampEnable
enable
of the VkPipelineRasterizationStateCreateInfo
structure.
If depth clamping is enabled, the plane equation
-
0 ≤ zc ≤ wc
(see the clip volume definition above) is ignored by view volume clipping (effectively, there is no near or far plane clipping).
If the primitive under consideration is a point or line segment, then clipping passes it unchanged if its vertices lie entirely within the clip volume.
If a point’s vertex lies outside of the clip volume, the entire primitive may be discarded.
If either of a line segment’s vertices lie outside of the clip volume, the line segment may be clipped, with new vertex coordinates computed for each vertex that lies outside the clip volume. A clipped line segment endpoint lies on both the original line segment and the boundary of the clip volume.
This clipping produces a value, 0 ≤ t ≤ 1, for each clipped vertex. If the coordinates of a clipped vertex are P and the original vertices' coordinates are P1 and P2, then t is given by
-
P = t P1 + (1-t) P2.
editing-note
This is weird - it gives P, not t. |
t is used to clip vertex output attributes as described in Clipping Shader Outputs.
If the primitive is a polygon, it passes unchanged if every one of its edges lie entirely inside the clip volume, and it is discarded if every one of its edges lie entirely outside the clip volume. If the edges of the polygon intersect the boundary of the clip volume, the intersecting edges are reconnected by new edges that lie along the boundary of the clip volume - in some cases requiring the introduction of new vertices into a polygon.
If a polygon intersects an edge of the clip volume’s boundary, the clipped polygon must include a point on this boundary edge.
Primitives rendered with user-defined half-spaces must satisfy a complementarity criterion. Suppose a series of primitives is drawn where each vertex i has a single specified clip distance di (or a number of similarly specified clip distances, if multiple half-spaces are enabled). Next, suppose that the same series of primitives are drawn again with each such clip distance replaced by -di (and the graphics pipeline is otherwise the same). In this case, primitives must not be missing any pixels, and pixels must not be drawn twice in regions where those primitives are cut by the clip planes.
23.3. Clipping Shader Outputs
Next, vertex output attributes are clipped. The output values associated with a vertex that lies within the clip volume are unaffected by clipping. If a primitive is clipped, however, the output values assigned to vertices produced by clipping are clipped.
Let the output values assigned to the two vertices P1 and P2 of an unclipped edge be c1 and c2. The value of t (see Primitive Clipping) for a clipped point P is used to obtain the output value associated with P as
-
c = t c1 + (1-t) c2.
(Multiplying an output value by a scalar means multiplying each of x, y, z, and w by the scalar.)
Since this computation is performed in clip space before division by wc, clipped output values are perspective-correct.
Polygon clipping creates a clipped vertex along an edge of the clip volume’s boundary. This situation is handled by noting that polygon clipping proceeds by clipping against one half-space at a time. Output value clipping is done in the same way, so that clipped points always occur at the intersection of polygon edges (possibly already clipped) with the clip volume’s boundary.
For vertex output attributes whose matching fragment input attributes are
decorated with NoPerspective
, the value of t used to obtain the
output value associated with P will be adjusted to produce results
that vary linearly in framebuffer space.
Output attributes of integer or unsigned integer type must always be flat shaded. Flat shaded attributes are constant over the primitive being rasterized (see Basic Line Segment Rasterization and Basic Polygon Rasterization), and no interpolation is performed. The output value c is taken from either c1 or c2, since flat shading has already occurred and the two values are identical.
23.4. Coordinate Transformations
Clip coordinates for a vertex result from shader execution, which yields a
vertex coordinate Position
.
Perspective division on clip coordinates yields normalized device coordinates, followed by a viewport transformation (see Controlling the Viewport) to convert these coordinates into framebuffer coordinates.
If a vertex in clip coordinates has a position given by
then the vertex’s normalized device coordinates are
23.5. Controlling the Viewport
The viewport transformation is determined by the selected viewport’s width and height in pixels, px and py, respectively, and its center (ox, oy) (also in pixels), as well as its depth range min and max determining a depth range scale value pz and a depth range bias value oz (defined below). The vertex’s framebuffer coordinates (xf, yf, zf) are given by
-
xf = (px / 2) xd + ox
-
yf = (py / 2) yd + oy
-
zf = pz × zd + oz
Multiple viewports are available, numbered zero up to
VkPhysicalDeviceLimits
::maxViewports
minus one.
The number of viewports used by a pipeline is controlled by the
viewportCount
member of the VkPipelineViewportStateCreateInfo
structure used in pipeline creation.
The VkPipelineViewportStateCreateInfo
structure is defined as:
typedef struct VkPipelineViewportStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineViewportStateCreateFlags flags;
uint32_t viewportCount;
const VkViewport* pViewports;
uint32_t scissorCount;
const VkRect2D* pScissors;
} VkPipelineViewportStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
viewportCount
is the number of viewports used by the pipeline. -
pViewports
is a pointer to an array of VkViewport structures, defining the viewport transforms. If the viewport state is dynamic, this member is ignored. -
scissorCount
is the number of scissors and must match the number of viewports. -
pScissors
is a pointer to an array ofVkRect2D
structures which define the rectangular bounds of the scissor for the corresponding viewport. If the scissor state is dynamic, this member is ignored.
If a geometry shader is active and has an output variable decorated with
ViewportIndex
, the viewport transformation uses the viewport
corresponding to the value assigned to ViewportIndex
taken from an
implementation-dependent vertex of each primitive.
If ViewportIndex
is outside the range zero to viewportCount
minus
one for a primitive, or if the geometry shader did not assign a value to
ViewportIndex
for all vertices of a primitive due to flow control, the
results of the viewport transformation of the vertices of such primitives
are undefined.
If no geometry shader is active, or if the geometry shader does not have an
output decorated with ViewportIndex
, the viewport numbered zero is used
by the viewport transformation.
A single vertex can be used in more than one individual primitive, in
primitives such as VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
.
In this case, the viewport transformation is applied separately for each
primitive.
If the bound pipeline state object was not created with the
VK_DYNAMIC_STATE_VIEWPORT
dynamic state enabled, viewport
transformation parameters are specified using the pViewports
member of
VkPipelineViewportStateCreateInfo
in the pipeline state object.
If the pipeline state object was created with the
VK_DYNAMIC_STATE_VIEWPORT
dynamic state enabled, the viewport
transformation parameters are dynamically set and changed with the command:
void vkCmdSetViewport(
VkCommandBuffer commandBuffer,
uint32_t firstViewport,
uint32_t viewportCount,
const VkViewport* pViewports);
-
commandBuffer
is the command buffer into which the command will be recorded. -
firstViewport
is the index of the first viewport whose parameters are updated by the command. -
viewportCount
is the number of viewports whose parameters are updated by the command. -
pViewports
is a pointer to an array of VkViewport structures specifying viewport parameters.
The viewport parameters taken from element i of pViewports
replace the current state for the viewport index firstViewport
+ i, for i in [0, viewportCount
).
Both VkPipelineViewportStateCreateInfo and vkCmdSetViewport use
VkViewport
to set the viewport transformation parameters.
The VkViewport
structure is defined as:
typedef struct VkViewport {
float x;
float y;
float width;
float height;
float minDepth;
float maxDepth;
} VkViewport;
-
x
andy
are the viewport’s upper left corner (x,y). -
width
andheight
are the viewport’s width and height, respectively. -
minDepth
andmaxDepth
are the depth range for the viewport. It is valid forminDepth
to be greater than or equal tomaxDepth
.
The framebuffer depth coordinate z
f may be represented using
either a fixed-point or floating-point representation.
However, a floating-point representation must be used if the depth/stencil
attachment has a floating-point depth component.
If an m-bit fixed-point representation is used, we assume that it
represents each value \(\frac{k}{2^m - 1}\), where k ∈ {
0, 1, …, 2m-1 }, as k (e.g. 1.0 is represented in binary as a
string of all ones).
The viewport parameters shown in the above equations are found from these values as
-
ox =
x
+width
/ 2 -
oy =
y
+height
/ 2 -
oz =
minDepth
-
px =
width
-
py =
height
-
pz =
maxDepth
-minDepth
.
The width and height of the implementation-dependent maximum viewport dimensions must be greater than or equal to the width and height of the largest image which can be created and attached to a framebuffer.
The floating-point viewport bounds are represented with an implementation-dependent precision.
24. Rasterization
Rasterization is the process by which a primitive is converted to a two-dimensional image. Each point of this image contains associated data such as depth, color, or other attributes.
Rasterizing a primitive begins by determining which squares of an integer grid in framebuffer coordinates are occupied by the primitive, and assigning one or more depth values to each such square. This process is described below for points, lines, and polygons.
A grid square, including its (x,y) framebuffer coordinates, z (depth), and associated data added by fragment shaders, is called a fragment. A fragment is located by its upper left corner, which lies on integer grid coordinates.
Rasterization operations also refer to a fragment’s sample locations, which are offset by subpixel fractional values from its upper left corner. The rasterization rules for points, lines, and triangles involve testing whether each sample location is inside the primitive. Fragments need not actually be square, and rasterization rules are not affected by the aspect ratio of fragments. Display of non-square grids, however, will cause rasterized points and line segments to appear fatter in one direction than the other.
We assume that fragments are square, since it simplifies antialiasing and texturing. After rasterization, fragments are processed by the early per-fragment tests, if enabled.
Several factors affect rasterization, including the members of
VkPipelineRasterizationStateCreateInfo
and
VkPipelineMultisampleStateCreateInfo
.
The VkPipelineRasterizationStateCreateInfo
structure is defined as:
typedef struct VkPipelineRasterizationStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineRasterizationStateCreateFlags flags;
VkBool32 depthClampEnable;
VkBool32 rasterizerDiscardEnable;
VkPolygonMode polygonMode;
VkCullModeFlags cullMode;
VkFrontFace frontFace;
VkBool32 depthBiasEnable;
float depthBiasConstantFactor;
float depthBiasClamp;
float depthBiasSlopeFactor;
float lineWidth;
} VkPipelineRasterizationStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
depthClampEnable
controls whether to clamp the fragment’s depth values instead of clipping primitives to the z planes of the frustum, as described in Primitive Clipping. -
rasterizerDiscardEnable
controls whether primitives are discarded immediately before the rasterization stage. -
polygonMode
is the triangle rendering mode. See VkPolygonMode. -
cullMode
is the triangle facing direction used for primitive culling. See VkCullModeFlagBits. -
frontFace
is a VkFrontFace value specifying the front-facing triangle orientation to be used for culling. -
depthBiasEnable
controls whether to bias fragment depth values. -
depthBiasConstantFactor
is a scalar factor controlling the constant depth value added to each fragment. -
depthBiasClamp
is the maximum (or minimum) depth bias of a fragment. -
depthBiasSlopeFactor
is a scalar factor applied to a fragment’s slope in depth bias calculations. -
lineWidth
is the width of rasterized line segments.
The VkPipelineMultisampleStateCreateInfo
structure is defined as:
typedef struct VkPipelineMultisampleStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineMultisampleStateCreateFlags flags;
VkSampleCountFlagBits rasterizationSamples;
VkBool32 sampleShadingEnable;
float minSampleShading;
const VkSampleMask* pSampleMask;
VkBool32 alphaToCoverageEnable;
VkBool32 alphaToOneEnable;
} VkPipelineMultisampleStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
rasterizationSamples
is a VkSampleCountFlagBits specifying the number of samples per pixel used in rasterization. -
sampleShadingEnable
specifies that fragment shading executes per-sample ifVK_TRUE
, or per-fragment ifVK_FALSE
, as described in Sample Shading. -
minSampleShading
is the minimum fraction of sample shading, as described in Sample Shading. -
pSampleMask
is a bitmask of static coverage information that is ANDed with the coverage information generated during rasterization, as described in Sample Mask. -
alphaToCoverageEnable
controls whether a temporary coverage value is generated based on the alpha component of the fragment’s first color output as specified in the Multisample Coverage section. -
alphaToOneEnable
controls whether the alpha component of the fragment’s first color output is replaced with one as described in Multisample Coverage.
Rasterization only produces fragments corresponding to pixels in the framebuffer. Fragments which would be produced by application of any of the primitive rasterization rules described below but which lie outside the framebuffer are not produced, nor are they processed by any later stage of the pipeline, including any of the early per-fragment tests described in Early Per-Fragment Tests.
Surviving fragments are processed by fragment shaders. Fragment shaders determine associated data for fragments, and can also modify or replace their assigned depth values.
If the subpass for which this pipeline is being created uses color and/or
depth/stencil attachments, then rasterizationSamples
must be the same
as the sample count for those subpass attachments.
If the subpass for which this pipeline is being created does not use color
or depth/stencil attachments, rasterizationSamples
must follow the
rules for a zero-attachment subpass.
24.1. Discarding Primitives Before Rasterization
Primitives are discarded before rasterization if the
rasterizerDiscardEnable
member of
VkPipelineRasterizationStateCreateInfo is enabled.
When enabled, primitives are discarded after they are processed by the last
active shader stage in the pipeline before rasterization.
24.2. Rasterization Order
Within a subpass of a render pass instance, for a given (x,y,layer,sample) sample location, the following operations are guaranteed to execute in rasterization order, for each separate primitive that includes that sample location:
Each of these operations is atomically executed for each primitive and sample location.
Execution of these operations for each primitive in a subpass occurs in primitive order.
24.3. Multisampling
Multisampling is a mechanism to antialias all Vulkan primitives: points, lines, and polygons. The technique is to sample all primitives multiple times at each pixel. Each sample in each framebuffer attachment has storage for a color, depth, and/or stencil value, such that per-fragment operations apply to each sample independently. The color sample values can be later resolved to a single color (see Resolving Multisample Images and the Render Pass chapter for more details on how to resolve multisample images to non-multisample images).
Vulkan defines rasterization rules for single-sample modes in a way that is equivalent to a multisample mode with a single sample in the center of each pixel.
Each fragment includes a coverage value with rasterizationSamples
bits
(see Sample Mask).
Each fragment includes rasterizationSamples
depth values and sets of
associated data.
An implementation may choose to assign the same associated data to more
than one sample.
The location for evaluating such associated data may be anywhere within the
pixel including the pixel center or any of the sample locations.
When rasterizationSamples
is VK_SAMPLE_COUNT_1_BIT
, the pixel
center must be used.
The different associated data values need not all be evaluated at the same
location.
Each pixel fragment thus consists of integer x and y grid coordinates,
rasterizationSamples
depth values and sets of associated data, and a
coverage value with rasterizationSamples
bits.
It is understood that each pixel has rasterizationSamples
locations
associated with it.
These locations are exact positions, rather than regions or areas, and each
is referred to as a sample point.
The sample points associated with a pixel must be located inside or on the
boundary of the unit square that is considered to bound the pixel.
Furthermore, the relative locations of sample points may be identical for
each pixel in the framebuffer, or they may differ.
If the current pipeline includes a fragment shader with one or more
variables in its interface decorated with Sample
and Input
, the
data associated with those variables will be assigned independently for each
sample.
The values for each sample must be evaluated at the location of the sample.
The data associated with any other variables not decorated with Sample
and Input
need not be evaluated independently for each sample.
If the standardSampleLocations
member of VkPhysicalDeviceLimits
is VK_TRUE
, then the sample counts VK_SAMPLE_COUNT_1_BIT
,
VK_SAMPLE_COUNT_2_BIT
, VK_SAMPLE_COUNT_4_BIT
,
VK_SAMPLE_COUNT_8_BIT
, and VK_SAMPLE_COUNT_16_BIT
have sample
locations as listed in the following table, with the ith entry in
the table corresponding to bit i in the sample masks.
VK_SAMPLE_COUNT_32_BIT
and VK_SAMPLE_COUNT_64_BIT
do not have
standard sample locations.
Locations are defined relative to an origin in the upper left corner of the
pixel.
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|
|
(0.5,0.5) |
(0.25,0.25) |
(0.375, 0.125) |
(0.5625, 0.3125) |
(0.5625, 0.5625) |
24.4. Sample Shading
Sample shading can be used to specify a minimum number of unique samples to
process for each fragment.
Sample shading is controlled by the sampleShadingEnable
member of
VkPipelineMultisampleStateCreateInfo.
If sampleShadingEnable
is VK_FALSE
, sample shading is considered
disabled and has no effect.
Otherwise, an implementation must provide a minimum of max(⌈
minSampleShading
× rasterizationSamples
⌉, 1)
unique associated data for each fragment, where minSampleShading
is
the minimum fraction of sample shading and rasterizationSamples
is the
number of samples requested in VkPipelineMultisampleStateCreateInfo.
These are associated with the samples in an implementation-dependent manner.
When the sample shading fraction is 1.0, a separate set of associated data
are evaluated for each sample, and each set of values is evaluated at the
sample location.
24.5. Points
A point is drawn by generating a set of fragments in the shape of a square
centered around the vertex of the point.
Each vertex has an associated point size that controls the width/height of
that square.
The point size is taken from the (potentially clipped) shader built-in
PointSize
written by:
-
the geometry shader, if active;
-
the tessellation evaluation shader, if active and no geometry shader is active;
-
the tessellation control shader, if active and no geometry or tessellation evaluation shader is active; or
-
the vertex shader, otherwise
and clamped to the implementation-dependent point size range
[pointSizeRange
[0],pointSizeRange
[1]].
If the value written to PointSize
is less than or equal to zero, or if
no value was written to PointSize
, results are undefined.
Not all point sizes need be supported, but the size 1.0 must be supported.
The range of supported sizes and the size of evenly-spaced gradations within
that range are implementation-dependent.
The range and gradations are obtained from the pointSizeRange
and
pointSizeGranularity
members of VkPhysicalDeviceLimits.
If, for instance, the size range is from 0.1 to 2.0 and the gradation size
is 0.1, then the size 0.1, 0.2, …, 1.9, 2.0 are supported.
Additional point sizes may also be supported.
There is no requirement that these sizes be equally spaced.
If an unsupported size is requested, the nearest supported size is used
instead.
24.5.1. Basic Point Rasterization
Point rasterization produces a fragment for each framebuffer pixel with one or more sample points that intersect a region centered at the point’s (xf,yf). This region is a square with side equal to the current point size. Coverage bits that correspond to sample points that intersect the region are 1, other coverage bits are 0.
All fragments produced in rasterizing a point are assigned the same
associated data, which are those of the vertex corresponding to the point.
However, the fragment shader built-in PointCoord
contains point sprite
texture coordinates.
The s and t point sprite texture coordinates vary from zero to
one across the point horizontally left-to-right and top-to-bottom,
respectively.
The following formulas are used to evaluate s and t:
where size is the point’s size, (xp,yp) is the location at which
the point sprite coordinates are evaluated - this may be the framebuffer
coordinates of the pixel center (i.e. at the half-integer) or the location
of a sample, and (xf,yf) is the exact, unrounded framebuffer
coordinate of the vertex for the point.
When rasterizationSamples
is VK_SAMPLE_COUNT_1_BIT
, the pixel
center must be used.
24.6. Line Segments
A line is drawn by generating a set of fragments overlapping a rectangle centered on the line segment. Each line segment has an associated width that controls the width of that rectangle.
The line width is specified by the
VkPipelineRasterizationStateCreateInfo::lineWidth
property of
the currently active pipeline, if the pipeline was not created with
VK_DYNAMIC_STATE_LINE_WIDTH
enabled.
Otherwise, the line width is set by calling vkCmdSetLineWidth
:
void vkCmdSetLineWidth(
VkCommandBuffer commandBuffer,
float lineWidth);
-
commandBuffer
is the command buffer into which the command will be recorded. -
lineWidth
is the width of rasterized line segments.
Not all line widths need be supported for line segment rasterization, but
width 1.0 antialiased segments must be provided.
The range and gradations are obtained from the lineWidthRange
and
lineWidthGranularity
members of VkPhysicalDeviceLimits.
If, for instance, the size range is from 0.1 to 2.0 and the gradation size
is 0.1, then the size 0.1, 0.2, …, 1.9, 2.0 are supported.
Additional line widths may also be supported.
There is no requirement that these widths be equally spaced.
If an unsupported width is requested, the nearest supported width is used
instead.
24.6.1. Basic Line Segment Rasterization
Rasterized line segments produce fragments which intersect a rectangle centered on the line segment. Two of the edges are parallel to the specified line segment; each is at a distance of one-half the current width from that segment in directions perpendicular to the direction of the line. The other two edges pass through the line endpoints and are perpendicular to the direction of the specified line segment. Coverage bits that correspond to sample points that intersect the rectangle are 1, other coverage bits are 0.
Next we specify how the data associated with each rasterized fragment are
obtained.
Let pr = (xd, yd) be the framebuffer coordinates at which
associated data are evaluated.
This may be the pixel center of a fragment or the location of a sample
within the fragment.
When rasterizationSamples
is VK_SAMPLE_COUNT_1_BIT
, the pixel
center must be used.
Let pa = (xa, ya) and pb = (xb,yb) be
initial and final endpoints of the line segment, respectively.
Set
(Note that t = 0 at p_a and t = 1 at pb. Also note that this calculation projects the vector from pa to pr onto the line, and thus computes the normalized distance of the fragment along the line.)
The value of an associated datum f for the fragment, whether it be a shader output or the clip w coordinate, must be determined using perspective interpolation:
where fa and fb are the data associated with the starting and ending endpoints of the segment, respectively; wa and wb are the clip w coordinates of the starting and ending endpoints of the segments, respectively.
Depth values for lines must be determined using linear interpolation:
-
z = (1 - t) za + t zb
where za and zb are the depth values of the starting and ending endpoints of the segment, respectively.
The NoPerspective
and Flat
interpolation decorations can be used
with fragment shader inputs to declare how they are interpolated.
When neither decoration is applied, perspective interpolation is performed as described above.
When the NoPerspective
decoration is used, linear interpolation is performed in the same fashion as for depth values,
as described above.
When the Flat
decoration is used, no interpolation is performed, and
outputs are taken from the corresponding input value of the
provoking vertex corresponding to that
primitive.
The above description documents the preferred method of line rasterization,
and must be used when the implementation advertises the strictLines
limit in VkPhysicalDeviceLimits as VK_TRUE
.
When strictLines
is VK_FALSE
, the edges of the lines are
generated as a parallelogram surrounding the original line.
The major axis is chosen by noting the axis in which there is the greatest
distance between the line start and end points.
If the difference is equal in both directions then the X axis is chosen as
the major axis.
Edges 2 and 3 are aligned to the minor axis and are centered on the
endpoints of the line as in Non strict lines, and each is
lineWidth
long.
Edges 0 and 1 are parallel to the line and connect the endpoints of edges 2
and 3.
Coverage bits that correspond to sample points that intersect the
parallelogram are 1, other coverage bits are 0.
Samples that fall exactly on the edge of the parallelogram follow the polygon rasterization rules.
Interpolation occurs as if the parallelogram was decomposed into two triangles where each pair of vertices at each end of the line has identical attributes.
24.7. Polygons
A polygon results from the decomposition of a triangle strip, triangle fan or a series of independent triangles. Like points and line segments, polygon rasterization is controlled by several variables in the VkPipelineRasterizationStateCreateInfo structure.
24.7.1. Basic Polygon Rasterization
The first step of polygon rasterization is to determine whether the triangle is back-facing or front-facing. This determination is made based on the sign of the (clipped or unclipped) polygon’s area computed in framebuffer coordinates. One way to compute this area is:
where \(x_f^i\) and \(y_f^i\) are the x and y framebuffer coordinates of the ith vertex of the n-vertex polygon (vertices are numbered starting at zero for the purposes of this computation) and i ⊕ 1 is (i + 1) mod n.
The interpretation of the sign of a is determined by the
VkPipelineRasterizationStateCreateInfo::frontFace
property of
the currently active pipeline.
Possible values are:
typedef enum VkFrontFace {
VK_FRONT_FACE_COUNTER_CLOCKWISE = 0,
VK_FRONT_FACE_CLOCKWISE = 1,
} VkFrontFace;
-
VK_FRONT_FACE_COUNTER_CLOCKWISE
specifies that a triangle with positive area is considered front-facing. -
VK_FRONT_FACE_CLOCKWISE
specifies that a triangle with negative area is considered front-facing.
Any triangle which is not front-facing is back-facing, including zero-area triangles.
Once the orientation of triangles is determined, they are culled according
to the VkPipelineRasterizationStateCreateInfo::cullMode
property
of the currently active pipeline.
Possible values are:
typedef enum VkCullModeFlagBits {
VK_CULL_MODE_NONE = 0,
VK_CULL_MODE_FRONT_BIT = 0x00000001,
VK_CULL_MODE_BACK_BIT = 0x00000002,
VK_CULL_MODE_FRONT_AND_BACK = 0x00000003,
} VkCullModeFlagBits;
-
VK_CULL_MODE_NONE
specifies that no triangles are discarded -
VK_CULL_MODE_FRONT_BIT
specifies that front-facing triangles are discarded -
VK_CULL_MODE_BACK_BIT
specifies that back-facing triangles are discarded -
VK_CULL_MODE_FRONT_AND_BACK
specifies that all triangles are discarded.
Following culling, fragments are produced for any triangles which have not been discarded.
The rule for determining which fragments are produced by polygon rasterization is called point sampling. The two-dimensional projection obtained by taking the x and y framebuffer coordinates of the polygon’s vertices is formed. Fragments are produced for any pixels for which any sample points lie inside of this polygon. Coverage bits that correspond to sample points that satisfy the point sampling criteria are 1, other coverage bits are 0. Special treatment is given to a sample whose sample location lies on a polygon edge. In such a case, if two polygons lie on either side of a common edge (with identical endpoints) on which a sample point lies, then exactly one of the polygons must result in a covered sample for that fragment during rasterization. As for the data associated with each fragment produced by rasterizing a polygon, we begin by specifying how these values are produced for fragments in a triangle. Define barycentric coordinates for a triangle. Barycentric coordinates are a set of three numbers, a, b, and c, each in the range [0,1], with a + b + c = 1. These coordinates uniquely specify any point p within the triangle or on the triangle’s boundary as
-
p = a pa + b pb + c pc
where pa, pb, and pc are the vertices of the triangle. a, b, and c are determined by:
where A(lmn) denotes the area in framebuffer coordinates of the triangle with vertices l, m, and n.
Denote an associated datum at pa, pb, or pc as fa, fb, or fc, respectively.
The value of an associated datum f for a fragment produced by rasterizing a triangle, whether it be a shader output or the clip w coordinate, must be determined using perspective interpolation:
where wa, wb, and wc are the clip w
coordinates of pa, pb, and pc, respectively.
a, b, and c are the barycentric coordinates of the
location at which the data are produced - this must be a pixel center or
the location of a sample.
When rasterizationSamples
is VK_SAMPLE_COUNT_1_BIT
, the pixel
center must be used.
Depth values for triangles must be determined using linear interpolation:
-
z = a za + b zb + c zc
where za, zb, and zc are the depth values of pa, pb, and pc, respectively.
The NoPerspective
and Flat
interpolation decorations can be used
with fragment shader inputs to declare how they are interpolated.
When neither decoration is applied, perspective interpolation is performed as described above.
When the NoPerspective
decoration is used,
linear interpolation is performed in the
same fashion as for depth values, as described above.
When the Flat
decoration is used, no interpolation is performed, and
outputs are taken from the corresponding input value of the
provoking vertex corresponding to that
primitive.
For a polygon with more than three edges, such as are produced by clipping a triangle, a convex combination of the values of the datum at the polygon’s vertices must be used to obtain the value assigned to each fragment produced by the rasterization algorithm. That is, it must be the case that at every fragment
where n is the number of vertices in the polygon and fi is the value of f at vertex i. For each i, 0 ≤ ai ≤ 1 and \(\sum_{i=1}^{n}a_i = 1\). The values of ai may differ from fragment to fragment, but at vertex i, ai = 1 and aj = 0 for j ≠ i.
Note
One algorithm that achieves the required behavior is to triangulate a polygon (without adding any vertices) and then treat each triangle individually as already discussed. A scan-line rasterizer that linearly interpolates data along each edge and then linearly interpolates data across each horizontal span from edge to edge also satisfies the restrictions (in this case, the numerator and denominator of equation [triangle_perspective_interpolation] are iterated independently and a division performed for each fragment). |
24.7.2. Polygon Mode
Possible values of the
VkPipelineRasterizationStateCreateInfo::polygonMode
property of
the currently active pipeline, specifying the method of rasterization for
polygons, are:
typedef enum VkPolygonMode {
VK_POLYGON_MODE_FILL = 0,
VK_POLYGON_MODE_LINE = 1,
VK_POLYGON_MODE_POINT = 2,
} VkPolygonMode;
-
VK_POLYGON_MODE_POINT
specifies that polygon vertices are drawn as points. -
VK_POLYGON_MODE_LINE
specifies that polygon edges are drawn as line segments. -
VK_POLYGON_MODE_FILL
specifies that polygons are rendered using the polygon rasterization rules in this section.
These modes affect only the final rasterization of polygons: in particular, a polygon’s vertices are shaded and the polygon is clipped and possibly culled before these modes are applied.
24.7.3. Depth Bias
The depth values of all fragments generated by the rasterization of a
polygon can be offset by a single value that is computed for that polygon.
This behavior is controlled by the depthBiasEnable
,
depthBiasConstantFactor
, depthBiasClamp
, and
depthBiasSlopeFactor
members of
VkPipelineRasterizationStateCreateInfo, or by the corresponding
parameters to the vkCmdSetDepthBias
command if depth bias state is
dynamic.
void vkCmdSetDepthBias(
VkCommandBuffer commandBuffer,
float depthBiasConstantFactor,
float depthBiasClamp,
float depthBiasSlopeFactor);
-
commandBuffer
is the command buffer into which the command will be recorded. -
depthBiasConstantFactor
is a scalar factor controlling the constant depth value added to each fragment. -
depthBiasClamp
is the maximum (or minimum) depth bias of a fragment. -
depthBiasSlopeFactor
is a scalar factor applied to a fragment’s slope in depth bias calculations.
If depthBiasEnable
is VK_FALSE
, no depth bias is applied and the
fragment’s depth values are unchanged.
depthBiasSlopeFactor
scales the maximum depth slope of the polygon,
and depthBiasConstantFactor
scales an implementation-dependent
constant that relates to the usable resolution of the depth buffer.
The resulting values are summed to produce the depth bias value which is
then clamped to a minimum or maximum value specified by
depthBiasClamp
.
depthBiasSlopeFactor
, depthBiasConstantFactor
, and
depthBiasClamp
can each be positive, negative, or zero.
The maximum depth slope m of a triangle is
where (xf, yf, zf) is a point on the triangle. m may be approximated as
The minimum resolvable difference r is an implementation-dependent
parameter that depends on the depth buffer representation.
It is the smallest difference in framebuffer coordinate z values that
is guaranteed to remain distinct throughout polygon rasterization and in the
depth buffer.
All pairs of fragments generated by the rasterization of two polygons with
otherwise identical vertices, but z
f values that differ by
$r$, will have distinct depth values.
For fixed-point depth buffer representations, r is constant throughout the range of the entire depth buffer. For floating-point depth buffers, there is no single minimum resolvable difference. In this case, the minimum resolvable difference for a given polygon is dependent on the maximum exponent, e, in the range of z values spanned by the primitive. If n is the number of bits in the floating-point mantissa, the minimum resolvable difference, r, for the given primitive is defined as
-
r = 2e-n
If no depth buffer is present, r is undefined.
The bias value o for a polygon is
m is computed as described above. If the depth buffer uses a fixed-point representation, m is a function of depth values in the range [0,1], and o is applied to depth values in the same range.
For fixed-point depth buffers, fragment depth values are always limited to the range [0,1] by clamping after depth bias addition is performed. Fragment depth values are clamped even when the depth buffer uses a floating-point representation.
25. Fragment Operations
Fragment operations execute on a per-fragment or per-sample basis, affecting whether or how a fragment or sample is written to the framebuffer. Some operations execute before fragment shading, and others after. Fragment operations always adhere to rasterization order.
25.1. Early Per-Fragment Tests
Once fragments are produced by rasterization, a number of per-fragment operations are performed prior to fragment shader execution. If a fragment is discarded during any of these operations, it will not be processed by any subsequent stage, including fragment shader execution.
The scissor test and sample mask generation are both always performed during early fragment tests.
Fragment operations are performed in the following order:
-
the scissor test (see Scissor Test)
-
multisample fragment operations (see Sample Mask)
If early per-fragment operations are enabled by the fragment shader, these operations are also performed:
25.2. Scissor Test
The scissor test determines if a fragment’s framebuffer coordinates
(xf,yf) lie within the scissor rectangle corresponding to the
viewport index (see Controlling the Viewport)
used by the primitive that generated the fragment.
If the pipeline state object is created without
VK_DYNAMIC_STATE_SCISSOR
enabled then the scissor rectangles are set
by the VkPipelineViewportStateCreateInfo state of the pipeline state
object.
Otherwise, to dynamically set the scissor rectangles call:
void vkCmdSetScissor(
VkCommandBuffer commandBuffer,
uint32_t firstScissor,
uint32_t scissorCount,
const VkRect2D* pScissors);
-
commandBuffer
is the command buffer into which the command will be recorded. -
firstScissor
is the index of the first scissor whose state is updated by the command. -
scissorCount
is the number of scissors whose rectangles are updated by the command. -
pScissors
is a pointer to an array of VkRect2D structures defining scissor rectangles.
The scissor rectangles taken from element i of pScissors
replace
the current state for the scissor index firstScissor
+ i,
for i in [0, scissorCount
).
Each scissor rectangle is described by a VkRect2D structure, with the
offset.x
and offset.y
values determining the upper left corner
of the scissor rectangle, and the extent.width
and extent.height
values determining the size in pixels.
If offset.x
≤ xf < offset.x
+
extent.width
and offset.y
≤ yf < offset.y
+ extent.height
for the selected scissor rectangle, then the
scissor test passes.
Otherwise, the test fails and the fragment is discarded.
For points, lines, and polygons, the scissor rectangle for a primitive is
selected in the same manner as the viewport (see
Controlling the Viewport).
The scissor rectangles only apply to drawing commands, not to other commands
like clears or copies.
It is legal for offset.x
+ extent.width
or
offset.y
+ extent.height
to exceed the dimensions of
the framebuffer - the scissor test still applies as defined above.
Rasterization does not produce fragments outside of the framebuffer, so such
fragments never have the scissor test performed on them.
The scissor test is always performed. Applications can effectively disable the scissor test by specifying a scissor rectangle that encompasses the entire framebuffer.
25.3. Sample Mask
This step modifies fragment coverage values based on the values in the
pSampleMask
array member of
VkPipelineMultisampleStateCreateInfo, as described previously in
section Graphics Pipelines.
pSampleMask
contains an array of static coverage information that is
ANDed
with the coverage information generated during rasterization.
Bits that are zero disable coverage for the corresponding sample.
Bit B of mask word M corresponds to sample 32 × M
+ B.
The array is sized to a length of ⌈ rasterizationSamples
/
32 ⌉ words.
If pSampleMask
is NULL
, it is treated as if the mask has all bits
enabled, i.e. no coverage is removed from fragments.
The elements of the sample mask array are of type VkSampleMask
,
each representing 32 bits of coverage information:
typedef uint32_t VkSampleMask;
25.4. Early Fragment Test Mode
The depth bounds test, stencil test, depth test, and occlusion query sample counting are performed before fragment shading if and only if early fragment tests are enabled by the fragment shader (see Early Fragment Tests). When early per-fragment operations are enabled, these operations are performed prior to fragment shader execution, and the stencil buffer, depth buffer, and occlusion query sample counts will be updated accordingly; these operations will not be performed again after fragment shader execution.
If a pipeline’s fragment shader has early fragment tests disabled, these operations are performed only after fragment program execution, in the order described below. If a pipeline does not contain a fragment shader, these operations are performed only once.
If early fragment tests are enabled, any depth value computed by the fragment shader has no effect. Additionally, the depth test (including depth writes), stencil test (including stencil writes) and sample counting operations are performed even for fragments or samples that would be discarded after fragment shader execution due to per-fragment operations such as alpha-to-coverage tests, or due to the fragment being discarded by the shader itself.
25.5. Late Per-Fragment Tests
After programmable fragment processing, per-fragment operations are performed before blending and color output to the framebuffer.
A fragment is produced by rasterization with framebuffer coordinates of (xf,yf) and depth z, as described in Rasterization. The fragment is then modified by programmable fragment processing, which adds associated data as described in Shaders. The fragment is then further modified, and possibly discarded by the late per-fragment operations described in this chapter. Finally, if the fragment was not discarded, it is used to update the framebuffer at the fragment’s framebuffer coordinates for any samples that remain covered.
editing-note
There used to be a sentence of form "These operations are diagrammed in figure fig-fragops,Fragment Operations, in the order in which they are performed" following "described in this chapter." above, but the referred figure does not yet exist. |
The depth bounds test, stencil test, and depth test are performed for each pixel sample, rather than just once for each fragment. Stencil and depth operations are performed for a pixel sample only if that sample’s fragment coverage bit is a value of 1 when the fragment executes the corresponding stage of the graphics pipeline. If the corresponding coverage bit is 0, no operations are performed for that sample. Failure of the depth bounds, stencil, or depth test results in termination of the processing of that sample by means of disabling coverage for that sample, rather than discarding of the fragment. If, at any point, a fragment’s coverage becomes zero for all samples, then the fragment is discarded. All operations are performed on the depth and stencil values stored in the depth/stencil attachment of the framebuffer. The contents of the color attachments are not modified at this point.
The depth bounds test, stencil test, depth test, and occlusion query operations described in Depth Bounds Test, Stencil Test, Depth Test, Sample Counting are instead performed prior to fragment processing, as described in Early Fragment Test Mode, if requested by the fragment shader.
25.6. Multisample Coverage
If a fragment shader is active and its entry point’s interface includes a
built-in output variable decorated with SampleMask
, the fragment
coverage is ANDed
with the bits of the sample mask to generate a new
fragment coverage value.
If such a fragment shader did not assign a value to SampleMask
due to
flow of control, the value ANDed
with the fragment coverage is
undefined.
If no fragment shader is active, or if the active fragment shader does not
include SampleMask
in its interface, the fragment coverage is not
modified.
Next, the fragment alpha and coverage values are modified based on the
alphaToCoverageEnable
and alphaToOneEnable
members of the
VkPipelineMultisampleStateCreateInfo structure.
All alpha values in this section refer only to the alpha component of the
fragment shader output that has a Location
and Index
decoration of
zero (see the Fragment Output Interface
section).
If that shader output has an integer or unsigned integer type, then these
operations are skipped.
If alphaToCoverageEnable
is enabled, a temporary coverage value with
rasterizationSamples
bits is generated where each bit is determined by
the fragment’s alpha value.
The temporary coverage value is then ANDed with the fragment coverage value
to generate a new fragment coverage value.
No specific algorithm is specified for converting the alpha value to a temporary coverage mask. It is intended that the number of 1’s in this value be proportional to the alpha value (clamped to [0,1]), with all 1’s corresponding to a value of 1.0 and all 0’s corresponding to 0.0. The algorithm may be different at different pixel locations.
Note
Using different algorithms at different pixel location may help to avoid artifacts caused by regular coverage sample locations. |
Next, if alphaToOneEnable
is enabled, each alpha value is replaced by
the maximum representable alpha value for fixed-point color buffers, or by
1.0 for floating-point buffers.
Otherwise, the alpha values are not changed.
25.7. Depth and Stencil Operations
Pipeline state controlling the depth bounds tests,
stencil test, and depth test is
specified through the members of the
VkPipelineDepthStencilStateCreateInfo
structure.
The VkPipelineDepthStencilStateCreateInfo
structure is defined as:
typedef struct VkPipelineDepthStencilStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineDepthStencilStateCreateFlags flags;
VkBool32 depthTestEnable;
VkBool32 depthWriteEnable;
VkCompareOp depthCompareOp;
VkBool32 depthBoundsTestEnable;
VkBool32 stencilTestEnable;
VkStencilOpState front;
VkStencilOpState back;
float minDepthBounds;
float maxDepthBounds;
} VkPipelineDepthStencilStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
depthTestEnable
controls whether depth testing is enabled. -
depthWriteEnable
controls whether depth writes are enabled whendepthTestEnable
isVK_TRUE
. Depth writes are always disabled whendepthTestEnable
isVK_FALSE
. -
depthCompareOp
is the comparison operator used in the depth test. -
depthBoundsTestEnable
controls whether depth bounds testing is enabled. -
stencilTestEnable
controls whether stencil testing is enabled. -
front
andback
control the parameters of the stencil test. -
minDepthBounds
andmaxDepthBounds
define the range of values used in the depth bounds test.
25.8. Depth Bounds Test
The depth bounds test conditionally disables coverage of a sample based on
the outcome of a comparison between the value za in the depth
attachment at location (xf,yf) (for the appropriate sample) and a
range of values.
The test is enabled or disabled by the depthBoundsTestEnable
member of
VkPipelineDepthStencilStateCreateInfo: If the pipeline state object is
created without the VK_DYNAMIC_STATE_DEPTH_BOUNDS
dynamic state
enabled then the range of values used in the depth bounds test are defined
by the minDepthBounds
and maxDepthBounds
members of the
VkPipelineDepthStencilStateCreateInfo structure.
Otherwise, to dynamically set the depth bounds range values call:
void vkCmdSetDepthBounds(
VkCommandBuffer commandBuffer,
float minDepthBounds,
float maxDepthBounds);
-
commandBuffer
is the command buffer into which the command will be recorded. -
minDepthBounds
is the lower bound of the range of depth values used in the depth bounds test. -
maxDepthBounds
is the upper bound of the range.
If minDepthBounds
≤ za ≤ maxDepthBounds
}, then
the depth bounds test passes.
Otherwise, the test fails and the sample’s coverage bit is cleared in the
fragment.
If there is no depth framebuffer attachment or if the depth bounds test is
disabled, it is as if the depth bounds test always passes.
25.9. Stencil Test
The stencil test conditionally disables coverage of a sample based on the
outcome of a comparison between the stencil value in the depth/stencil
attachment at location (xf,yf) (for the appropriate sample) and a
reference value.
The stencil test also updates the value in the stencil attachment, depending
on the test state, the stencil value and the stencil write masks.
The test is enabled or disabled by the stencilTestEnable
member of
VkPipelineDepthStencilStateCreateInfo.
When disabled, the stencil test and associated modifications are not made, and the sample’s coverage is not modified.
The stencil test is controlled with the front
and back
members
of VkPipelineDepthStencilStateCreateInfo
which are of type
VkStencilOpState
.
The VkStencilOpState
structure is defined as:
typedef struct VkStencilOpState {
VkStencilOp failOp;
VkStencilOp passOp;
VkStencilOp depthFailOp;
VkCompareOp compareOp;
uint32_t compareMask;
uint32_t writeMask;
uint32_t reference;
} VkStencilOpState;
-
failOp
is a VkStencilOp value specifying the action performed on samples that fail the stencil test. -
passOp
is a VkStencilOp value specifying the action performed on samples that pass both the depth and stencil tests. -
depthFailOp
is a VkStencilOp value specifying the action performed on samples that pass the stencil test and fail the depth test. -
compareOp
is a VkCompareOp value specifying the comparison operator used in the stencil test. -
compareMask
selects the bits of the unsigned integer stencil values participating in the stencil test. -
writeMask
selects the bits of the unsigned integer stencil values updated by the stencil test in the stencil framebuffer attachment. -
reference
is an integer reference value that is used in the unsigned stencil comparison.
There are two sets of stencil-related state, the front stencil state set and the back stencil state set. Stencil tests and writes use the front set of stencil state when processing front-facing fragments and use the back set of stencil state when processing back-facing fragments. Fragments rasterized from non-polygon primitives (points and lines) are always considered front-facing. Fragments rasterized from polygon primitives inherit their facingness from the polygon, even if the polygon is rasterized as points or lines due to the current VkPolygonMode. Whether a polygon is front- or back-facing is determined in the same manner used for face culling (see Basic Polygon Rasterization).
The operation of the stencil test is also affected by the compareMask
,
writeMask
, and reference
members of VkStencilOpState
set
in the pipeline state object if the pipeline state object is created without
the VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK
,
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK
, and
VK_DYNAMIC_STATE_STENCIL_REFERENCE
dynamic states enabled,
respectively.
If the pipeline state object is created with the
VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK
dynamic state enabled, then to
dynamically set the stencil compare mask call:
void vkCmdSetStencilCompareMask(
VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t compareMask);
-
commandBuffer
is the command buffer into which the command will be recorded. -
faceMask
is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the compare mask. -
compareMask
is the new value to use as the stencil compare mask.
Bits which can be set in the
vkCmdSetStencilCompareMask::faceMask
parameter, and similar
parameters of other commands specifying which stencil state to update
stencil masks for, are:
typedef enum VkStencilFaceFlagBits {
VK_STENCIL_FACE_FRONT_BIT = 0x00000001,
VK_STENCIL_FACE_BACK_BIT = 0x00000002,
VK_STENCIL_FRONT_AND_BACK = 0x00000003,
} VkStencilFaceFlagBits;
-
VK_STENCIL_FACE_FRONT_BIT
specifies that only the front set of stencil state is updated. -
VK_STENCIL_FACE_BACK_BIT
specifies that only the back set of stencil state is updated. -
VK_STENCIL_FRONT_AND_BACK
is the combination ofVK_STENCIL_FACE_FRONT_BIT
andVK_STENCIL_FACE_BACK_BIT
, and specifies that both sets of stencil state are updated.
If the pipeline state object is created with the
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK
dynamic state enabled, then to
dynamically set the stencil write mask call:
void vkCmdSetStencilWriteMask(
VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t writeMask);
-
commandBuffer
is the command buffer into which the command will be recorded. -
faceMask
is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the write mask, as described above for vkCmdSetStencilCompareMask. -
writeMask
is the new value to use as the stencil write mask.
If the pipeline state object is created with the
VK_DYNAMIC_STATE_STENCIL_REFERENCE
dynamic state enabled, then to
dynamically set the stencil reference value call:
void vkCmdSetStencilReference(
VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t reference);
-
commandBuffer
is the command buffer into which the command will be recorded. -
faceMask
is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the reference value, as described above for vkCmdSetStencilCompareMask. -
reference
is the new value to use as the stencil reference value.
reference
is an integer reference value that is used in the unsigned
stencil comparison.
The reference value used by stencil comparison must be within the range
[0,2s-1] , where s is the number of bits in the stencil
framebuffer attachment, otherwise the reference value is considered
undefined.
The s least significant bits of compareMask
are bitwise
ANDed
with both the reference and the stored stencil value, and the
resulting masked values are those that participate in the comparison
controlled by compareOp
.
Let R be the masked reference value and S be the masked stored
stencil value.
Possible values of VkStencilOpState::compareOp
, specifying the stencil
comparison function, are:
typedef enum VkCompareOp {
VK_COMPARE_OP_NEVER = 0,
VK_COMPARE_OP_LESS = 1,
VK_COMPARE_OP_EQUAL = 2,
VK_COMPARE_OP_LESS_OR_EQUAL = 3,
VK_COMPARE_OP_GREATER = 4,
VK_COMPARE_OP_NOT_EQUAL = 5,
VK_COMPARE_OP_GREATER_OR_EQUAL = 6,
VK_COMPARE_OP_ALWAYS = 7,
} VkCompareOp;
-
VK_COMPARE_OP_NEVER
specifies that the test never passes. -
VK_COMPARE_OP_LESS
specifies that the test passes when R < S. -
VK_COMPARE_OP_EQUAL
specifies that the test passes when R = S. -
VK_COMPARE_OP_LESS_OR_EQUAL
specifies that the test passes when R ≤ S. -
VK_COMPARE_OP_GREATER
specifies that the test passes when R > S. -
VK_COMPARE_OP_NOT_EQUAL
specifies that the test passes when R ≠ S. -
VK_COMPARE_OP_GREATER_OR_EQUAL
specifies that the test passes when R ≥ S. -
VK_COMPARE_OP_ALWAYS
specifies that the test always passes.
Possible values of the failOp
, passOp
, and depthFailOp
members of VkStencilOpState, specifying what happens to the stored
stencil value if this or certain subsequent tests fail or pass, are:
typedef enum VkStencilOp {
VK_STENCIL_OP_KEEP = 0,
VK_STENCIL_OP_ZERO = 1,
VK_STENCIL_OP_REPLACE = 2,
VK_STENCIL_OP_INCREMENT_AND_CLAMP = 3,
VK_STENCIL_OP_DECREMENT_AND_CLAMP = 4,
VK_STENCIL_OP_INVERT = 5,
VK_STENCIL_OP_INCREMENT_AND_WRAP = 6,
VK_STENCIL_OP_DECREMENT_AND_WRAP = 7,
} VkStencilOp;
-
VK_STENCIL_OP_KEEP
keeps the current value. -
VK_STENCIL_OP_ZERO
sets the value to 0. -
VK_STENCIL_OP_REPLACE
sets the value toreference
. -
VK_STENCIL_OP_INCREMENT_AND_CLAMP
increments the current value and clamps to the maximum representable unsigned value. -
VK_STENCIL_OP_DECREMENT_AND_CLAMP
decrements the current value and clamps to 0. -
VK_STENCIL_OP_INVERT
bitwise-inverts the current value. -
VK_STENCIL_OP_INCREMENT_AND_WRAP
increments the current value and wraps to 0 when the maximum value would have been exceeded. -
VK_STENCIL_OP_DECREMENT_AND_WRAP
decrements the current value and wraps to the maximum possible value when the value would go below 0.
For purposes of increment and decrement, the stencil bits are considered as an unsigned integer.
If the stencil test fails, the sample’s coverage bit is cleared in the fragment. If there is no stencil framebuffer attachment, stencil modification cannot occur, and it is as if the stencil tests always pass.
If the stencil test passes, the writeMask
member of the
VkStencilOpState structures controls how the updated stencil value is
written to the stencil framebuffer attachment.
The least significant s bits of writeMask
, where s is the
number of bits in the stencil framebuffer attachment, specify an integer
mask.
Where a 1 appears in this mask, the corresponding bit in the stencil
value in the depth/stencil attachment is written; where a 0 appears,
the bit is not written.
The writeMask
value uses either the front-facing or back-facing state
based on the facingness of the fragment.
Fragments generated by front-facing primitives use the front mask and
fragments generated by back-facing primitives use the back mask.
25.10. Depth Test
The depth test conditionally disables coverage of a sample based on the
outcome of a comparison between the fragment’s depth value at the sample
location and the sample’s depth value in the depth/stencil attachment at
location (xf,yf).
The comparison is enabled or disabled with the depthTestEnable
member
of the VkPipelineDepthStencilStateCreateInfo structure.
When disabled, the depth comparison and subsequent possible updates to the
value of the depth component of the depth/stencil attachment are bypassed
and the fragment is passed to the next operation.
The stencil value, however, can be modified as indicated above as if the
depth test passed.
If enabled, the comparison takes place and the depth/stencil attachment
value can subsequently be modified.
The comparison is specified with the depthCompareOp
member of
VkPipelineDepthStencilStateCreateInfo.
Let z
f be the incoming fragment’s depth value for a sample,
and let za be the depth/stencil attachment value in memory for that
sample.
The depth test passes under the following conditions:
-
VK_COMPARE_OP_NEVER
: the test never passes. -
VK_COMPARE_OP_LESS
: the test passes when zf < za. -
VK_COMPARE_OP_EQUAL
: the test passes when zf = za. -
VK_COMPARE_OP_LESS_OR_EQUAL
: the test passes when zf ≤ za. -
VK_COMPARE_OP_GREATER
: the test passes when zf > za. -
VK_COMPARE_OP_NOT_EQUAL
: the test passes when zf ≠ za. -
VK_COMPARE_OP_GREATER_OR_EQUAL
: the test passes when zf ≥ za. -
VK_COMPARE_OP_ALWAYS
: the test always passes.
If depth clamping (see Primitive Clipping) is
enabled, before the incoming fragment’s z
f is compared to
z
a, z
f is clamped to [min(n,f),max(n,f)],
where n and f are the minDepth
and maxDepth
depth
range values of the viewport used by this fragment, respectively.
If the depth test fails, the sample’s coverage bit is cleared in the fragment. The stencil value at the sample’s location is updated according to the function currently in effect for depth test failure.
If the depth test passes, the sample’s (possibly clamped) z
f
value is conditionally written to the depth framebuffer attachment based on
the depthWriteEnable
member of
VkPipelineDepthStencilStateCreateInfo.
If depthWriteEnable
is VK_TRUE
the value is written, and if it
is VK_FALSE
the value is not written.
The stencil value at the sample’s location is updated according to the
function currently in effect for depth test success.
If there is no depth framebuffer attachment, it is as if the depth test always passes.
25.11. Sample Counting
Occlusion queries use query pool entries to track the number of samples that pass all the per-fragment tests. The mechanism of collecting an occlusion query value is described in Occlusion Queries.
The occlusion query sample counter increments by one for each sample with a coverage value of 1 in each fragment that survives all the per-fragment tests, including scissor, sample mask, alpha to coverage, stencil, and depth tests.
25.12. Coverage Reduction
Coverage reduction generates a color sample mask from the coverage mask, with one bit for each sample in the color attachment(s) for the subpass. If a bit in the color sample mask is 0, then blending and writing to the framebuffer are not performed for that sample.
Each color sample is associated with a unique rasterization sample, and the value of the coverage mask is assigned to the color sample mask.
26. The Framebuffer
26.1. Blending
Blending combines the incoming source fragment’s R, G, B, and A values with the destination R, G, B, and A values of each sample stored in the framebuffer at the fragment’s (xf,yf) location. Blending is performed for each pixel sample, rather than just once for each fragment.
Source and destination values are combined according to the blend operation, quadruplets of source and destination weighting factors determined by the blend factors, and a blend constant, to obtain a new set of R, G, B, and A values, as described below.
Blending is computed and applied separately to each color attachment used by the subpass, with separate controls for each attachment.
Prior to performing the blend operation, signed and unsigned normalized fixed-point color components undergo an implied conversion to floating-point as specified by Conversion from Normalized Fixed-Point to Floating-Point. Blending computations are treated as if carried out in floating-point, and basic blend operations are performed with a precision and dynamic range no lower than that used to represent destination components.
Blending applies only to fixed-point and floating-point color attachments. If the color attachment has an integer format, blending is not applied.
The pipeline blend state is included in the
VkPipelineColorBlendStateCreateInfo
structure during graphics pipeline
creation:
The VkPipelineColorBlendStateCreateInfo
structure is defined as:
typedef struct VkPipelineColorBlendStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineColorBlendStateCreateFlags flags;
VkBool32 logicOpEnable;
VkLogicOp logicOp;
uint32_t attachmentCount;
const VkPipelineColorBlendAttachmentState* pAttachments;
float blendConstants[4];
} VkPipelineColorBlendStateCreateInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
logicOpEnable
controls whether to apply Logical Operations. -
logicOp
selects which logical operation to apply. -
attachmentCount
is the number ofVkPipelineColorBlendAttachmentState
elements inpAttachments
. This value must equal thecolorAttachmentCount
for the subpass in which this pipeline is used. -
pAttachments
: is a pointer to array of per target attachment states. -
blendConstants
is an array of four values used as the R, G, B, and A components of the blend constant that are used in blending, depending on the blend factor.
Each element of the pAttachments
array is a
VkPipelineColorBlendAttachmentState structure specifying per-target
blending state for each individual color attachment.
If the independent blending feature
is not enabled on the device, all VkPipelineColorBlendAttachmentState
elements in the pAttachments
array must be identical.
The VkPipelineColorBlendAttachmentState
structure is defined as:
typedef struct VkPipelineColorBlendAttachmentState {
VkBool32 blendEnable;
VkBlendFactor srcColorBlendFactor;
VkBlendFactor dstColorBlendFactor;
VkBlendOp colorBlendOp;
VkBlendFactor srcAlphaBlendFactor;
VkBlendFactor dstAlphaBlendFactor;
VkBlendOp alphaBlendOp;
VkColorComponentFlags colorWriteMask;
} VkPipelineColorBlendAttachmentState;
-
blendEnable
controls whether blending is enabled for the corresponding color attachment. If blending is not enabled, the source fragment’s color for that attachment is passed through unmodified. -
srcColorBlendFactor
selects which blend factor is used to determine the source factors (Sr,Sg,Sb). -
dstColorBlendFactor
selects which blend factor is used to determine the destination factors (Dr,Dg,Db). -
colorBlendOp
selects which blend operation is used to calculate the RGB values to write to the color attachment. -
srcAlphaBlendFactor
selects which blend factor is used to determine the source factor Sa. -
dstAlphaBlendFactor
selects which blend factor is used to determine the destination factor Da. -
alphaBlendOp
selects which blend operation is use to calculate the alpha values to write to the color attachment. -
colorWriteMask
is a bitmask of VkColorComponentFlagBits specifying which of the R, G, B, and/or A components are enabled for writing, as described for the Color Write Mask.
26.1.1. Blend Factors
The source and destination color and alpha blending factors are selected from the enum:
typedef enum VkBlendFactor {
VK_BLEND_FACTOR_ZERO = 0,
VK_BLEND_FACTOR_ONE = 1,
VK_BLEND_FACTOR_SRC_COLOR = 2,
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = 3,
VK_BLEND_FACTOR_DST_COLOR = 4,
VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR = 5,
VK_BLEND_FACTOR_SRC_ALPHA = 6,
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = 7,
VK_BLEND_FACTOR_DST_ALPHA = 8,
VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = 9,
VK_BLEND_FACTOR_CONSTANT_COLOR = 10,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR = 11,
VK_BLEND_FACTOR_CONSTANT_ALPHA = 12,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA = 13,
VK_BLEND_FACTOR_SRC_ALPHA_SATURATE = 14,
VK_BLEND_FACTOR_SRC1_COLOR = 15,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR = 16,
VK_BLEND_FACTOR_SRC1_ALPHA = 17,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA = 18,
} VkBlendFactor;
The semantics of each enum value is described in the table below:
VkBlendFactor | RGB Blend Factors (Sr,Sg,Sb) or (Dr,Dg,Db) | Alpha Blend Factor (Sa or Da) |
---|---|---|
|
(0,0,0) |
0 |
|
(1,1,1) |
1 |
|
(Rs0,Gs0,Bs0) |
As0 |
|
(1-Rs0,1-Gs0,1-Bs0) |
1-As0 |
|
(Rd,Gd,Bd) |
Ad |
|
(1-Rd,1-Gd,1-Bd) |
1-Ad |
|
(As0,As0,As0) |
As0 |
|
(1-As0,1-As0,1-As0) |
1-As0 |
|
(Ad,Ad,Ad) |
Ad |
|
(1-Ad,1-Ad,1-Ad) |
1-Ad |
|
(Rc,Gc,Bc) |
Ac |
|
(1-Rc,1-Gc,1-Bc) |
1-Ac |
|
(Ac,Ac,Ac) |
Ac |
|
(1-Ac,1-Ac,1-Ac) |
1-Ac |
|
(f,f,f); f = min(As0,1-Ad) |
1 |
|
(Rs1,Gs1,Bs1) |
As1 |
|
(1-Rs1,1-Gs1,1-Bs1) |
1-As1 |
|
(As1,As1,As1) |
As1 |
|
(1-As1,1-As1,1-As1) |
1-As1 |
In this table, the following conventions are used:
-
Rs0,Gs0,Bs0 and As0 represent the first source color R, G, B, and A components, respectively, for the fragment output location corresponding to the color attachment being blended.
-
Rs1,Gs1,Bs1 and As1 represent the second source color R, G, B, and A components, respectively, used in dual source blending modes, for the fragment output location corresponding to the color attachment being blended.
-
Rd,Gd,Bd and Ad represent the R, G, B, and A components of the destination color. That is, the color currently in the corresponding color attachment for this fragment/sample.
-
Rc,Gc,Bc and Ac represent the blend constant R, G, B, and A components, respectively.
If the pipeline state object is created without the
VK_DYNAMIC_STATE_BLEND_CONSTANTS
dynamic state enabled then the blend
constant (Rc,Gc,Bc,Ac) is specified via the
blendConstants
member of VkPipelineColorBlendStateCreateInfo.
Otherwise, to dynamically set and change the blend constant, call:
void vkCmdSetBlendConstants(
VkCommandBuffer commandBuffer,
const float blendConstants[4]);
-
commandBuffer
is the command buffer into which the command will be recorded. -
blendConstants
is an array of four values specifying the R, G, B, and A components of the blend constant color used in blending, depending on the blend factor.
26.1.2. Dual-Source Blending
Blend factors that use the secondary color input
(Rs1,Gs1,Bs1,As1) (VK_BLEND_FACTOR_SRC1_COLOR
,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR
,
VK_BLEND_FACTOR_SRC1_ALPHA
, and
VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA
) may consume hardware resources
that could otherwise be used for rendering to multiple color attachments.
Therefore, the number of color attachments that can be used in a
framebuffer may be lower when using dual-source blending.
Dual-source blending is only supported if the
dualSrcBlend
feature is enabled.
The maximum number of color attachments that can be used in a subpass when
using dual-source blending functions is implementation-dependent and is
reported as the maxFragmentDualSrcAttachments
member of
VkPhysicalDeviceLimits
.
When using a fragment shader with dual-source blending functions, the color
outputs are bound to the first and second inputs of the blender using the
Index
decoration, as described in Fragment
Output Interface.
If the second color input to the blender is not written in the shader, or if
no output is bound to the second input of a blender, the result of the
blending operation is not defined.
26.1.3. Blend Operations
Once the source and destination blend factors have been selected, they along with the source and destination components are passed to the blending operations. RGB and alpha components can use different operations. Possible values of VkBlendOp, specifying the operations, are:
typedef enum VkBlendOp {
VK_BLEND_OP_ADD = 0,
VK_BLEND_OP_SUBTRACT = 1,
VK_BLEND_OP_REVERSE_SUBTRACT = 2,
VK_BLEND_OP_MIN = 3,
VK_BLEND_OP_MAX = 4,
} VkBlendOp;
The semantics of each basic blend operations is described in the table below:
VkBlendOp | RGB Components | Alpha Component |
---|---|---|
|
R = Rs0 × Sr + Rd × Dr |
A = As0 × Sa + Ad × Da |
|
R = Rs0 × Sr - Rd × Dr |
A = As0 × Sa - Ad × Da |
|
R = Rd × Dr - Rs0 × Sr |
A = Ad × Da - As0 × Sa |
|
R = min(Rs0,Rd) |
A = min(As0,Ad) |
|
R = max(Rs0,Rd) |
A = max(As0,Ad) |
In this table, the following conventions are used:
-
Rs0, Gs0, Bs0 and As0 represent the first source color R, G, B, and A components, respectively.
-
Rd, Gd, Bd and Ad represent the R, G, B, and A components of the destination color. That is, the color currently in the corresponding color attachment for this fragment/sample.
-
Sr, Sg, Sb and Sa represent the source blend factor R, G, B, and A components, respectively.
-
Dr, Dg, Db and Da represent the destination blend factor R, G, B, and A components, respectively.
The blending operation produces a new set of values R, G, B and A, which are written to the framebuffer attachment. If blending is not enabled for this attachment, then R, G, B and A are assigned Rs0, Gs0, Bs0 and As0, respectively.
If the color attachment is fixed-point, the components of the source and destination values and blend factors are each clamped to [0,1] or [-1,1] respectively for an unsigned normalized or signed normalized color attachment prior to evaluating the blend operations. If the color attachment is floating-point, no clamping occurs.
If the numeric format of a framebuffer attachment uses sRGB encoding, the R, G, and B destination color values (after conversion from fixed-point to floating-point) are considered to be encoded for the sRGB color space and hence are linearized prior to their use in blending. Each R, G, and B component is converted from nonlinear to linear as described in the “sRGB EOTF” section of the Khronos Data Format Specification. If the format is not sRGB, no linearization is performed.
If the numeric format of a framebuffer attachment uses sRGB encoding, then the final R, G and B values are converted into the nonlinear sRGB representation before being written to the framebuffer attachment as described in the “sRGB EOTF -1” section of the Khronos Data Format Specification.
If the framebuffer color attachment numeric format is not sRGB encoded then the resulting cs values for R, G and B are unmodified. The value of A is never sRGB encoded. That is, the alpha component is always stored in memory as linear.
If the framebuffer color attachment is VK_ATTACHMENT_UNUSED
, no writes
are performed through that attachment.
Framebuffer color attachments greater than or equal to
VkSubpassDescription
::colorAttachmentCount
perform no writes.
26.2. Logical Operations
The application can enable a logical operation between the fragment’s color values and the existing value in the framebuffer attachment. This logical operation is applied prior to updating the framebuffer attachment. Logical operations are applied only for signed and unsigned integer and normalized integer framebuffers. Logical operations are not applied to floating-point or sRGB format color attachments.
Logical operations are controlled by the logicOpEnable
and
logicOp
members of VkPipelineColorBlendStateCreateInfo.
If logicOpEnable
is VK_TRUE
, then a logical operation selected
by logicOp
is applied between each color attachment and the fragment’s
corresponding output value, and blending of all attachments is treated as if
it were disabled.
Any attachments using color formats for which logical operations are not
supported simply pass through the color values unmodified.
The logical operation is applied independently for each of the red, green,
blue, and alpha components.
The logicOp
is selected from the following operations:
typedef enum VkLogicOp {
VK_LOGIC_OP_CLEAR = 0,
VK_LOGIC_OP_AND = 1,
VK_LOGIC_OP_AND_REVERSE = 2,
VK_LOGIC_OP_COPY = 3,
VK_LOGIC_OP_AND_INVERTED = 4,
VK_LOGIC_OP_NO_OP = 5,
VK_LOGIC_OP_XOR = 6,
VK_LOGIC_OP_OR = 7,
VK_LOGIC_OP_NOR = 8,
VK_LOGIC_OP_EQUIVALENT = 9,
VK_LOGIC_OP_INVERT = 10,
VK_LOGIC_OP_OR_REVERSE = 11,
VK_LOGIC_OP_COPY_INVERTED = 12,
VK_LOGIC_OP_OR_INVERTED = 13,
VK_LOGIC_OP_NAND = 14,
VK_LOGIC_OP_SET = 15,
} VkLogicOp;
The logical operations supported by Vulkan are summarized in the following table in which
-
¬ is bitwise invert,
-
∧ is bitwise and,
-
∨ is bitwise or,
-
⊕ is bitwise exclusive or,
-
s is the fragment’s Rs0, Gs0, Bs0 or As0 component value for the fragment output corresponding to the color attachment being updated, and
-
d is the color attachment’s R, G, B or A component value:
Mode | Operation |
---|---|
|
0 |
|
s ∧ d |
|
s ∧ ¬ d |
|
s |
|
¬ s ∧ d |
|
d |
|
s ⊕ d |
|
s ∨ d |
|
¬ (s ∨ d) |
|
¬ (s ⊕ d) |
|
¬ d |
|
s ∨ ¬ d |
|
¬ s |
|
¬ s ∨ d |
|
¬ (s ∧ d) |
|
all 1s |
The result of the logical operation is then written to the color attachment as controlled by the component write mask, described in Blend Operations.
26.3. Color Write Mask
Bits which can be set in
VkPipelineColorBlendAttachmentState::colorWriteMask
to determine
whether the final color values R, G, B and A are written to the
framebuffer attachment are:
typedef enum VkColorComponentFlagBits {
VK_COLOR_COMPONENT_R_BIT = 0x00000001,
VK_COLOR_COMPONENT_G_BIT = 0x00000002,
VK_COLOR_COMPONENT_B_BIT = 0x00000004,
VK_COLOR_COMPONENT_A_BIT = 0x00000008,
} VkColorComponentFlagBits;
-
VK_COLOR_COMPONENT_R_BIT
specifies that the R value is written to the color attachment for the appropriate sample. Otherwise, the value in memory is unmodified. -
VK_COLOR_COMPONENT_G_BIT
specifies that the G value is written to the color attachment for the appropriate sample. Otherwise, the value in memory is unmodified. -
VK_COLOR_COMPONENT_B_BIT
specifies that the B value is written to the color attachment for the appropriate sample. Otherwise, the value in memory is unmodified. -
VK_COLOR_COMPONENT_A_BIT
specifies that the A value is written to the color attachment for the appropriate sample. Otherwise, the value in memory is unmodified.
The color write mask operation is applied regardless of whether blending is enabled.
27. Dispatching Commands
Dispatching commands (commands with Dispatch
in the name) provoke
work in a compute pipeline.
Dispatching commands are recorded into a command buffer and when executed by
a queue, will produce work which executes according to the currently bound
compute pipeline.
A compute pipeline must be bound to a command buffer before any dispatch
commands are recorded in that command buffer.
To record a dispatch, call:
void vkCmdDispatch(
VkCommandBuffer commandBuffer,
uint32_t groupCountX,
uint32_t groupCountY,
uint32_t groupCountZ);
-
commandBuffer
is the command buffer into which the command will be recorded. -
groupCountX
is the number of local workgroups to dispatch in the X dimension. -
groupCountY
is the number of local workgroups to dispatch in the Y dimension. -
groupCountZ
is the number of local workgroups to dispatch in the Z dimension.
When the command is executed, a global workgroup consisting of groupCountX × groupCountY × groupCountZ local workgroups is assembled.
To record an indirect command dispatch, call:
void vkCmdDispatchIndirect(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset);
-
commandBuffer
is the command buffer into which the command will be recorded. -
buffer
is the buffer containing dispatch parameters. -
offset
is the byte offset intobuffer
where parameters begin.
vkCmdDispatchIndirect
behaves similarly to vkCmdDispatch except
that the parameters are read by the device from a buffer during execution.
The parameters of the dispatch are encoded in a
VkDispatchIndirectCommand structure taken from buffer
starting
at offset
.
The VkDispatchIndirectCommand
structure is defined as:
typedef struct VkDispatchIndirectCommand {
uint32_t x;
uint32_t y;
uint32_t z;
} VkDispatchIndirectCommand;
-
x
is the number of local workgroups to dispatch in the X dimension. -
y
is the number of local workgroups to dispatch in the Y dimension. -
z
is the number of local workgroups to dispatch in the Z dimension.
The members of VkDispatchIndirectCommand
have the same meaning as the
corresponding parameters of vkCmdDispatch.
28. Sparse Resources
As documented in Resource Memory Association,
VkBuffer
and VkImage
resources in Vulkan must be bound
completely and contiguously to a single VkDeviceMemory
object.
This binding must be done before the resource is used, and the binding is
immutable for the lifetime of the resource.
Sparse resources relax these restrictions and provide these additional features:
-
Sparse resources can be bound non-contiguously to one or more
VkDeviceMemory
allocations. -
Sparse resources can be re-bound to different memory allocations over the lifetime of the resource.
-
Sparse resources can have descriptors generated and used orthogonally with memory binding commands.
28.1. Sparse Resource Features
Sparse resources have several features that must be enabled explicitly at
resource creation time.
The features are enabled by including bits in the flags
parameter of
VkImageCreateInfo or VkBufferCreateInfo.
Each feature also has one or more corresponding feature enables specified in
VkPhysicalDeviceFeatures.
-
Sparse binding is the base feature, and provides the following capabilities:
-
Resources can be bound at some defined (sparse block) granularity.
-
The entire resource must be bound to memory before use regardless of regions actually accessed.
-
No specific mapping of image region to memory offset is defined, i.e. the location that each texel corresponds to in memory is implementation-dependent.
-
Sparse buffers have a well-defined mapping of buffer range to memory range, where an offset into a range of the buffer that is bound to a single contiguous range of memory corresponds to an identical offset within that range of memory.
-
Requested via the
VK_IMAGE_CREATE_SPARSE_BINDING_BIT
andVK_BUFFER_CREATE_SPARSE_BINDING_BIT
bits. -
A sparse image created using
VK_IMAGE_CREATE_SPARSE_BINDING_BIT
(but notVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
) supports all formats that non-sparse usage supports, and supports bothVK_IMAGE_TILING_OPTIMAL
andVK_IMAGE_TILING_LINEAR
tiling.
-
-
Sparse Residency builds on (and requires) the
sparseBinding
feature. It includes the following capabilities:-
Resources do not have to be completely bound to memory before use on the device.
-
Images have a prescribed sparse image block layout, allowing specific rectangular regions of the image to be bound to specific offsets in memory allocations.
-
Consistency of access to unbound regions of the resource is defined by the absence or presence of
VkPhysicalDeviceSparseProperties
::residencyNonResidentStrict
. If this property is present, accesses to unbound regions of the resource are well defined and behave as if the data bound is populated with all zeros; writes are discarded. When this property is absent, accesses are considered safe, but reads will return undefined values. -
Requested via the
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
andVK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT
bits. -
Sparse residency support is advertised on a finer grain via the following features:
-
sparseResidencyBuffer
: Support for creatingVkBuffer
objects with theVK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidencyImage2D
: Support for creating 2D single-sampledVkImage
objects withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidencyImage3D
: Support for creating 3DVkImage
objects withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidency2Samples
: Support for creating 2DVkImage
objects with 2 samples andVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidency4Samples
: Support for creating 2DVkImage
objects with 4 samples andVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidency8Samples
: Support for creating 2DVkImage
objects with 8 samples andVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidency16Samples
: Support for creating 2DVkImage
objects with 16 samples andVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
.
Implementations supporting
sparseResidencyImage2D
are only required to support sparse 2D, single-sampled images. Support is not required for sparse 3D and MSAA images and is enabled viasparseResidencyImage3D
,sparseResidency2Samples
,sparseResidency4Samples
,sparseResidency8Samples
, andsparseResidency16Samples
. -
-
A sparse image created using
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
supports all non-compressed color formats with power-of-two element size that non-sparse usage supports. Additional formats may also be supported and can be queried via vkGetPhysicalDeviceSparseImageFormatProperties.VK_IMAGE_TILING_LINEAR
tiling is not supported.
-
-
Sparse aliasing provides the following capability that can be enabled per resource:
Allows physical memory ranges to be shared between multiple locations in the same sparse resource or between multiple sparse resources, with each binding of a memory location observing a consistent interpretation of the memory contents.
See Sparse Memory Aliasing for more information.
28.2. Sparse Buffers and Fully-Resident Images
Both VkBuffer
and VkImage
objects created with the
VK_IMAGE_CREATE_SPARSE_BINDING_BIT
or
VK_BUFFER_CREATE_SPARSE_BINDING_BIT
bits can be thought of as a
linear region of address space.
In the VkImage
case if VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
is
not used, this linear region is entirely opaque, meaning that there is no
application-visible mapping between pixel location and memory offset.
Unless VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
or
VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT
are also used, the entire
resource must be bound to one or more VkDeviceMemory
objects before
use.
28.2.1. Sparse Buffer and Fully-Resident Image Block Size
The sparse block size in bytes for sparse buffers and fully-resident images
is reported as VkMemoryRequirements
::alignment
.
alignment
represents both the memory alignment requirement and the
binding granularity (in bytes) for sparse resources.
28.3. Sparse Partially-Resident Buffers
VkBuffer
objects created with the
VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT
bit allow the buffer to be made
only partially resident.
Partially resident VkBuffer
objects are allocated and bound
identically to VkBuffer
objects using only the
VK_BUFFER_CREATE_SPARSE_BINDING_BIT
feature.
The only difference is the ability for some regions of the buffer to be
unbound during device use.
28.4. Sparse Partially-Resident Images
VkImage
objects created with the
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
bit allow specific rectangular
regions of the image called sparse image blocks to be bound to specific
ranges of memory.
This allows the application to manage residency at either image subresource
or sparse image block granularity.
Each image subresource (outside of the mip tail)
starts on a sparse block boundary and has dimensions that are integer
multiples of the corresponding dimensions of the sparse image block.
Note
Applications can use these types of images to control LOD based on total memory consumption. If memory pressure becomes an issue the application can unbind and disable specific mipmap levels of images without having to recreate resources or modify pixel data of unaffected levels. The application can also use this functionality to access subregions of the image in a “megatexture” fashion. The application can create a large image and only populate the region of the image that is currently being used in the scene. |
28.4.1. Accessing Unbound Regions
The following member of VkPhysicalDeviceSparseProperties
affects how
data in unbound regions of sparse resources are handled by the
implementation:
-
residencyNonResidentStrict
If this property is not present, reads of unbound regions of the image will return undefined values. Both reads and writes are still considered safe and will not affect other resources or populated regions of the image.
If this property is present, all reads of unbound regions of the image will behave as if the region was bound to memory populated with all zeros; writes will be discarded.
Formatted accesses to unbound memory may still alter some component values in the natural way for those accesses, e.g. substituting a value of one for alpha in formats that do not have an alpha component.
Example: Reading the alpha component of an unbacked VK_FORMAT_R8_UNORM
image will return a value of 1.0f.
See Physical Device Enumeration for instructions for retrieving physical device properties.
28.4.2. Mip Tail Regions
Sparse images created using VK_IMAGE_CREATE_SPARSE_BINDING_BIT
(without also using VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
) have no
specific mapping of image region or image subresource to memory offset
defined, so the entire image can be thought of as a linear opaque address
region.
However, images created with VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
do
have a prescribed sparse image block layout, and hence each image
subresource must start on a sparse block boundary.
Within each array layer, the set of mip levels that have a smaller size than
the sparse block size in bytes are grouped together into a mip tail
region.
If the VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT
flag is present in
the flags
member of VkSparseImageFormatProperties
, for the
image’s format
, then any mip level which has dimensions that are not
integer multiples of the corresponding dimensions of the sparse image block,
and all subsequent mip levels, are also included in the mip tail region.
The following member of VkPhysicalDeviceSparseProperties
may affect
how the implementation places mip levels in the mip tail region:
-
residencyAlignedMipSize
Each mip tail region is bound to memory as an opaque region (i.e. must be bound using a VkSparseImageOpaqueMemoryBindInfo structure) and may be of a size greater than or equal to the sparse block size in bytes. This size is guaranteed to be an integer multiple of the sparse block size in bytes.
An implementation may choose to allow each array-layer’s mip tail region to
be bound to memory independently or require that all array-layer’s mip tail
regions be treated as one.
This is dictated by VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
in
VkSparseImageMemoryRequirements
::flags
.
The following diagrams depict how
VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT
and
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
alter memory usage and
requirements.
In the absence of VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT
and
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
, each array layer contains a
mip tail region containing pixel data for all mip levels smaller than the
sparse image block in any dimension.
Mip levels that are as large or larger than a sparse image block in all dimensions can be bound individually. Right-edges and bottom-edges of each level are allowed to have partially used sparse blocks. Any bound partially-used-sparse-blocks must still have their full sparse block size in bytes allocated in memory.
When VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
is present all array
layers will share a single mip tail region.
Note
The mip tail regions are presented here in 2D arrays simply for figure size reasons. Each mip tail is logically a single array of sparse blocks with an implementation-dependent mapping of pixels to sparse blocks. |
When VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT
is present the first
mip level that would contain partially used sparse blocks begins the mip
tail region.
This level and all subsequent levels are placed in the mip tail.
Only the first N mip levels whose dimensions are an exact multiple of
the sparse image block dimensions can be bound and unbound on a sparse
block basis.
Note
The mip tail region is presented here in a 2D array simply for figure size reasons. It is logically a single array of sparse blocks with an implementation-dependent mapping of pixels to sparse blocks. |
When both VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT
and
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
are present the constraints
from each of these flags are in effect.
28.4.3. Standard Sparse Image Block Shapes
Standard sparse image block shapes define a standard set of dimensions for sparse image blocks that depend on the format of the image. Layout of pixels within a sparse image block is implementation dependent. All currently defined standard sparse image block shapes are 64 KB in size.
For block-compressed formats (e.g. VK_FORMAT_BC5_UNORM_BLOCK
), the
pixel size is the size of the compressed texel block (128-bit for BC5
)
thus the dimensions of the standard sparse image block shapes apply in terms
of compressed texel blocks.
Note
For block-compressed formats, the dimensions of a sparse image block in terms of texels can be calculated by multiplying the sparse image block dimensions by the compressed texel block dimensions. |
PIXEL SIZE (bits) | Block Shape (2D) | Block Shape (3D) |
---|---|---|
8-Bit |
256 × 256 × 1 |
64 × 32 × 32 |
16-Bit |
256 × 128 × 1 |
32 × 32 × 32 |
32-Bit |
128 × 128 × 1 |
32 × 32 × 16 |
64-Bit |
128 × 64 × 1 |
32 × 16 × 16 |
128-Bit |
64 × 64 × 1 |
16 × 16 × 16 |
PIXEL SIZE (bits) | Block Shape (2X) | Block Shape (4X) | Block Shape (8X) | Block Shape (16X) |
---|---|---|---|---|
8-Bit |
128 × 256 × 1 |
128 × 128 × 1 |
64 × 128 × 1 |
64 × 64 × 1 |
16-Bit |
128 × 128 × 1 |
128 × 64 × 1 |
64 × 64 × 1 |
64 × 32 × 1 |
32-Bit |
64 × 128 × 1 |
64 × 64 × 1 |
32 × 64 × 1 |
32 × 32 × 1 |
64-Bit |
64 × 64 × 1 |
64 × 32 × 1 |
32 × 32 × 1 |
32 × 16 × 1 |
128-Bit |
32 × 64 × 1 |
32 × 32 × 1 |
16 × 32 × 1 |
16 × 16 × 1 |
Implementations that support the standard sparse image block shape for all
applicable formats may advertise the following
VkPhysicalDeviceSparseProperties
:
-
residencyStandard2DBlockShape
-
residencyStandard2DMultisampleBlockShape
-
residencyStandard3DBlockShape
Reporting each of these features does not imply that all possible image types are supported as sparse. Instead, this indicates that no supported sparse image of the corresponding type will use custom sparse image block dimensions for any formats that have a corresponding standard sparse image block shape.
28.4.4. Custom Sparse Image Block Shapes
An implementation that does not support a standard image block shape for a
particular sparse partially-resident image may choose to support a custom
sparse image block shape for it instead.
The dimensions of such a custom sparse image block shape are reported in
VkSparseImageFormatProperties
::imageGranularity
.
As with standard sparse image block shapes, the size in bytes of the custom
sparse image block shape will be reported in
VkMemoryRequirements
::alignment
.
Custom sparse image block dimensions are reported through
vkGetPhysicalDeviceSparseImageFormatProperties
and
vkGetImageSparseMemoryRequirements
.
An implementation must not support both the standard sparse image block shape and a custom sparse image block shape for the same image. The standard sparse image block shape must be used if it is supported.
28.4.5. Multiple Aspects
Partially resident images are allowed to report separate sparse properties for different aspects of the image. One example is for depth/stencil images where the implementation separates the depth and stencil data into separate planes. Another reason for multiple aspects is to allow the application to manage memory allocation for implementation-private metadata associated with the image. See the figure below:
Note
The mip tail regions are presented here in 2D arrays simply for figure size reasons. Each mip tail is logically a single array of sparse blocks with an implementation-dependent mapping of pixels to sparse blocks. |
In the figure above the depth, stencil, and metadata aspects all have unique
sparse properties.
The per-pixel stencil data is ¼ the size of the depth data,
hence the stencil sparse blocks include 4 × the number of
pixels.
The sparse block size in bytes for all of the aspects is identical and
defined by VkMemoryRequirements
::alignment
.
Metadata
The metadata aspect of an image has the following constraints:
-
All metadata is reported in the mip tail region of the metadata aspect.
-
All metadata must be bound prior to device use of the sparse image.
28.5. Sparse Memory Aliasing
By default sparse resources have the same aliasing rules as non-sparse resources. See Memory Aliasing for more information.
VkDevice
objects that have the
sparseResidencyAliased feature
enabled are able to use the VK_BUFFER_CREATE_SPARSE_ALIASED_BIT
and
VK_IMAGE_CREATE_SPARSE_ALIASED_BIT
flags for resource creation.
These flags allow resources to access physical memory bound into multiple
locations within one or more sparse resources in a data consistent
fashion.
This means that reading physical memory from multiple aliased locations will
return the same value.
Care must be taken when performing a write operation to aliased physical memory. Memory dependencies must be used to separate writes to one alias from reads or writes to another alias. Writes to aliased memory that are not properly guarded against accesses to different aliases will have undefined results for all accesses to the aliased memory.
Applications that wish to make use of data consistent sparse memory aliasing must abide by the following guidelines:
-
All sparse resources that are bound to aliased physical memory must be created with the
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT
/VK_IMAGE_CREATE_SPARSE_ALIASED_BIT
flag. -
All resources that access aliased physical memory must interpret the memory in the same way. This implies the following:
-
Buffers and images cannot alias the same physical memory in a data consistent fashion. The physical memory ranges must be used exclusively by buffers or used exclusively by images for data consistency to be guaranteed.
-
Memory in sparse image mip tail regions cannot access aliased memory in a data consistent fashion.
-
Sparse images that alias the same physical memory must have compatible formats and be using the same sparse image block shape in order to access aliased memory in a data consistent fashion.
-
Failure to follow any of the above guidelines will require the application to abide by the normal, non-sparse resource aliasing rules. In this case memory cannot be accessed in a data consistent fashion.
Note
Enabling sparse resource memory aliasing can be a way to lower physical memory use, but it may reduce performance on some implementations. An application developer can test on their target HW and balance the memory / performance trade-offs measured. |
28.6. Sparse Resource Implementation Guidelines
28.7. Sparse Resource API
The APIs related to sparse resources are grouped into the following categories:
28.7.1. Physical Device Features
Some sparse-resource related features are reported and enabled in
VkPhysicalDeviceFeatures
.
These features must be supported and enabled on the VkDevice
object
before applications can use them.
See Physical Device Features for information on how to
get and set enabled device features, and for more detailed explanations of
these features.
Sparse Physical Device Features
-
sparseBinding
: Support for creatingVkBuffer
andVkImage
objects with theVK_BUFFER_CREATE_SPARSE_BINDING_BIT
andVK_IMAGE_CREATE_SPARSE_BINDING_BIT
flags, respectively. -
sparseResidencyBuffer
: Support for creatingVkBuffer
objects with theVK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT
flag. -
sparseResidencyImage2D
: Support for creating 2D single-sampledVkImage
objects withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidencyImage3D
: Support for creating 3DVkImage
objects withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidency2Samples
: Support for creating 2DVkImage
objects with 2 samples andVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidency4Samples
: Support for creating 2DVkImage
objects with 4 samples andVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidency8Samples
: Support for creating 2DVkImage
objects with 8 samples andVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidency16Samples
: Support for creating 2DVkImage
objects with 16 samples andVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
. -
sparseResidencyAliased
: Support for creatingVkBuffer
andVkImage
objects with theVK_BUFFER_CREATE_SPARSE_ALIASED_BIT
andVK_IMAGE_CREATE_SPARSE_ALIASED_BIT
flags, respectively.
28.7.2. Physical Device Sparse Properties
Some features of the implementation are not possible to disable, and are
reported to allow applications to alter their sparse resource usage
accordingly.
These read-only capabilities are reported in the
VkPhysicalDeviceProperties::sparseProperties
member, which is a
structure of type VkPhysicalDeviceSparseProperties
.
The VkPhysicalDeviceSparseProperties
structure is defined as:
typedef struct VkPhysicalDeviceSparseProperties {
VkBool32 residencyStandard2DBlockShape;
VkBool32 residencyStandard2DMultisampleBlockShape;
VkBool32 residencyStandard3DBlockShape;
VkBool32 residencyAlignedMipSize;
VkBool32 residencyNonResidentStrict;
} VkPhysicalDeviceSparseProperties;
-
residencyStandard2DBlockShape
isVK_TRUE
if the physical device will access all single-sample 2D sparse resources using the standard sparse image block shapes (based on image format), as described in the Standard Sparse Image Block Shapes (Single Sample) table. If this property is not supported the value returned in theimageGranularity
member of theVkSparseImageFormatProperties
structure for single-sample 2D images is not required to match the standard sparse image block dimensions listed in the table. -
residencyStandard2DMultisampleBlockShape
isVK_TRUE
if the physical device will access all multisample 2D sparse resources using the standard sparse image block shapes (based on image format), as described in the Standard Sparse Image Block Shapes (MSAA) table. If this property is not supported, the value returned in theimageGranularity
member of theVkSparseImageFormatProperties
structure for multisample 2D images is not required to match the standard sparse image block dimensions listed in the table. -
residencyStandard3DBlockShape
isVK_TRUE
if the physical device will access all 3D sparse resources using the standard sparse image block shapes (based on image format), as described in the Standard Sparse Image Block Shapes (Single Sample) table. If this property is not supported, the value returned in theimageGranularity
member of theVkSparseImageFormatProperties
structure for 3D images is not required to match the standard sparse image block dimensions listed in the table. -
residencyAlignedMipSize
isVK_TRUE
if images with mip level dimensions that are not integer multiples of the corresponding dimensions of the sparse image block may be placed in the mip tail. If this property is not reported, only mip levels with dimensions smaller than theimageGranularity
member of theVkSparseImageFormatProperties
structure will be placed in the mip tail. If this property is reported the implementation is allowed to returnVK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT
in theflags
member ofVkSparseImageFormatProperties
, indicating that mip level dimensions that are not integer multiples of the corresponding dimensions of the sparse image block will be placed in the mip tail. -
residencyNonResidentStrict
specifies whether the physical device can consistently access non-resident regions of a resource. If this property isVK_TRUE
, access to non-resident regions of resources will be guaranteed to return values as if the resource were populated with 0; writes to non-resident regions will be discarded.
28.7.3. Sparse Image Format Properties
Given that certain aspects of sparse image support, including the sparse image block dimensions, may be implementation-dependent, vkGetPhysicalDeviceSparseImageFormatProperties can be used to query for sparse image format properties prior to resource creation. This command is used to check whether a given set of sparse image parameters is supported and what the sparse image block shape will be.
Sparse Image Format Properties API
The VkSparseImageFormatProperties
structure is defined as:
typedef struct VkSparseImageFormatProperties {
VkImageAspectFlags aspectMask;
VkExtent3D imageGranularity;
VkSparseImageFormatFlags flags;
} VkSparseImageFormatProperties;
-
aspectMask
is a bitmask VkImageAspectFlagBits specifying which aspects of the image the properties apply to. -
imageGranularity
is the width, height, and depth of the sparse image block in texels or compressed texel blocks. -
flags
is a bitmask of VkSparseImageFormatFlagBits specifying additional information about the sparse resource.
Bits which can be set in VkSparseImageFormatProperties::flags
,
specifying additional information about the sparse resource, are:
typedef enum VkSparseImageFormatFlagBits {
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT = 0x00000001,
VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT = 0x00000002,
VK_SPARSE_IMAGE_FORMAT_NONSTANDARD_BLOCK_SIZE_BIT = 0x00000004,
} VkSparseImageFormatFlagBits;
-
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
specifies that the image uses a single mip tail region for all array layers. -
VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT
specifies that the first mip level whose dimensions are not integer multiples of the corresponding dimensions of the sparse image block begins the mip tail region. -
VK_SPARSE_IMAGE_FORMAT_NONSTANDARD_BLOCK_SIZE_BIT
specifies that the image uses non-standard sparse image block dimensions, and theimageGranularity
values do not match the standard sparse image block dimensions for the given pixel format.
vkGetPhysicalDeviceSparseImageFormatProperties
returns an array of
VkSparseImageFormatProperties.
Each element will describe properties for one set of image aspects that are
bound simultaneously in the image.
This is usually one element for each aspect in the image, but for
interleaved depth/stencil images there is only one element describing the
combined aspects.
void vkGetPhysicalDeviceSparseImageFormatProperties(
VkPhysicalDevice physicalDevice,
VkFormat format,
VkImageType type,
VkSampleCountFlagBits samples,
VkImageUsageFlags usage,
VkImageTiling tiling,
uint32_t* pPropertyCount,
VkSparseImageFormatProperties* pProperties);
-
physicalDevice
is the physical device from which to query the sparse image capabilities. -
format
is the image format. -
type
is the dimensionality of image. -
samples
is the number of samples per pixel as defined in VkSampleCountFlagBits. -
usage
is a bitmask describing the intended usage of the image. -
tiling
is the tiling arrangement of the data elements in memory. -
pPropertyCount
is a pointer to an integer related to the number of sparse format properties available or queried, as described below. -
pProperties
is eitherNULL
or a pointer to an array of VkSparseImageFormatProperties structures.
If pProperties
is NULL
, then the number of sparse format properties
available is returned in pPropertyCount
.
Otherwise, pPropertyCount
must point to a variable set by the user to
the number of elements in the pProperties
array, and on return the
variable is overwritten with the number of structures actually written to
pProperties
.
If pPropertyCount
is less than the number of sparse format properties
available, at most pPropertyCount
structures will be written.
If VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
is not supported for the given
arguments, pPropertyCount
will be set to zero upon return, and no data
will be written to pProperties
.
Multiple aspects are returned for depth/stencil images that are implemented
as separate planes by the implementation.
The depth and stencil data planes each have unique
VkSparseImageFormatProperties
data.
Depth/stencil images with depth and stencil data interleaved into a single
plane will return a single VkSparseImageFormatProperties
structure
with the aspectMask
set to VK_IMAGE_ASPECT_DEPTH_BIT
|
VK_IMAGE_ASPECT_STENCIL_BIT
.
28.7.4. Sparse Resource Creation
Sparse resources require that one or more sparse feature flags be specified
(as part of the VkPhysicalDeviceFeatures
structure described
previously in the Physical Device Features
section) at CreateDevice time.
When the appropriate device features are enabled, the
VK_BUFFER_CREATE_SPARSE_*
and VK_IMAGE_CREATE_SPARSE_*
flags
can be used.
See vkCreateBuffer and vkCreateImage for details of the resource
creation APIs.
Note
Specifying |
28.7.5. Sparse Resource Memory Requirements
Sparse resources have specific memory requirements related to binding sparse
memory.
These memory requirements are reported differently for VkBuffer
objects and VkImage
objects.
Buffer and Fully-Resident Images
Buffers (both fully and partially resident) and fully-resident images can
be bound to memory using only the data from VkMemoryRequirements
.
For all sparse resources the VkMemoryRequirements
::alignment
member denotes both the bindable sparse block size in bytes and required
alignment of VkDeviceMemory
.
Partially Resident Images
Partially resident images have a different method for binding memory.
As with buffers and fully resident images, the
VkMemoryRequirements
::alignment
field denotes the bindable
sparse block size in bytes for the image.
Requesting sparse memory requirements for VkImage
objects using
vkGetImageSparseMemoryRequirements
will return an array of one or more
VkSparseImageMemoryRequirements
structures.
Each structure describes the sparse memory requirements for a group of
aspects of the image.
The sparse image must have been created using the
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
flag to retrieve valid sparse
image memory requirements.
Sparse Image Memory Requirements
The VkSparseImageMemoryRequirements
structure is defined as:
typedef struct VkSparseImageMemoryRequirements {
VkSparseImageFormatProperties formatProperties;
uint32_t imageMipTailFirstLod;
VkDeviceSize imageMipTailSize;
VkDeviceSize imageMipTailOffset;
VkDeviceSize imageMipTailStride;
} VkSparseImageMemoryRequirements;
-
formatProperties.aspectMask
is the set of aspects of the image that this sparse memory requirement applies to. This will usually have a single aspect specified. However, depth/stencil images may have depth and stencil data interleaved in the same sparse block, in which case bothVK_IMAGE_ASPECT_DEPTH_BIT
andVK_IMAGE_ASPECT_STENCIL_BIT
would be present. -
formatProperties.imageGranularity
describes the dimensions of a single bindable sparse image block in pixel units. For aspectVK_IMAGE_ASPECT_METADATA_BIT
, all dimensions will be zero pixels. All metadata is located in the mip tail region. -
formatProperties.flags
is a bitmask of VkSparseImageFormatFlagBits:-
If
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
is set the image uses a single mip tail region for all array layers. -
If
VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT
is set the dimensions of mip levels must be integer multiples of the corresponding dimensions of the sparse image block for levels not located in the mip tail. -
If
VK_SPARSE_IMAGE_FORMAT_NONSTANDARD_BLOCK_SIZE_BIT
is set the image uses non-standard sparse image block dimensions. TheformatProperties.imageGranularity
values do not match the standard sparse image block dimension corresponding to the image’s pixel format.
-
-
imageMipTailFirstLod
is the first mip level at which image subresources are included in the mip tail region. -
imageMipTailSize
is the memory size (in bytes) of the mip tail region. IfformatProperties.flags
containsVK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
, this is the size of the whole mip tail, otherwise this is the size of the mip tail of a single array layer. This value is guaranteed to be a multiple of the sparse block size in bytes. -
imageMipTailOffset
is the opaque memory offset used with VkSparseImageOpaqueMemoryBindInfo to bind the mip tail region(s). -
imageMipTailStride
is the offset stride between each array-layer’s mip tail, ifformatProperties.flags
does not containVK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
(otherwise the value is undefined).
To query sparse memory requirements for an image, call:
void vkGetImageSparseMemoryRequirements(
VkDevice device,
VkImage image,
uint32_t* pSparseMemoryRequirementCount,
VkSparseImageMemoryRequirements* pSparseMemoryRequirements);
-
device
is the logical device that owns the image. -
image
is theVkImage
object to get the memory requirements for. -
pSparseMemoryRequirementCount
is a pointer to an integer related to the number of sparse memory requirements available or queried, as described below. -
pSparseMemoryRequirements
is eitherNULL
or a pointer to an array ofVkSparseImageMemoryRequirements
structures.
If pSparseMemoryRequirements
is NULL
, then the number of sparse
memory requirements available is returned in
pSparseMemoryRequirementCount
.
Otherwise, pSparseMemoryRequirementCount
must point to a variable set
by the user to the number of elements in the pSparseMemoryRequirements
array, and on return the variable is overwritten with the number of
structures actually written to pSparseMemoryRequirements
.
If pSparseMemoryRequirementCount
is less than the number of sparse
memory requirements available, at most pSparseMemoryRequirementCount
structures will be written.
If the image was not created with VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
then pSparseMemoryRequirementCount
will be set to zero and
pSparseMemoryRequirements
will not be written to.
Note
It is legal for an implementation to report a larger value in
|
28.7.6. Binding Resource Memory
Non-sparse resources are backed by a single physical allocation prior to
device use (via vkBindImageMemory
or vkBindBufferMemory
), and
their backing must not be changed.
On the other hand, sparse resources can be bound to memory non-contiguously
and these bindings can be altered during the lifetime of the resource.
Note
It is important to note that freeing a Implementations must ensure that no access to physical memory owned by the system or another process will occur in this scenario. In other words, accessing resources bound to freed memory may result in application termination, but must not result in system termination or in reading non-process-accessible memory. |
Sparse memory bindings execute on a queue that includes the
VK_QUEUE_SPARSE_BINDING_BIT
bit.
Applications must use synchronization primitives to
guarantee that other queues do not access ranges of memory concurrently with
a binding change.
Accessing memory in a range while it is being rebound results in undefined
behavior.
It is valid to access other ranges of the same resource while a bind
operation is executing.
Note
Implementations must provide a guarantee that simultaneously binding sparse blocks while another queue accesses those same sparse blocks via a sparse resource must not access memory owned by another process or otherwise corrupt the system. |
While some implementations may include VK_QUEUE_SPARSE_BINDING_BIT
support in queue families that also include graphics and compute support,
other implementations may only expose a
VK_QUEUE_SPARSE_BINDING_BIT
-only queue family.
In either case, applications must use synchronization
primitives to explicitly request any ordering dependencies between sparse
memory binding operations and other graphics/compute/transfer operations, as
sparse binding operations are not automatically ordered against command
buffer execution, even within a single queue.
When binding memory explicitly for the VK_IMAGE_ASPECT_METADATA_BIT
the application must use the VK_SPARSE_MEMORY_BIND_METADATA_BIT
in
the VkSparseMemoryBind
::flags
field when binding memory.
Binding memory for metadata is done the same way as binding memory for the
mip tail, with the addition of the VK_SPARSE_MEMORY_BIND_METADATA_BIT
flag.
Binding the mip tail for any aspect must only be performed using
VkSparseImageOpaqueMemoryBindInfo.
If formatProperties.flags
contains
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
, then it can be bound with
a single VkSparseMemoryBind structure, with resourceOffset
=
imageMipTailOffset
and size
= imageMipTailSize
.
If formatProperties.flags
does not contain
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
then the offset for the mip
tail in each array layer is given as:
arrayMipTailOffset = imageMipTailOffset + arrayLayer * imageMipTailStride;
and the mip tail can be bound with layerCount
VkSparseMemoryBind
structures, each using size
= imageMipTailSize
and
resourceOffset
= arrayMipTailOffset
as defined above.
Sparse memory binding is handled by the following APIs and related data structures.
Sparse Memory Binding Functions
The VkSparseMemoryBind
structure is defined as:
typedef struct VkSparseMemoryBind {
VkDeviceSize resourceOffset;
VkDeviceSize size;
VkDeviceMemory memory;
VkDeviceSize memoryOffset;
VkSparseMemoryBindFlags flags;
} VkSparseMemoryBind;
-
resourceOffset
is the offset into the resource. -
size
is the size of the memory region to be bound. -
memory
is theVkDeviceMemory
object that the range of the resource is bound to. Ifmemory
is VK_NULL_HANDLE, the range is unbound. -
memoryOffset
is the offset into theVkDeviceMemory
object to bind the resource range to. Ifmemory
is VK_NULL_HANDLE, this value is ignored. -
flags
is a bitmask of VkSparseMemoryBindFlagBits specifying usage of the binding operation.
The binding range [resourceOffset
, resourceOffset
+
size
) has different constraints based on flags
.
If flags
contains VK_SPARSE_MEMORY_BIND_METADATA_BIT
, the
binding range must be within the mip tail region of the metadata aspect.
This metadata region is defined by:
-
metadataRegion = [base, base +
imageMipTailSize
) -
base =
imageMipTailOffset
+imageMipTailStride
× n
and imageMipTailOffset
, imageMipTailSize
, and
imageMipTailStride
values are from the
VkSparseImageMemoryRequirements corresponding to the metadata aspect
of the image, and n is a valid array layer index for the image,
imageMipTailStride
is considered to be zero for aspects where
VkSparseImageMemoryRequirements
::formatProperties.flags
contains
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT
.
If flags
does not contain VK_SPARSE_MEMORY_BIND_METADATA_BIT
,
the binding range must be within the range
[0,VkMemoryRequirements::size
).
Bits which can be set in VkSparseMemoryBind::flags
, specifying
usage of a sparse memory binding operation, are:
typedef enum VkSparseMemoryBindFlagBits {
VK_SPARSE_MEMORY_BIND_METADATA_BIT = 0x00000001,
} VkSparseMemoryBindFlagBits;
-
VK_SPARSE_MEMORY_BIND_METADATA_BIT
specifies that the memory being bound is only for the metadata aspect.
Memory is bound to VkBuffer
objects created with the
VK_BUFFER_CREATE_SPARSE_BINDING_BIT
flag using the following
structure:
typedef struct VkSparseBufferMemoryBindInfo {
VkBuffer buffer;
uint32_t bindCount;
const VkSparseMemoryBind* pBinds;
} VkSparseBufferMemoryBindInfo;
-
buffer
is theVkBuffer
object to be bound. -
bindCount
is the number ofVkSparseMemoryBind
structures in thepBinds
array. -
pBinds
is a pointer to array ofVkSparseMemoryBind
structures.
Memory is bound to opaque regions of VkImage
objects created with the
VK_IMAGE_CREATE_SPARSE_BINDING_BIT
flag using the following structure:
typedef struct VkSparseImageOpaqueMemoryBindInfo {
VkImage image;
uint32_t bindCount;
const VkSparseMemoryBind* pBinds;
} VkSparseImageOpaqueMemoryBindInfo;
-
image
is theVkImage
object to be bound. -
bindCount
is the number ofVkSparseMemoryBind
structures in thepBinds
array. -
pBinds
is a pointer to array ofVkSparseMemoryBind
structures.
Note
This operation is normally used to bind memory to fully-resident sparse images or for mip tail regions of partially resident images. However, it can also be used to bind memory for the entire binding range of partially resident images. In case When |
editing-note
(Jon) The preceding NOTE refers to |
Memory can be bound to sparse image blocks of VkImage
objects created
with the VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
flag using the following
structure:
typedef struct VkSparseImageMemoryBindInfo {
VkImage image;
uint32_t bindCount;
const VkSparseImageMemoryBind* pBinds;
} VkSparseImageMemoryBindInfo;
-
image
is theVkImage
object to be bound -
bindCount
is the number ofVkSparseImageMemoryBind
structures in pBinds array -
pBinds
is a pointer to array ofVkSparseImageMemoryBind
structures
The VkSparseImageMemoryBind
structure is defined as:
typedef struct VkSparseImageMemoryBind {
VkImageSubresource subresource;
VkOffset3D offset;
VkExtent3D extent;
VkDeviceMemory memory;
VkDeviceSize memoryOffset;
VkSparseMemoryBindFlags flags;
} VkSparseImageMemoryBind;
-
subresource
is the aspectMask and region of interest in the image. -
offset
are the coordinates of the first texel within the image subresource to bind. -
extent
is the size in texels of the region within the image subresource to bind. The extent must be a multiple of the sparse image block dimensions, except when binding sparse image blocks along the edge of an image subresource it can instead be such that any coordinate ofoffset
+extent
equals the corresponding dimensions of the image subresource. -
memory
is theVkDeviceMemory
object that the sparse image blocks of the image are bound to. Ifmemory
is VK_NULL_HANDLE, the sparse image blocks are unbound. -
memoryOffset
is an offset intoVkDeviceMemory
object. Ifmemory
is VK_NULL_HANDLE, this value is ignored. -
flags
are sparse memory binding flags.
To submit sparse binding operations to a queue, call:
VkResult vkQueueBindSparse(
VkQueue queue,
uint32_t bindInfoCount,
const VkBindSparseInfo* pBindInfo,
VkFence fence);
-
queue
is the queue that the sparse binding operations will be submitted to. -
bindInfoCount
is the number of elements in thepBindInfo
array. -
pBindInfo
is an array of VkBindSparseInfo structures, each specifying a sparse binding submission batch. -
fence
is an optional handle to a fence to be signaled. Iffence
is not VK_NULL_HANDLE, it defines a fence signal operation.
vkQueueBindSparse
is a queue submission
command, with each batch defined by an element of pBindInfo
as an
instance of the VkBindSparseInfo structure.
Batches begin execution in the order they appear in pBindInfo
, but
may complete out of order.
Within a batch, a given range of a resource must not be bound more than once. Across batches, if a range is to be bound to one allocation and offset and then to another allocation and offset, then the application must guarantee (usually using semaphores) that the binding operations are executed in the correct order, as well as to order binding operations against the execution of command buffer submissions.
As no operation to vkQueueBindSparse causes any pipeline stage to access memory, synchronization primitives used in this command effectively only define execution dependencies.
Additional information about fence and semaphore operation is described in the synchronization chapter.
The VkBindSparseInfo
structure is defined as:
typedef struct VkBindSparseInfo {
VkStructureType sType;
const void* pNext;
uint32_t waitSemaphoreCount;
const VkSemaphore* pWaitSemaphores;
uint32_t bufferBindCount;
const VkSparseBufferMemoryBindInfo* pBufferBinds;
uint32_t imageOpaqueBindCount;
const VkSparseImageOpaqueMemoryBindInfo* pImageOpaqueBinds;
uint32_t imageBindCount;
const VkSparseImageMemoryBindInfo* pImageBinds;
uint32_t signalSemaphoreCount;
const VkSemaphore* pSignalSemaphores;
} VkBindSparseInfo;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
waitSemaphoreCount
is the number of semaphores upon which to wait before executing the sparse binding operations for the batch. -
pWaitSemaphores
is a pointer to an array of semaphores upon which to wait on before the sparse binding operations for this batch begin execution. If semaphores to wait on are provided, they define a semaphore wait operation. -
bufferBindCount
is the number of sparse buffer bindings to perform in the batch. -
pBufferBinds
is a pointer to an array of VkSparseBufferMemoryBindInfo structures. -
imageOpaqueBindCount
is the number of opaque sparse image bindings to perform. -
pImageOpaqueBinds
is a pointer to an array of VkSparseImageOpaqueMemoryBindInfo structures, indicating opaque sparse image bindings to perform. -
imageBindCount
is the number of sparse image bindings to perform. -
pImageBinds
is a pointer to an array of VkSparseImageMemoryBindInfo structures, indicating sparse image bindings to perform. -
signalSemaphoreCount
is the number of semaphores to be signaled once the sparse binding operations specified by the structure have completed execution. -
pSignalSemaphores
is a pointer to an array of semaphores which will be signaled when the sparse binding operations for this batch have completed execution. If semaphores to be signaled are provided, they define a semaphore signal operation.
28.8. Examples
The following examples illustrate basic creation of sparse images and binding them to physical memory.
28.8.1. Basic Sparse Resources
This basic example creates a normal VkImage
object but uses
fine-grained memory allocation to back the resource with multiple memory
ranges.
VkDevice device;
VkQueue queue;
VkImage sparseImage;
VkAllocationCallbacks* pAllocator = NULL;
VkMemoryRequirements memoryRequirements = {};
VkDeviceSize offset = 0;
VkSparseMemoryBind binds[MAX_CHUNKS] = {}; // MAX_CHUNKS is NOT part of Vulkan
uint32_t bindCount = 0;
// ...
// Allocate image object
const VkImageCreateInfo sparseImageInfo =
{
VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, // sType
NULL, // pNext
VK_IMAGE_CREATE_SPARSE_BINDING_BIT | ..., // flags
...
};
vkCreateImage(device, &sparseImageInfo, pAllocator, &sparseImage);
// Get memory requirements
vkGetImageMemoryRequirements(
device,
sparseImage,
&memoryRequirements);
// Bind memory in fine-grained fashion, find available memory ranges
// from potentially multiple VkDeviceMemory pools.
// (Illustration purposes only, can be optimized for perf)
while (memoryRequirements.size && bindCount < MAX_CHUNKS)
{
VkSparseMemoryBind* pBind = &binds[bindCount];
pBind->resourceOffset = offset;
AllocateOrGetMemoryRange(
device,
&memoryRequirements,
&pBind->memory,
&pBind->memoryOffset,
&pBind->size);
// memory ranges must be sized as multiples of the alignment
assert(IsMultiple(pBind->size, memoryRequirements.alignment));
assert(IsMultiple(pBind->memoryOffset, memoryRequirements.alignment));
memoryRequirements.size -= pBind->size;
offset += pBind->size;
bindCount++;
}
// Ensure all image has backing
if (memoryRequirements.size)
{
// Error condition - too many chunks
}
const VkSparseImageOpaqueMemoryBindInfo opaqueBindInfo =
{
sparseImage, // image
bindCount, // bindCount
binds // pBinds
};
const VkBindSparseInfo bindSparseInfo =
{
VK_STRUCTURE_TYPE_BIND_SPARSE_INFO, // sType
NULL, // pNext
...
1, // imageOpaqueBindCount
&opaqueBindInfo, // pImageOpaqueBinds
...
};
// vkQueueBindSparse is externally synchronized per queue object.
AcquireQueueOwnership(queue);
// Actually bind memory
vkQueueBindSparse(queue, 1, &bindSparseInfo, VK_NULL_HANDLE);
ReleaseQueueOwnership(queue);
28.8.2. Advanced Sparse Resources
This more advanced example creates an arrayed color attachment / texture image and binds only LOD zero and the required metadata to physical memory.
VkDevice device;
VkQueue queue;
VkImage sparseImage;
VkAllocationCallbacks* pAllocator = NULL;
VkMemoryRequirements memoryRequirements = {};
uint32_t sparseRequirementsCount = 0;
VkSparseImageMemoryRequirements* pSparseReqs = NULL;
VkSparseMemoryBind binds[MY_IMAGE_ARRAY_SIZE] = {};
VkSparseImageMemoryBind imageBinds[MY_IMAGE_ARRAY_SIZE] = {};
uint32_t bindCount = 0;
// Allocate image object (both renderable and sampleable)
const VkImageCreateInfo sparseImageInfo =
{
VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, // sType
NULL, // pNext
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT | ..., // flags
...
VK_FORMAT_R8G8B8A8_UNORM, // format
...
MY_IMAGE_ARRAY_SIZE, // arrayLayers
...
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT, // usage
...
};
vkCreateImage(device, &sparseImageInfo, pAllocator, &sparseImage);
// Get memory requirements
vkGetImageMemoryRequirements(
device,
sparseImage,
&memoryRequirements);
// Get sparse image aspect properties
vkGetImageSparseMemoryRequirements(
device,
sparseImage,
&sparseRequirementsCount,
NULL);
pSparseReqs = (VkSparseImageMemoryRequirements*)
malloc(sparseRequirementsCount * sizeof(VkSparseImageMemoryRequirements));
vkGetImageSparseMemoryRequirements(
device,
sparseImage,
&sparseRequirementsCount,
pSparseReqs);
// Bind LOD level 0 and any required metadata to memory
for (uint32_t i = 0; i < sparseRequirementsCount; ++i)
{
if (pSparseReqs[i].formatProperties.aspectMask &
VK_IMAGE_ASPECT_METADATA_BIT)
{
// Metadata must not be combined with other aspects
assert(pSparseReqs[i].formatProperties.aspectMask ==
VK_IMAGE_ASPECT_METADATA_BIT);
if (pSparseReqs[i].formatProperties.flags &
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT)
{
VkSparseMemoryBind* pBind = &binds[bindCount];
pBind->memorySize = pSparseReqs[i].imageMipTailSize;
bindCount++;
// ... Allocate memory range
pBind->resourceOffset = pSparseReqs[i].imageMipTailOffset;
pBind->memoryOffset = /* allocated memoryOffset */;
pBind->memory = /* allocated memory */;
pBind->flags = VK_SPARSE_MEMORY_BIND_METADATA_BIT;
}
else
{
// Need a mip tail region per array layer.
for (uint32_t a = 0; a < sparseImageInfo.arrayLayers; ++a)
{
VkSparseMemoryBind* pBind = &binds[bindCount];
pBind->memorySize = pSparseReqs[i].imageMipTailSize;
bindCount++;
// ... Allocate memory range
pBind->resourceOffset = pSparseReqs[i].imageMipTailOffset +
(a * pSparseReqs[i].imageMipTailStride);
pBind->memoryOffset = /* allocated memoryOffset */;
pBind->memory = /* allocated memory */
pBind->flags = VK_SPARSE_MEMORY_BIND_METADATA_BIT;
}
}
}
else
{
// resource data
VkExtent3D lod0BlockSize =
{
AlignedDivide(
sparseImageInfo.extent.width,
pSparseReqs[i].formatProperties.imageGranularity.width);
AlignedDivide(
sparseImageInfo.extent.height,
pSparseReqs[i].formatProperties.imageGranularity.height);
AlignedDivide(
sparseImageInfo.extent.depth,
pSparseReqs[i].formatProperties.imageGranularity.depth);
}
size_t totalBlocks =
lod0BlockSize.width *
lod0BlockSize.height *
lod0BlockSize.depth;
// Each block is the same size as the alignment requirement,
// calculate total memory size for level 0
VkDeviceSize lod0MemSize = totalBlocks * memoryRequirements.alignment;
// Allocate memory for each array layer
for (uint32_t a = 0; a < sparseImageInfo.arrayLayers; ++a)
{
// ... Allocate memory range
VkSparseImageMemoryBind* pBind = &imageBinds[a];
pBind->subresource.aspectMask = pSparseReqs[i].formatProperties.aspectMask;
pBind->subresource.mipLevel = 0;
pBind->subresource.arrayLayer = a;
pBind->offset = (VkOffset3D){0, 0, 0};
pBind->extent = sparseImageInfo.extent;
pBind->memoryOffset = /* allocated memoryOffset */;
pBind->memory = /* allocated memory */;
pBind->flags = 0;
}
}
free(pSparseReqs);
}
const VkSparseImageOpaqueMemoryBindInfo opaqueBindInfo =
{
sparseImage, // image
bindCount, // bindCount
binds // pBinds
};
const VkSparseImageMemoryBindInfo imageBindInfo =
{
sparseImage, // image
sparseImageInfo.arrayLayers, // bindCount
imageBinds // pBinds
};
const VkBindSparseInfo bindSparseInfo =
{
VK_STRUCTURE_TYPE_BIND_SPARSE_INFO, // sType
NULL, // pNext
...
1, // imageOpaqueBindCount
&opaqueBindInfo, // pImageOpaqueBinds
1, // imageBindCount
&imageBindInfo, // pImageBinds
...
};
// vkQueueBindSparse is externally synchronized per queue object.
AcquireQueueOwnership(queue);
// Actually bind memory
vkQueueBindSparse(queue, 1, &bindSparseInfo, VK_NULL_HANDLE);
ReleaseQueueOwnership(queue);
29. Window System Integration (WSI)
This chapter discusses the window system integration (WSI) between the Vulkan API and the various forms of displaying the results of rendering to a user. Since the Vulkan API can be used without displaying results, WSI is provided through the use of optional Vulkan extensions. This chapter provides an overview of WSI. See the appendix for additional details of each WSI extension, including which extensions must be enabled in order to use each of the functions described in this chapter.
29.1. WSI Platform
A platform is an abstraction for a window system, OS, etc. Some examples include MS Windows, Android, and Wayland. The Vulkan API may be integrated in a unique manner for each platform.
The Vulkan API does not define any type of platform object. Platform-specific WSI extensions are defined, which contain platform-specific functions for using WSI. Use of these extensions is guarded by preprocessor symbols as defined in the Window System-Specific Header Control appendix.
In order for an application to be compiled to use WSI with a given platform,
it must #define the appropriate preprocessor symbol prior to including the
"vulkan.h" header file.
Each platform-specific extension is an instance extension.
The application must enable instance extensions with vkCreateInstance
before using them.
29.2. WSI Surface
Native platform surface or window objects are abstracted by surface objects,
which are represented by VkSurfaceKHR
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
The VK_KHR_surface extension declares the VkSurfaceKHR
object, and
provides a function for destroying VkSurfaceKHR
objects.
Separate platform-specific extensions each provide a function for creating a
VkSurfaceKHR
object for the respective platform.
From the application’s perspective this is an opaque handle, just like the
handles of other Vulkan objects.
Note
On certain platforms, the Vulkan loader and ICDs may have conventions that
treat the handle as a pointer to a struct that contains the
platform-specific information about the surface.
This will be described in the documentation for the loader-ICD interface,
and in the "vk_icd.h" header file of the LoaderAndTools source-code
repository.
This does not affect the loader-layer interface; layers may wrap
|
editing-note
TODO: Consider replacing the above note editing note with a pointer to the loader spec when it exists. However, the information is not relevant to users of the API nor does it affect conformance of a Vulkan implementation to this spec. |
29.2.1. iOS Platform
To create a VkSurfaceKHR
object for an iOS UIView
, call:
VkResult vkCreateIOSSurfaceMVK(
VkInstance instance,
const VkIOSSurfaceCreateInfoMVK* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSurfaceKHR* pSurface);
-
instance
is the instance with which to associate the surface. -
pCreateInfo
is a pointer to an instance of the VkIOSSurfaceCreateInfoMVK structure containing parameters affecting the creation of the surface object. -
pAllocator
is the allocator used for host memory allocated for the surface object when there is no more specific allocator available (see Memory Allocation). -
pSurface
points to aVkSurfaceKHR
handle in which the created surface object is returned.
The VkIOSSurfaceCreateInfoMVK structure is defined as:
typedef struct VkIOSSurfaceCreateInfoMVK {
VkStructureType sType;
const void* pNext;
VkIOSSurfaceCreateFlagsMVK flags;
const void* pView;
} VkIOSSurfaceCreateInfoMVK;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
pView
is a reference to aUIView
object which will display this surface. ThisUIView
must be backed by aCALayer
instance of typeCAMetalLayer
.
29.2.2. macOS Platform
To create a VkSurfaceKHR
object for a macOS NSView
, call:
VkResult vkCreateMacOSSurfaceMVK(
VkInstance instance,
const VkMacOSSurfaceCreateInfoMVK* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSurfaceKHR* pSurface);
-
instance
is the instance with which to associate the surface. -
pCreateInfo
is a pointer to an instance of the VkMacOSSurfaceCreateInfoMVK structure containing parameters affecting the creation of the surface object. -
pAllocator
is the allocator used for host memory allocated for the surface object when there is no more specific allocator available (see Memory Allocation). -
pSurface
points to aVkSurfaceKHR
handle in which the created surface object is returned.
The VkMacOSSurfaceCreateInfoMVK structure is defined as:
typedef struct VkMacOSSurfaceCreateInfoMVK {
VkStructureType sType;
const void* pNext;
VkMacOSSurfaceCreateFlagsMVK flags;
const void* pView;
} VkMacOSSurfaceCreateInfoMVK;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is reserved for future use. -
pView
is a reference to aNSView
object which will display this surface. ThisNSView
must be backed by aCALayer
instance of typeCAMetalLayer
.
29.2.3. Platform-Independent Information
Once created, VkSurfaceKHR
objects can be used in this and other
extensions, in particular the VK_KHR_swapchain extension.
Several WSI functions return VK_ERROR_SURFACE_LOST_KHR
if the surface
becomes no longer available.
After such an error, the surface (and any child swapchain, if one exists)
should be destroyed, as there is no way to restore them to a not-lost
state.
Applications may attempt to create a new VkSurfaceKHR
using the same
native platform window object, but whether such re-creation will succeed is
platform-dependent and may depend on the reason the surface became
unavailable.
A lost surface does not otherwise cause devices to be
lost.
To destroy a VkSurfaceKHR
object, call:
void vkDestroySurfaceKHR(
VkInstance instance,
VkSurfaceKHR surface,
const VkAllocationCallbacks* pAllocator);
-
instance
is the instance used to create the surface. -
surface
is the surface to destroy. -
pAllocator
is the allocator used for host memory allocated for the surface object when there is no more specific allocator available (see Memory Allocation).
Destroying a VkSurfaceKHR
merely severs the connection between Vulkan
and the native surface, and does not imply destroying the native surface,
closing a window, or similar behavior.
29.3. Querying for WSI Support
Not all physical devices will include WSI support. Within a physical device, not all queue families will support presentation. WSI support and compatibility can be determined in a platform-neutral manner (which determines support for presentation to a particular surface object) and additionally may be determined in platform-specific manners (which determine support for presentation on the specified physical device but do not guarantee support for presentation to a particular surface object).
To determine whether a queue family of a physical device supports presentation to a given surface, call:
VkResult vkGetPhysicalDeviceSurfaceSupportKHR(
VkPhysicalDevice physicalDevice,
uint32_t queueFamilyIndex,
VkSurfaceKHR surface,
VkBool32* pSupported);
-
physicalDevice
is the physical device. -
queueFamilyIndex
is the queue family. -
surface
is the surface. -
pSupported
is a pointer to aVkBool32
, which is set toVK_TRUE
to indicate support, andVK_FALSE
otherwise.
29.3.1. iOS Platform
On iOS, all physical devices and queue families must be capable of presentation with any layer. As a result there is no iOS-specific query for these capabilities.
29.3.2. macOS Platform
On macOS, all physical devices and queue families must be capable of presentation with any layer. As a result there is no macOS-specific query for these capabilities.
29.4. Surface Queries
To query the basic capabilities of a surface, needed in order to create a swapchain, call:
VkResult vkGetPhysicalDeviceSurfaceCapabilitiesKHR(
VkPhysicalDevice physicalDevice,
VkSurfaceKHR surface,
VkSurfaceCapabilitiesKHR* pSurfaceCapabilities);
-
physicalDevice
is the physical device that will be associated with the swapchain to be created, as described for vkCreateSwapchainKHR. -
surface
is the surface that will be associated with the swapchain. -
pSurfaceCapabilities
is a pointer to an instance of the VkSurfaceCapabilitiesKHR structure in which the capabilities are returned.
The VkSurfaceCapabilitiesKHR
structure is defined as:
typedef struct VkSurfaceCapabilitiesKHR {
uint32_t minImageCount;
uint32_t maxImageCount;
VkExtent2D currentExtent;
VkExtent2D minImageExtent;
VkExtent2D maxImageExtent;
uint32_t maxImageArrayLayers;
VkSurfaceTransformFlagsKHR supportedTransforms;
VkSurfaceTransformFlagBitsKHR currentTransform;
VkCompositeAlphaFlagsKHR supportedCompositeAlpha;
VkImageUsageFlags supportedUsageFlags;
} VkSurfaceCapabilitiesKHR;
-
minImageCount
is the minimum number of images the specified device supports for a swapchain created for the surface, and will be at least one. -
maxImageCount
is the maximum number of images the specified device supports for a swapchain created for the surface, and will be either 0, or greater than or equal tominImageCount
. A value of 0 means that there is no limit on the number of images, though there may be limits related to the total amount of memory used by presentable images. -
currentExtent
is the current width and height of the surface, or the special value (0xFFFFFFFF, 0xFFFFFFFF) indicating that the surface size will be determined by the extent of a swapchain targeting the surface. -
minImageExtent
contains the smallest valid swapchain extent for the surface on the specified device. -
maxImageExtent
contains the largest valid swapchain extent for the surface on the specified device. Thewidth
andheight
of the extent will each be greater than or equal to the correspondingwidth
andheight
ofminImageExtent
. Thewidth
andheight
of the extent will each be greater than or equal to the correspondingwidth
andheight
ofcurrentExtent
, unlesscurrentExtent
has the special value described above. -
maxImageArrayLayers
is the maximum number of layers presentable images can have for a swapchain created for this device and surface, and will be at least one. -
supportedTransforms
is a bitmask of VkSurfaceTransformFlagBitsKHR indicating the presentation transforms supported for the surface on the specified device. At least one bit will be set. -
currentTransform
is VkSurfaceTransformFlagBitsKHR value indicating the surface’s current transform relative to the presentation engine’s natural orientation. -
supportedCompositeAlpha
is a bitmask of VkCompositeAlphaFlagBitsKHR, representing the alpha compositing modes supported by the presentation engine for the surface on the specified device, and at least one bit will be set. Opaque composition can be achieved in any alpha compositing mode by either using an image format that has no alpha component, or by ensuring that all pixels in the presentable images have an alpha value of 1.0. -
supportedUsageFlags
is a bitmask of VkImageUsageFlagBits representing the ways the application can use the presentable images of a swapchain created for the surface on the specified device.VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
must be included in the set but implementations may support additional usages.
Note
Formulas such as min(N, |
Bits which may be set in
VkSurfaceCapabilitiesKHR::supportedTransforms
indicating the
presentation transforms supported for the surface on the specified device,
and possible values of
VkSurfaceCapabilitiesKHR::currentTransform
is indicating the
surface’s current transform relative to the presentation engine’s natural
orientation, are:
typedef enum VkSurfaceTransformFlagBitsKHR {
VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR = 0x00000001,
VK_SURFACE_TRANSFORM_ROTATE_90_BIT_KHR = 0x00000002,
VK_SURFACE_TRANSFORM_ROTATE_180_BIT_KHR = 0x00000004,
VK_SURFACE_TRANSFORM_ROTATE_270_BIT_KHR = 0x00000008,
VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_BIT_KHR = 0x00000010,
VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_90_BIT_KHR = 0x00000020,
VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_180_BIT_KHR = 0x00000040,
VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_270_BIT_KHR = 0x00000080,
VK_SURFACE_TRANSFORM_INHERIT_BIT_KHR = 0x00000100,
} VkSurfaceTransformFlagBitsKHR;
-
VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR
indicates that image content is presented without being transformed. -
VK_SURFACE_TRANSFORM_ROTATE_90_BIT_KHR
indicates that image content is rotated 90 degrees clockwise. -
VK_SURFACE_TRANSFORM_ROTATE_180_BIT_KHR
indicates that image content is rotated 180 degrees clockwise. -
VK_SURFACE_TRANSFORM_ROTATE_270_BIT_KHR
indicates that image content is rotated 270 degrees clockwise. -
VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_BIT_KHR
indicates that image content is mirrored horizontally. -
VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_90_BIT_KHR
indicates that image content is mirrored horizontally, then rotated 90 degrees clockwise. -
VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_180_BIT_KHR
indicates that image content is mirrored horizontally, then rotated 180 degrees clockwise. -
VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_270_BIT_KHR
indicates that image content is mirrored horizontally, then rotated 270 degrees clockwise. -
VK_SURFACE_TRANSFORM_INHERIT_BIT_KHR
indicates that the presentation transform is not specified, and is instead determined by platform-specific considerations and mechanisms outside Vulkan.
The supportedCompositeAlpha
member is of type
VkCompositeAlphaFlagBitsKHR, which contains the following values:
typedef enum VkCompositeAlphaFlagBitsKHR {
VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR = 0x00000001,
VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR = 0x00000002,
VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR = 0x00000004,
VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR = 0x00000008,
} VkCompositeAlphaFlagBitsKHR;
These values are described as follows:
-
VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR
: The alpha channel, if it exists, of the images is ignored in the compositing process. Instead, the image is treated as if it has a constant alpha of 1.0. -
VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR
: The alpha channel, if it exists, of the images is respected in the compositing process. The non-alpha channels of the image are expected to already be multiplied by the alpha channel by the application. -
VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR
: The alpha channel, if it exists, of the images is respected in the compositing process. The non-alpha channels of the image are not expected to already be multiplied by the alpha channel by the application; instead, the compositor will multiply the non-alpha channels of the image by the alpha channel during compositing. -
VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR
: The way in which the presentation engine treats the alpha channel in the images is unknown to the Vulkan API. Instead, the application is responsible for setting the composite alpha blending mode using native window system commands. If the application does not set the blending mode using native window system commands, then a platform-specific default will be used.
To query the supported swapchain format-color space pairs for a surface, call:
VkResult vkGetPhysicalDeviceSurfaceFormatsKHR(
VkPhysicalDevice physicalDevice,
VkSurfaceKHR surface,
uint32_t* pSurfaceFormatCount,
VkSurfaceFormatKHR* pSurfaceFormats);
-
physicalDevice
is the physical device that will be associated with the swapchain to be created, as described for vkCreateSwapchainKHR. -
surface
is the surface that will be associated with the swapchain. -
pSurfaceFormatCount
is a pointer to an integer related to the number of format pairs available or queried, as described below. -
pSurfaceFormats
is eitherNULL
or a pointer to an array ofVkSurfaceFormatKHR
structures.
If pSurfaceFormats
is NULL
, then the number of format pairs
supported for the given surface
is returned in
pSurfaceFormatCount
.
The number of format pairs supported will be greater than or equal to 1.
Otherwise, pSurfaceFormatCount
must point to a variable set by the
user to the number of elements in the pSurfaceFormats
array, and on
return the variable is overwritten with the number of structures actually
written to pSurfaceFormats
.
If the value of pSurfaceFormatCount
is less than the number of format
pairs supported, at most pSurfaceFormatCount
structures will be
written.
If pSurfaceFormatCount
is smaller than the number of format pairs
supported for the given surface
, VK_INCOMPLETE
will be returned
instead of VK_SUCCESS
to indicate that not all the available values
were returned.
The VkSurfaceFormatKHR
structure is defined as:
typedef struct VkSurfaceFormatKHR {
VkFormat format;
VkColorSpaceKHR colorSpace;
} VkSurfaceFormatKHR;
-
format
is a VkFormat that is compatible with the specified surface. -
colorSpace
is a presentation VkColorSpaceKHR that is compatible with the surface.
While the format
of a presentable image refers to the encoding of each
pixel, the colorSpace
determines how the presentation engine
interprets the pixel values.
A color space in this document refers to a specific color space (defined by
the chromaticities of its primaries and a white point in CIE Lab), and a
transfer function that is applied before storing or transmitting color data
in the given color space.
Possible values of VkSurfaceFormatKHR::colorSpace
, specifying
supported color spaces of a presentation engine, are:
typedef enum VkColorSpaceKHR {
VK_COLOR_SPACE_SRGB_NONLINEAR_KHR = 0,
} VkColorSpaceKHR;
-
VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
indicates support for the sRGB color space.
If pSurfaceFormats
includes an entry whose value for colorSpace
is VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
and whose value for format
is a UNORM (or SRGB) format and the corresponding SRGB (or UNORM) format is
a color renderable format for VK_IMAGE_TILING_OPTIMAL
, then
pSurfaceFormats
must also contain an entry with the same value for
colorSpace
and format
equal to the corresponding SRGB (or UNORM)
format.
Note
If |
Note
In the initial release of the VK_KHR_surface and VK_KHR_swapchain
extensions, the token |
To query the supported presentation modes for a surface, call:
VkResult vkGetPhysicalDeviceSurfacePresentModesKHR(
VkPhysicalDevice physicalDevice,
VkSurfaceKHR surface,
uint32_t* pPresentModeCount,
VkPresentModeKHR* pPresentModes);
-
physicalDevice
is the physical device that will be associated with the swapchain to be created, as described for vkCreateSwapchainKHR. -
surface
is the surface that will be associated with the swapchain. -
pPresentModeCount
is a pointer to an integer related to the number of presentation modes available or queried, as described below. -
pPresentModes
is eitherNULL
or a pointer to an array of VkPresentModeKHR values, indicating the supported presentation modes.
If pPresentModes
is NULL
, then the number of presentation modes
supported for the given surface
is returned in
pPresentModeCount
.
Otherwise, pPresentModeCount
must point to a variable set by the user
to the number of elements in the pPresentModes
array, and on return
the variable is overwritten with the number of values actually written to
pPresentModes
.
If the value of pPresentModeCount
is less than the number of
presentation modes supported, at most pPresentModeCount
values will be
written.
If pPresentModeCount
is smaller than the number of presentation modes
supported for the given surface
, VK_INCOMPLETE
will be returned
instead of VK_SUCCESS
to indicate that not all the available values
were returned.
Possible values of elements of the
vkGetPhysicalDeviceSurfacePresentModesKHR::pPresentModes
array,
indicating the supported presentation modes for a surface, are:
typedef enum VkPresentModeKHR {
VK_PRESENT_MODE_IMMEDIATE_KHR = 0,
VK_PRESENT_MODE_MAILBOX_KHR = 1,
VK_PRESENT_MODE_FIFO_KHR = 2,
VK_PRESENT_MODE_FIFO_RELAXED_KHR = 3,
} VkPresentModeKHR;
-
VK_PRESENT_MODE_IMMEDIATE_KHR
indicates that the presentation engine does not wait for a vertical blanking period to update the current image, meaning this mode may result in visible tearing. No internal queuing of presentation requests is needed, as the requests are applied immediately. -
VK_PRESENT_MODE_MAILBOX_KHR
indicates that the presentation engine waits for the next vertical blanking period to update the current image. Tearing cannot be observed. An internal single-entry queue is used to hold pending presentation requests. If the queue is full when a new presentation request is received, the new request replaces the existing entry, and any images associated with the prior entry become available for re-use by the application. One request is removed from the queue and processed during each vertical blanking period in which the queue is non-empty. -
VK_PRESENT_MODE_FIFO_KHR
indicates that the presentation engine waits for the next vertical blanking period to update the current image. Tearing cannot be observed. An internal queue is used to hold pending presentation requests. New requests are appended to the end of the queue, and one request is removed from the beginning of the queue and processed during each vertical blanking period in which the queue is non-empty. This is the only value ofpresentMode
that is required to be supported. -
VK_PRESENT_MODE_FIFO_RELAXED_KHR
indicates that the presentation engine generally waits for the next vertical blanking period to update the current image. If a vertical blanking period has already passed since the last update of the current image then the presentation engine does not wait for another vertical blanking period for the update, meaning this mode may result in visible tearing in this case. This mode is useful for reducing visual stutter with an application that will mostly present a new image before the next vertical blanking period, but may occasionally be late, and present a new image just after the next vertical blanking period. An internal queue is used to hold pending presentation requests. New requests are appended to the end of the queue, and one request is removed from the beginning of the queue and processed during or after each vertical blanking period in which the queue is non-empty.
Note
For reference, the mode indicated by |
29.5. WSI Swapchain
A swapchain object (a.k.a.
swapchain) provides the ability to present rendering results to a surface.
Swapchain objects are represented by VkSwapchainKHR
handles:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSwapchainKHR)
A swapchain is an abstraction for an array of presentable images that are
associated with a surface.
The presentable images are represented by VkImage
objects created by
the platform.
One image (which can be an array image for multiview/stereoscopic-3D
surfaces) is displayed at a time, but multiple images can be queued for
presentation.
An application renders to the image, and then queues the image for
presentation to the surface.
A native window cannot be associated with more than one swapchain at a time. Further, swapchains cannot be created for native windows that have a non-Vulkan graphics API surface associated with them.
The presentation engine is an abstraction for the platform’s compositor or hardware/software display engine.
Note
The presentation engine may be synchronous or asynchronous with respect to the application and/or logical device. Some implementations may use the device’s graphics queue or dedicated presentation hardware to perform presentation. |
The presentable images of a swapchain are owned by the presentation engine.
An application can acquire use of a presentable image from the presentation
engine.
Use of a presentable image must occur only after the image is returned by
vkAcquireNextImageKHR
, and before it is presented by
vkQueuePresentKHR
.
This includes transitioning the image layout and rendering commands.
An application can acquire use of a presentable image with
vkAcquireNextImageKHR
.
After acquiring a presentable image and before modifying it, the application
must use a synchronization primitive to ensure that the presentation engine
has finished reading from the image.
The application can then transition the image’s layout, queue rendering
commands to it, etc.
Finally, the application presents the image with vkQueuePresentKHR
,
which releases the acquisition of the image.
The presentation engine controls the order in which presentable images are acquired for use by the application.
Note
This allows the platform to handle situations which require out-of-order return of images after presentation. At the same time, it allows the application to generate command buffers referencing all of the images in the swapchain at initialization time, rather than in its main loop. |
How this all works is described below.
To create a swapchain, call:
VkResult vkCreateSwapchainKHR(
VkDevice device,
const VkSwapchainCreateInfoKHR* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSwapchainKHR* pSwapchain);
-
device
is the device to create the swapchain for. -
pCreateInfo
is a pointer to an instance of the VkSwapchainCreateInfoKHR structure specifying the parameters of the created swapchain. -
pAllocator
is the allocator used for host memory allocated for the swapchain object when there is no more specific allocator available (see Memory Allocation). -
pSwapchain
is a pointer to aVkSwapchainKHR
handle in which the created swapchain object will be returned.
The VkSwapchainCreateInfoKHR
structure is defined as:
typedef struct VkSwapchainCreateInfoKHR {
VkStructureType sType;
const void* pNext;
VkSwapchainCreateFlagsKHR flags;
VkSurfaceKHR surface;
uint32_t minImageCount;
VkFormat imageFormat;
VkColorSpaceKHR imageColorSpace;
VkExtent2D imageExtent;
uint32_t imageArrayLayers;
VkImageUsageFlags imageUsage;
VkSharingMode imageSharingMode;
uint32_t queueFamilyIndexCount;
const uint32_t* pQueueFamilyIndices;
VkSurfaceTransformFlagBitsKHR preTransform;
VkCompositeAlphaFlagBitsKHR compositeAlpha;
VkPresentModeKHR presentMode;
VkBool32 clipped;
VkSwapchainKHR oldSwapchain;
} VkSwapchainCreateInfoKHR;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
flags
is a bitmask of VkSwapchainCreateFlagBitsKHR indicating parameters of swapchain creation. -
surface
is the surface to which the swapchain will present images. The swapchain is associated withsurface
. -
minImageCount
is the minimum number of presentable images that the application needs. The platform will either create the swapchain with at least that many images, or will fail to create the swapchain. -
imageFormat
is a VkFormat that is valid for swapchains on the specified surface. -
imageColorSpace
is a VkColorSpaceKHR that is valid for swapchains on the specified surface. -
imageExtent
is the non-zero size (in pixels) of the swapchain. Behavior is platform-dependent when the image extent does not match the surface’scurrentExtent
as returned byvkGetPhysicalDeviceSurfaceCapabilitiesKHR
.
Note
On some platforms, vkGetPhysicalDeviceSurfaceCapabilitiesKHR can
return in VkSurfaceCapabilitiesKHR a
|
-
imageArrayLayers
is the number of views in a multiview/stereo surface. For non-stereoscopic-3D applications, this value is 1. -
imageUsage
is a bitmask of VkImageUsageFlagBits, indicating how the application will use the swapchain’s presentable images. -
imageSharingMode
is the sharing mode used for the images of the swapchain. -
queueFamilyIndexCount
is the number of queue families having access to the images of the swapchain in caseimageSharingMode
isVK_SHARING_MODE_CONCURRENT
. -
pQueueFamilyIndices
is an array of queue family indices having access to the images of the swapchain in caseimageSharingMode
isVK_SHARING_MODE_CONCURRENT
. -
preTransform
is a bitmask of VkSurfaceTransformFlagBitsKHR, describing the transform, relative to the presentation engine’s natural orientation, applied to the image content prior to presentation. If it does not match thecurrentTransform
value returned byvkGetPhysicalDeviceSurfaceCapabilitiesKHR
, the presentation engine will transform the image content as part of the presentation operation. -
compositeAlpha
is a bitmask of VkCompositeAlphaFlagBitsKHR indicating the alpha compositing mode to use when this surface is composited together with other surfaces on certain window systems. -
presentMode
is the presentation mode the swapchain will use. A swapchain’s present mode determines how incoming present requests will be processed and queued internally. -
clipped
indicates whether the Vulkan implementation is allowed to discard rendering operations that affect regions of the surface which are not visible.-
If set to
VK_TRUE
, the presentable images associated with the swapchain may not own all of their pixels. Pixels in the presentable images that correspond to regions of the target surface obscured by another window on the desktop or subject to some other clipping mechanism will have undefined content when read back. Pixel shaders may not execute for these pixels, and thus any side affects they would have had will not occur. -
If set to
VK_FALSE
, presentable images associated with the swapchain will own all the pixels they contain. Setting this value toVK_TRUE
does not guarantee any clipping will occur, but allows more optimal presentation methods to be used on some platforms.
-
Note
Applications should set this value to |
-
oldSwapchain
, if not VK_NULL_HANDLE, specifies an existing non-retired swapchain that is associated with surface.Upon calling fname:vkCreateSwapchainKHR with a pname:oldSwapchain that is not dlink:VK_NULL_HANDLE, pname:oldSwapchain is retired, even if creation of the new swapchain fails. The new swapchain is created in the non-retired state whether or not pname:oldSwapchain is dlink:VK_NULL_HANDLE.
Upon calling fname:vkCreateSwapchainKHR with a pname:oldSwapchain that is not dlink:VK_NULL_HANDLE, any images from pname:oldSwapchain that are not acquired by the application may: be freed by the implementation, which may: occur even if creation of the new swapchain fails. The application must: destroy sname:oldSwapchain to free all memory associated with sname:oldSwapchain.
NoteMultiple retired swapchains can be associated with the same
VkSurfaceKHR
through multiple uses ofoldSwapchain
that outnumber calls to vkDestroySwapchainKHR.
After oldSwapchain
is retired, the application can pass to
vkQueuePresentKHR any images it had already acquired from
oldSwapchain
.
E.g., an application may present an image from the old swapchain before an
image from the new swapchain is ready to be presented.
As usual, vkQueuePresentKHR may fail if oldSwapchain
has
entered a state that causes VK_ERROR_OUT_OF_DATE_KHR
to be returned.
Bits which can be set in VkSwapchainCreateInfoKHR::flags
,
specifying parameters of swapchain creation, are:
typedef enum VkSwapchainCreateFlagBitsKHR {
} VkSwapchainCreateFlagBitsKHR;
As mentioned above, if vkCreateSwapchainKHR
succeeds, it will return a
handle to a swapchain that contains an array of at least minImageCount
presentable images.
While acquired by the application, presentable images can be used in any
way that equivalent non-presentable images can be used.
A presentable image is equivalent to a non-presentable image created with
the following VkImageCreateInfo
parameters:
VkImageCreateInfo Field |
Value |
---|---|
|
0 |
|
|
|
|
|
|
|
1 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The surface
must not be destroyed until after the swapchain is
destroyed.
If oldSwapchain
is not VK_NULL_HANDLE then surface
must be
associated with oldSwapchain
.
Otherwise, the native window referred to by surface
must not already
be associated with another swapchain, and must not be already be associated
with a non-Vulkan graphics API surface.
The native window referred to by surface
must not become associated
with a non-Vulkan graphics API surface before the swapchain has been
destroyed.
Like core functions, several WSI functions, including
vkCreateSwapchainKHR
return VK_ERROR_DEVICE_LOST
if the logical
device was lost.
See Lost Device.
As with most core objects, VkSwapchainKHR
is a child of the device and
is affected by the lost state; it must be destroyed before destroying the
VkDevice
.
However, VkSurfaceKHR
is not a child of any VkDevice
and is not
otherwise affected by the lost device.
After successfully recreating a VkDevice
, the same VkSurfaceKHR
can be used to create a new VkSwapchainKHR
, provided the previous one
was destroyed.
Note
As mentioned in Lost Device, after a lost
device event, the |
To destroy a swapchain object call:
void vkDestroySwapchainKHR(
VkDevice device,
VkSwapchainKHR swapchain,
const VkAllocationCallbacks* pAllocator);
-
device
is theVkDevice
associated withswapchain
. -
swapchain
is the swapchain to destroy. -
pAllocator
is the allocator used for host memory allocated for the swapchain object when there is no more specific allocator available (see Memory Allocation).
The application must not destroy a swapchain until after completion of all
outstanding operations on images that were acquired from the swapchain.
swapchain
and all associated VkImage
handles are destroyed, and
must not be acquired or used any more by the application.
The memory of each VkImage
will only be freed after that image is no
longer used by the presentation engine.
For example, if one image of the swapchain is being displayed in a window,
the memory for that image may not be freed until the window is destroyed,
or another swapchain is created for the window.
Destroying the swapchain does not invalidate the parent VkSurfaceKHR
,
and a new swapchain can be created with it.
To obtain the array of presentable images associated with a swapchain, call:
VkResult vkGetSwapchainImagesKHR(
VkDevice device,
VkSwapchainKHR swapchain,
uint32_t* pSwapchainImageCount,
VkImage* pSwapchainImages);
-
device
is the device associated withswapchain
. -
swapchain
is the swapchain to query. -
pSwapchainImageCount
is a pointer to an integer related to the number of presentable images available or queried, as described below. -
pSwapchainImages
is eitherNULL
or a pointer to an array ofVkImage
handles.
If pSwapchainImages
is NULL
, then the number of presentable images
for swapchain
is returned in pSwapchainImageCount
.
Otherwise, pSwapchainImageCount
must point to a variable set by the
user to the number of elements in the pSwapchainImages
array, and on
return the variable is overwritten with the number of structures actually
written to pSwapchainImages
.
If the value of pSwapchainImageCount
is less than the number of
presentable images for swapchain
, at most pSwapchainImageCount
structures will be written.
If pSwapchainImageCount
is smaller than the number of presentable
images for swapchain
, VK_INCOMPLETE
will be returned instead of
VK_SUCCESS
to indicate that not all the available values were
returned.
Note
By knowing all presentable images used in the swapchain, the application can create command buffers that reference these images prior to entering its main rendering loop. |
The implementation will have already allocated and bound the memory backing
the VkImages
returned by vkGetSwapchainImagesKHR
.
The memory for each image will not alias with the memory for other images or
with any VkDeviceMemory
object.
As such, performing any operation affecting the binding of memory to a
presentable image results in undefined behavior.
All presentable images are initially in the VK_IMAGE_LAYOUT_UNDEFINED
layout, thus before using presentable images, the application must
transition them to a valid layout for the intended use.
Further, the lifetime of presentable images is controlled by the implementation so destroying a presentable image with vkDestroyImage results in undefined behavior. See vkDestroySwapchainKHR for further details on the lifetime of presentable images.
To acquire an available presentable image to use, and retrieve the index of that image, call:
VkResult vkAcquireNextImageKHR(
VkDevice device,
VkSwapchainKHR swapchain,
uint64_t timeout,
VkSemaphore semaphore,
VkFence fence,
uint32_t* pImageIndex);
-
device
is the device associated withswapchain
. -
swapchain
is the non-retired swapchain from which an image is being acquired. -
timeout
indicates how long the function waits, in nanoseconds, if no image is available. -
semaphore
is VK_NULL_HANDLE or a semaphore to signal. -
fence
is VK_NULL_HANDLE or a fence to signal. -
pImageIndex
is a pointer to auint32_t
that is set to the index of the next image to use (i.e. an index into the array of images returned byvkGetSwapchainImagesKHR
).
When successful, vkAcquireNextImageKHR
acquires a presentable image
that the application can use, and sets pImageIndex
to the index of
that image.
The presentation engine may not have finished reading from the image at the
time it is acquired, so the application must use semaphore
and/or
fence
to ensure that the image layout and contents are not modified
until the presentation engine reads have completed.
As mentioned above, the presentation engine controls the order in which presentable images are made available to the application. This allows the platform to handle special situations. The order in which images are acquired is implementation-dependent. Images may be acquired in a seemingly random order that is not a simple round-robin.
If a swapchain has enough presentable images, applications can acquire
multiple images without an intervening vkQueuePresentKHR
.
Applications can present images in a different order than the order in
which they were acquired.
If timeout
is 0, vkAcquireNextImageKHR
will not block, but will
either succeed or return VK_NOT_READY
.
If timeout
is UINT64_MAX
, the function will not return until an
image is acquired from the presentation engine.
Other values for timeout
will cause the function to return when an
image becomes available, or when the specified number of nanoseconds have
passed (in which case it will return VK_TIMEOUT
).
An error can also cause vkAcquireNextImageKHR
to return early.
Note
As mentioned above, the presentation engine may be asynchronous with
respect to the application and/or logical device.
|
Applications cannot rely on vkAcquireNextImageKHR
blocking in order
to meter their rendering speed.
Various factors can interrupt vkAcquireNextImageKHR
from blocking.
Note
For example, if an error occurs, |
The availability of presentable images is influenced by factors such as the
implementation of the presentation engine, the VkPresentModeKHR being
used, the number of images in the swapchain, the number of images that the
application has acquired at any given time, and the performance of the
application.
The value of VkSurfaceCapabilitiesKHR
::minImageCount
indicates
how many images must be in the swapchain in order for
vkAcquireNextImageKHR
to acquire an image if the application currently
has no acquired images.
Let n be the total number of images in the swapchain, m be the value of
VkSurfaceCapabilitiesKHR
::minImageCount
, and a be the number
of presentable images that the application has currently acquired (i.e.
images acquired with vkAcquireNextImageKHR
, but not yet presented with
vkQueuePresentKHR
).
vkAcquireNextImageKHR
can always succeed if a ≤ n - m at
the time vkAcquireNextImageKHR
is called.
vkAcquireNextImageKHR
should not be called if a > n - m with a
timeout
of UINT64_MAX
; in such a case,
vkAcquireNextImageKHR
may block indefinitely.
Note
For example, if the If we modify this example so that the application wishes to acquire up to 3 presentable images simultaneously, it must request a minimum image count of 4 when creating the swapchain. |
If semaphore
is not VK_NULL_HANDLE, the semaphore must be
unsignaled and not have any uncompleted signal or wait operations pending.
It will become signaled when the application can use the image.
Queue operations that access the image contents must wait until the
semaphore signals; typically applications should include the semaphore in
the pWaitSemaphores
list for the queue submission that transitions the
image away from the VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
layout.
Use of the semaphore allows rendering operations to be recorded and
submitted before the presentation engine has completed its use of the image.
If fence
is not equal to VK_NULL_HANDLE, the fence must be
unsignaled and not have any uncompleted signal operations pending.
It will become signaled when the application can use the image.
Applications can use this to meter their frame generation work to match the
presentation rate.
semaphore
and fence
must not both be equal to
VK_NULL_HANDLE.
An application must wait until either the semaphore
or fence
is
signaled before using the presentable image.
Note
Use of a non-zero |
semaphore
and fence
may already be signaled when
vkAcquireNextImageKHR returns, if the image is being acquired for the
first time, or if the presentable image is immediately ready for use.
A successful call to vkAcquireNextImageKHR
counts as a signal
operation on semaphore
for the purposes of queue forward-progress
requirements.
The semaphore is guaranteed to signal, so a wait operation can be queued
for the semaphore without risk of deadlock.
The vkCmdWaitEvents
or vkCmdPipelineBarrier
used to transition
the image away from VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
layout must have
dstStageMask
and dstAccessMask
parameters set based on the next
use of the image.
The application must use implicit
ordering guarantees and execution
dependencies to prevent the image transition from occurring before the
semaphore passed to vkAcquireNextImageKHR
has signaled.
Note
When the presentable image will be written by some stage S, the recommended idiom for ensuring the semaphore signals before the transition occurs is:
This causes the pipeline barrier to wait at S until the semaphore signals before performing the transition and memory barrier, while allowing earlier pipeline stages of subsequent commands to proceed. |
After a successful return, the image indicated by pImageIndex
will
still be in the VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
layout if it was
previously presented, or in the VK_IMAGE_LAYOUT_UNDEFINED
layout if
this is the first time it has been acquired.
Note
Exclusive ownership of presentable images corresponding to a swapchain
created with |
The possible return values for vkAcquireNextImageKHR
() depend on the
timeout
provided:
-
VK_SUCCESS
is returned if an image became available. -
VK_ERROR_SURFACE_LOST_KHR
if the surface becomes no longer available. -
VK_NOT_READY
is returned iftimeout
is zero and no image was available. -
VK_TIMEOUT
is returned iftimeout
is greater than zero and less thanUINT64_MAX
, and no image became available within the time allowed. -
VK_SUBOPTIMAL_KHR
is returned if an image became available, and the swapchain no longer matches the surface properties exactly, but can still be used to present to the surface successfully.
Note
This may happen, for example, if the platform surface has been resized but the platform is able to scale the presented images to the new size to produce valid surface updates. It is up to the application to decide whether it prefers to continue using the current swapchain indefinitely or temporarily in this state, or to re-create the swapchain to better match the platform surface properties. |
-
VK_ERROR_OUT_OF_DATE_KHR
is returned if the surface has changed in such a way that it is no longer compatible with the swapchain, and further presentation requests using the swapchain will fail. Applications must query the new surface properties and recreate their swapchain if they wish to continue presenting to the surface.
If the native surface and presented image sizes no longer match,
presentation may fail.
If presentation does succeed, parts of the native surface may be undefined,
parts of the presented image may have been clipped before presentation,
and/or the image may have been scaled (uniformly or not uniformly) before
presentation.
It is the application’s responsibility to detect surface size changes and
react appropriately.
If presentation fails because of a mismatch in the surface and presented
image sizes, a VK_ERROR_OUT_OF_DATE_KHR
error will be returned.
Before an application can present an image, the image’s layout must be
transitioned to the VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
layout.
Note
When transitioning the image to
|
After queueing all rendering commands and transitioning the image to the correct layout, to queue an image for presentation, call:
VkResult vkQueuePresentKHR(
VkQueue queue,
const VkPresentInfoKHR* pPresentInfo);
-
queue
is a queue that is capable of presentation to the target surface’s platform on the same device as the image’s swapchain. -
pPresentInfo
is a pointer to an instance of the VkPresentInfoKHR structure specifying the parameters of the presentation.
Any writes to memory backing the images referenced by the
pImageIndices
and pSwapchains
members of pPresentInfo
,
that are available before vkQueuePresentKHR is executed, are
automatically made visible to the read access performed by the presentation
engine.
This automatic visibility operation for an image happens-after the semaphore
signal operation, and happens-before the presentation engine accesses the
image.
The VkPresentInfoKHR
structure is defined as:
typedef struct VkPresentInfoKHR {
VkStructureType sType;
const void* pNext;
uint32_t waitSemaphoreCount;
const VkSemaphore* pWaitSemaphores;
uint32_t swapchainCount;
const VkSwapchainKHR* pSwapchains;
const uint32_t* pImageIndices;
VkResult* pResults;
} VkPresentInfoKHR;
-
sType
is the type of this structure. -
pNext
isNULL
or a pointer to an extension-specific structure. -
waitSemaphoreCount
is the number of semaphores to wait for before issuing the present request. The number may be zero. -
pWaitSemaphores
, if notNULL
, is an array ofVkSemaphore
objects withwaitSemaphoreCount
entries, and specifies the semaphores to wait for before issuing the present request. -
swapchainCount
is the number of swapchains being presented to by this command. -
pSwapchains
is an array ofVkSwapchainKHR
objects withswapchainCount
entries. A given swapchain must not appear in this list more than once. -
pImageIndices
is an array of indices into the array of each swapchain’s presentable images, withswapchainCount
entries. Each entry in this array identifies the image to present on the corresponding entry in thepSwapchains
array. -
pResults
is an array of VkResult typed elements withswapchainCount
entries. Applications that do not need per-swapchain results can useNULL
forpResults
. If non-NULL
, each entry inpResults
will be set to the VkResult for presenting the swapchain corresponding to the same index inpSwapchains
.
vkQueuePresentKHR
, releases the acquisition of the images referenced
by imageIndices
.
The queue family corresponding to the queue vkQueuePresentKHR
is
executed on must have ownership of the presented images as defined in
Resource Sharing.
vkQueuePresentKHR
does not alter the queue family ownership, but the
presented images must not be used again before they have been reacquired
using vkAcquireNextImageKHR
.
The processing of the presentation happens in issue order with other queue operations, but semaphores have to be used to ensure that prior rendering and other commands in the specified queue complete before the presentation begins. The presentation command itself does not delay processing of subsequent commands on the queue, however, presentation requests sent to a particular queue are always performed in order. Exact presentation timing is controlled by the semantics of the presentation engine and native platform in use.
The result codes VK_ERROR_OUT_OF_DATE_KHR
and VK_SUBOPTIMAL_KHR
have the same meaning when returned by vkQueuePresentKHR
as they do
when returned by vkAcquireNextImageKHR
().
If multiple swapchains are presented, the result code is determined applying
the following rules in order:
-
If the device is lost,
VK_ERROR_DEVICE_LOST
is returned. -
If any of the target surfaces are no longer available the error
VK_ERROR_SURFACE_LOST_KHR
is returned. -
If any of the presents would have a result of
VK_ERROR_OUT_OF_DATE_KHR
if issued separately thenVK_ERROR_OUT_OF_DATE_KHR
is returned. -
If any of the presents would have a result of
VK_SUBOPTIMAL_KHR
if issued separately thenVK_SUBOPTIMAL_KHR
is returned. -
Otherwise
VK_SUCCESS
is returned.
Presentation is a read-only operation that will not affect the content of
the presentable images.
Upon reacquiring the image and transitioning it away from the
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
layout, the contents will be the same
as they were prior to transitioning the image to the present source layout
and presenting it.
However, if a mechanism other than Vulkan is used to modify the platform
window associated with the swapchain, the content of all presentable images
in the swapchain becomes undefined.
Note
The application can continue to present any acquired images from a retired
swapchain as long as the swapchain has not entered a state that causes
vkQueuePresentKHR to return |
30. Extended Functionality
Additional functionality may be provided by layers or extensions. A layer cannot add or modify Vulkan commands, while an extension may do so.
The set of layers to enable is specified when creating an instance, and those layers are able to intercept any Vulkan command dispatched to that instance or any of its child objects.
Extensions can operate at either the instance or device extension scope. Enabled instance extensions are able to affect the operation of the instance and any of its child objects, while device extensions may only be available on a subset of physical devices, must be individually enabled per-device, and only affect the operation of the devices where they are enabled.
Examples of these might be:
-
Whole API validation is an example of a layer.
-
Debug capabilities might make a good instance extension.
-
A layer that provides hardware-specific performance telemetry and analysis could be a layer that is only active for devices created from compatible physical devices.
-
Functions to allow an application to use additional hardware features beyond the core would be a good candidate for a device extension.
30.1. Layers
When a layer is enabled, it inserts itself into the call chain for Vulkan commands the layer is interested in. A common use of layers is to validate application behavior during development. For example, the implementation will not check that Vulkan enums used by the application fall within allowed ranges. Instead, a validation layer would do those checks and flag issues. This avoids a performance penalty during production use of the application because those layers would not be enabled in production.
Vulkan layers may wrap object handles (i.e. return a different handle value to the application than that generated by the implementation). This is generally discouraged, as it increases the probability of incompatibilities with new extensions. The validation layers wrap handles in order to track the proper use and destruction of each object. See the Vulkan Loader Specification and Architecture Overview document for additional information.
To query the available layers, call:
VkResult vkEnumerateInstanceLayerProperties(
uint32_t* pPropertyCount,
VkLayerProperties* pProperties);
-
pPropertyCount
is a pointer to an integer related to the number of layer properties available or queried, as described below. -
pProperties
is eitherNULL
or a pointer to an array of VkLayerProperties structures.
If pProperties
is NULL
, then the number of layer properties
available is returned in pPropertyCount
.
Otherwise, pPropertyCount
must point to a variable set by the user to
the number of elements in the pProperties
array, and on return the
variable is overwritten with the number of structures actually written to
pProperties
.
If pPropertyCount
is less than the number of layer properties
available, at most pPropertyCount
structures will be written.
If pPropertyCount
is smaller than the number of layers available,
VK_INCOMPLETE
will be returned instead of VK_SUCCESS
, to
indicate that not all the available layer properties were returned.
The list of available layers may change at any time due to actions outside
of the Vulkan implementation, so two calls to
vkEnumerateInstanceLayerProperties
with the same parameters may
return different results, or retrieve different pPropertyCount
values
or pProperties
contents.
Once an instance has been created, the layers enabled for that instance will
continue to be enabled and valid for the lifetime of that instance, even if
some of them become unavailable for future instances.
The VkLayerProperties
structure is defined as:
typedef struct VkLayerProperties {
char layerName[VK_MAX_EXTENSION_NAME_SIZE];
uint32_t specVersion;
uint32_t implementationVersion;
char description[VK_MAX_DESCRIPTION_SIZE];
} VkLayerProperties;
-
layerName
is a null-terminated UTF-8 string specifying the name of the layer. Use this name in theppEnabledLayerNames
array passed in the VkInstanceCreateInfo structure to enable this layer for an instance. -
specVersion
is the Vulkan version the layer was written to, encoded as described in the API Version Numbers and Semantics section. -
implementationVersion
is the version of this layer. It is an integer, increasing with backward compatible changes. -
description
is a null-terminated UTF-8 string providing additional details that can be used by the application to identify the layer.
To enable a layer, the name of the layer should be added to the
ppEnabledLayerNames
member of VkInstanceCreateInfo when creating
a VkInstance
.
Loader implementations may provide mechanisms outside the Vulkan API for
enabling specific layers.
Layers enabled through such a mechanism are implicitly enabled, while
layers enabled by including the layer name in the ppEnabledLayerNames
member of VkInstanceCreateInfo are explicitly enabled.
Except where otherwise specified, implicitly enabled and explicitly enabled
layers differ only in the way they are enabled.
Explicitly enabling a layer that is implicitly enabled has no additional
effect.
30.1.1. Device Layer Deprecation
Previous versions of this specification distinguished between instance and
device layers.
Instance layers were only able to intercept commands that operate on
VkInstance
and VkPhysicalDevice
, except they were not able to
intercept vkCreateDevice.
Device layers were enabled for individual devices when they were created,
and could only intercept commands operating on that device or its child
objects.
Device-only layers are now deprecated, and this specification no longer distinguishes between instance and device layers. Layers are enabled during instance creation, and are able to intercept all commands operating on that instance or any of its child objects. At the time of deprecation there were no known device-only layers and no compelling reason to create one.
In order to maintain compatibility with implementations released prior to
device-layer deprecation, applications should still enumerate and enable
device layers.
The behavior of vkEnumerateDeviceLayerProperties
and valid usage of
the ppEnabledLayerNames
member of VkDeviceCreateInfo
maximizes
compatibility with applications written to work with the previous
requirements.
To enumerate device layers, call:
VkResult vkEnumerateDeviceLayerProperties(
VkPhysicalDevice physicalDevice,
uint32_t* pPropertyCount,
VkLayerProperties* pProperties);
-
pPropertyCount
is a pointer to an integer related to the number of layer properties available or queried. -
pProperties
is eitherNULL
or a pointer to an array of VkLayerProperties structures.
If pProperties
is NULL
, then the number of layer properties
available is returned in pPropertyCount
.
Otherwise, pPropertyCount
must point to a variable set by the user to
the number of elements in the pProperties
array, and on return the
variable is overwritten with the number of structures actually written to
pProperties
.
If pPropertyCount
is less than the number of layer properties
available, at most pPropertyCount
structures will be written.
If pPropertyCount
is smaller than the number of layers available,
VK_INCOMPLETE
will be returned instead of VK_SUCCESS
, to
indicate that not all the available layer properties were returned.
The list of layers enumerated by vkEnumerateDeviceLayerProperties
must be exactly the sequence of layers enabled for the instance.
The members of VkLayerProperties
for each enumerated layer must be
the same as the properties when the layer was enumerated by
vkEnumerateInstanceLayerProperties
.
The ppEnabledLayerNames
and enabledLayerCount
members of
VkDeviceCreateInfo
are deprecated and their values must be ignored by
implementations.
However, for compatibility, only an empty list of layers or a list that
exactly matches the sequence enabled at instance creation time are valid,
and validation layers should issue diagnostics for other cases.
Regardless of the enabled layer list provided in VkDeviceCreateInfo
,
the sequence of layers active for a device will be exactly the sequence of
layers enabled when the parent instance was created.
30.2. Extensions
Extensions may define new Vulkan commands, structures, and enumerants. For compilation purposes, the interfaces defined by registered extensions, including new structures and enumerants as well as function pointer types for new commands, are defined in the Khronos-supplied vulkan.h together with the core API. However, commands defined by extensions may not be available for static linking - in which case function pointers to these commands should be queried at runtime as described in Command Function Pointers. Extensions may be provided by layers as well as by a Vulkan implementation.
Because extensions may extend or change the behavior of the Vulkan API, extension authors should add support for their extensions to the Khronos validation layers. This is especially important for new commands whose parameters have been wrapped by the validation layers. See the Vulkan Loader Specification and Architecture Overview document for additional information.
To query the available instance extensions, call:
VkResult vkEnumerateInstanceExtensionProperties(
const char* pLayerName,
uint32_t* pPropertyCount,
VkExtensionProperties* pProperties);
-
pLayerName
is eitherNULL
or a pointer to a null-terminated UTF-8 string naming the layer to retrieve extensions from. -
pPropertyCount
is a pointer to an integer related to the number of extension properties available or queried, as described below. -
pProperties
is eitherNULL
or a pointer to an array of VkExtensionProperties structures.
When pLayerName
parameter is NULL, only extensions provided by the
Vulkan implementation or by implicitly enabled layers are returned.
When pLayerName
is the name of a layer, the instance extensions
provided by that layer are returned.
If pProperties
is NULL
, then the number of extensions properties
available is returned in pPropertyCount
.
Otherwise, pPropertyCount
must point to a variable set by the user to
the number of elements in the pProperties
array, and on return the
variable is overwritten with the number of structures actually written to
pProperties
.
If pPropertyCount
is less than the number of extension properties
available, at most pPropertyCount
structures will be written.
If pPropertyCount
is smaller than the number of extensions available,
VK_INCOMPLETE
will be returned instead of VK_SUCCESS
, to
indicate that not all the available properties were returned.
Because the list of available layers may change externally between calls to
vkEnumerateInstanceExtensionProperties
, two calls may retrieve
different results if a pLayerName
is available in one call but not in
another.
The extensions supported by a layer may also change between two calls, e.g.
if the layer implementation is replaced by a different version between those
calls.
To enable an instance extension, the name of the extension should be added
to the ppEnabledExtensionNames
member of VkInstanceCreateInfo
when creating a VkInstance
.
Enabling an extension does not change behavior of functionality exposed by the core Vulkan API or any other extension, other than making valid the use of the commands, enums and structures defined by that extension.
To query the extensions available to a given physical device, call:
VkResult vkEnumerateDeviceExtensionProperties(
VkPhysicalDevice physicalDevice,
const char* pLayerName,
uint32_t* pPropertyCount,
VkExtensionProperties* pProperties);
-
physicalDevice
is the physical device that will be queried. -
pLayerName
is eitherNULL
or a pointer to a null-terminated UTF-8 string naming the layer to retrieve extensions from. -
pPropertyCount
is a pointer to an integer related to the number of extension properties available or queried, and is treated in the same fashion as the vkEnumerateInstanceExtensionProperties::pPropertyCount
parameter. -
pProperties
is eitherNULL
or a pointer to an array of VkExtensionProperties structures.
When pLayerName
parameter is NULL, only extensions provided by the
Vulkan implementation or by implicitly enabled layers are returned.
When pLayerName
is the name of a layer, the device extensions provided
by that layer are returned.
The VkExtensionProperties
structure is defined as:
typedef struct VkExtensionProperties {
char extensionName[VK_MAX_EXTENSION_NAME_SIZE];
uint32_t specVersion;
} VkExtensionProperties;
-
extensionName
is a null-terminated string specifying the name of the extension. -
specVersion
is the version of this extension. It is an integer, incremented with backward compatible changes.
30.2.1. Instance Extensions and Device Extensions
This section provides some guidelines and rules for when to expose new functionality as an instance extension, as a device extension, or as both. The decision depends on the scope of the new functionality; such as whether it extends instance-level or device-level functionality. All Vulkan commands, structures, and enumerants are considered either instance-level, physical-device-level, or device-level.
Commands that are dispatched from instances (VkInstance
) are
considered instance-level commands.
Any structure, enumerated type, and enumerant that is used with
instance-level commands are considered instance-level objects.
New instance-level extension functionality must be structured within an
instance extension.
Any command or object that must be used after calling vkCreateDevice
is a device-level command or object.
These objects include all children of VkDevice
objects, such as queues
(VkQueue
) and command buffers (VkCommandBuffer
).
New device-level extension functionality may be structured within a device
extension.
Commands that are dispatched from physical devices (VkPhysicalDevice
)
are considered physical-device-level commands.
Any structure, enumerated type, and enumerant that is used with
physical-device-level commands, and not used with instance-level commands,
are considered physical-device-level objects.
Vulkan 1.0 requires all new physical-device-level extension functionality to
be structured within an instance extension.
30.3. Extension Dependencies
Some extensions are dependent on other extensions to function. To use extensions with dependencies, such required extensions must also be enabled through the same API mechanisms when creating an instance with vkCreateInstance or a device with vkCreateDevice. Each extension which has such dependencies documents them in the appendix summarizing that extension.
Note
The Specification does not currently include required extensions in Valid Usage statements for individual commands and structures, although we may do so in the future. Nonetheless, applications must not use any extension functionality if dependencies of that extension are not enabled. |
31. Features, Limits, and Formats
Vulkan is designed to support a wide range of hardware and as such there are a number of features, limits, and formats which are not supported on all hardware. Features describe functionality that is not required and which must be explicitly enabled. Limits describe implementation-dependent minimums, maximums, and other device characteristics that an application may need to be aware of. Supported buffer and image formats may vary across implementations. A minimum set of format features are guaranteed, but others must be explicitly queried before use to ensure they are supported by the implementation.
Note on extensibility
The features and limits are reported via basic structures (that is
VkPhysicalDeviceFeatures and VkPhysicalDeviceLimits), as well as
extensible structures ( |
31.1. Features
The Specification defines a set of fine-grained features that are not required, but may be supported by a Vulkan implementation. Support for features is reported and enabled on a per-feature basis. Features are properties of the physical device.
To query supported features, call:
void vkGetPhysicalDeviceFeatures(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceFeatures* pFeatures);
-
physicalDevice
is the physical device from which to query the supported features. -
pFeatures
is a pointer to a VkPhysicalDeviceFeatures structure in which the physical device features are returned. For each feature, a value ofVK_TRUE
indicates that the feature is supported on this physical device, andVK_FALSE
indicates that the feature is not supported.
Fine-grained features used by a logical device must be enabled at
VkDevice
creation time.
If a feature is enabled that the physical device does not support,
VkDevice
creation will fail.
If an application uses a feature without enabling it at VkDevice
creation time, the device behavior is undefined.
The validation layer will warn if features are used without being enabled.
The fine-grained features are enabled by passing a pointer to the
VkPhysicalDeviceFeatures
structure via the pEnabledFeatures
member of the VkDeviceCreateInfo
structure that is passed into the
vkCreateDevice
call.
If a member of pEnabledFeatures
is set to VK_TRUE
or
VK_FALSE
, then the device will be created with the indicated feature
enabled or disabled, respectively.
If an application wishes to enable all features supported by a device, it
can simply pass in the VkPhysicalDeviceFeatures
structure that was
previously returned by vkGetPhysicalDeviceFeatures
.
To disable an individual feature, the application can set the desired
member to VK_FALSE
in the same structure.
Setting pEnabledFeatures
to NULL
is equivalent to setting all members of the structure to VK_FALSE
.
Note
Some features, such as |
The VkPhysicalDeviceFeatures
structure is defined as:
typedef struct VkPhysicalDeviceFeatures {
VkBool32 robustBufferAccess;
VkBool32 fullDrawIndexUint32;
VkBool32 imageCubeArray;
VkBool32 independentBlend;
VkBool32 geometryShader;
VkBool32 tessellationShader;
VkBool32 sampleRateShading;
VkBool32 dualSrcBlend;
VkBool32 logicOp;
VkBool32 multiDrawIndirect;
VkBool32 drawIndirectFirstInstance;
VkBool32 depthClamp;
VkBool32 depthBiasClamp;
VkBool32 fillModeNonSolid;
VkBool32 depthBounds;
VkBool32 wideLines;
VkBool32 largePoints;
VkBool32 alphaToOne;
VkBool32 multiViewport;
VkBool32 samplerAnisotropy;
VkBool32 textureCompressionETC2;
VkBool32 textureCompressionASTC_LDR;
VkBool32 textureCompressionBC;
VkBool32 occlusionQueryPrecise;
VkBool32 pipelineStatisticsQuery;
VkBool32 vertexPipelineStoresAndAtomics;
VkBool32 fragmentStoresAndAtomics;
VkBool32 shaderTessellationAndGeometryPointSize;
VkBool32 shaderImageGatherExtended;
VkBool32 shaderStorageImageExtendedFormats;
VkBool32 shaderStorageImageMultisample;
VkBool32 shaderStorageImageReadWithoutFormat;
VkBool32 shaderStorageImageWriteWithoutFormat;
VkBool32 shaderUniformBufferArrayDynamicIndexing;
VkBool32 shaderSampledImageArrayDynamicIndexing;
VkBool32 shaderStorageBufferArrayDynamicIndexing;
VkBool32 shaderStorageImageArrayDynamicIndexing;
VkBool32 shaderClipDistance;
VkBool32 shaderCullDistance;
VkBool32 shaderFloat64;
VkBool32 shaderInt64;
VkBool32 shaderInt16;
VkBool32 shaderResourceResidency;
VkBool32 shaderResourceMinLod;
VkBool32 sparseBinding;
VkBool32 sparseResidencyBuffer;
VkBool32 sparseResidencyImage2D;
VkBool32 sparseResidencyImage3D;
VkBool32 sparseResidency2Samples;
VkBool32 sparseResidency4Samples;
VkBool32 sparseResidency8Samples;
VkBool32 sparseResidency16Samples;
VkBool32 sparseResidencyAliased;
VkBool32 variableMultisampleRate;
VkBool32 inheritedQueries;
} VkPhysicalDeviceFeatures;
The members of the VkPhysicalDeviceFeatures
structure describe the
following features:
-
robustBufferAccess
indicates that accesses to buffers are bounds-checked against the range of the buffer descriptor (as determined byVkDescriptorBufferInfo
::range
,VkBufferViewCreateInfo
::range
, or the size of the buffer). Out of bounds accesses must not cause application termination, and the effects of shader loads, stores, and atomics must conform to an implementation-dependent behavior as described below.-
A buffer access is considered to be out of bounds if any of the following are true:
-
The pointer was formed by
OpImageTexelPointer
and the coordinate is less than zero or greater than or equal to the number of whole elements in the bound range. -
The pointer was not formed by
OpImageTexelPointer
and the object pointed to is not wholly contained within the bound range.NoteIf a SPIR-V
OpLoad
instruction loads a structure and the tail end of the structure is out of bounds, then all members of the structure are considered out of bounds even if the members at the end are not statically used. -
If any buffer access in a given SPIR-V block is determined to be out of bounds, then any other access of the same type (load, store, or atomic) in the same SPIR-V block that accesses an address less than 16 bytes away from the out of bounds address may also be considered out of bounds.
-
-
Out-of-bounds buffer loads will return any of the following values:
-
Values from anywhere within the memory range(s) bound to the buffer (possibly including bytes of memory past the end of the buffer, up to the end of the bound range).
-
Zero values, or (0,0,0,x) vectors for vector reads where x is a valid value represented in the type of the vector components and may be any of:
-
0, 1, or the maximum representable positive integer value, for signed or unsigned integer components
-
0.0 or 1.0, for floating-point components
-
-
-
Out-of-bounds writes may modify values within the memory range(s) bound to the buffer, but must not modify any other memory.
-
Out-of-bounds atomics may modify values within the memory range(s) bound to the buffer, but must not modify any other memory, and return an undefined value.
-
Vertex input attributes are considered out of bounds if the address of the attribute plus the size of the attribute is greater than the size of the bound buffer. Further, if any vertex input attribute using a specific vertex input binding is out of bounds, then all vertex input attributes using that vertex input binding for that vertex shader invocation are considered out of bounds.
-
If a vertex input attribute is out of bounds, it will be assigned one of the following values:
-
Values from anywhere within the memory range(s) bound to the buffer, converted according to the format of the attribute.
-
Zero values, format converted according to the format of the attribute.
-
Zero values, or (0,0,0,x) vectors, as described above.
-
-
-
If
robustBufferAccess
is not enabled, out of bounds accesses may corrupt any memory within the process and cause undefined behavior up to and including application termination.
-
-
fullDrawIndexUint32
indicates the full 32-bit range of indices is supported for indexed draw calls when using a VkIndexType ofVK_INDEX_TYPE_UINT32
.maxDrawIndexedIndexValue
is the maximum index value that may be used (aside from the primitive restart index, which is always 232-1 when the VkIndexType isVK_INDEX_TYPE_UINT32
). If this feature is supported,maxDrawIndexedIndexValue
must be 232-1; otherwise it must be no smaller than 224-1. See maxDrawIndexedIndexValue. -
imageCubeArray
indicates whether image views with a VkImageViewType ofVK_IMAGE_VIEW_TYPE_CUBE_ARRAY
can be created, and that the correspondingSampledCubeArray
andImageCubeArray
SPIR-V capabilities can be used in shader code. -
independentBlend
indicates whether theVkPipelineColorBlendAttachmentState
settings are controlled independently per-attachment. If this feature is not enabled, theVkPipelineColorBlendAttachmentState
settings for all color attachments must be identical. Otherwise, a differentVkPipelineColorBlendAttachmentState
can be provided for each bound color attachment. -
geometryShader
indicates whether geometry shaders are supported. If this feature is not enabled, theVK_SHADER_STAGE_GEOMETRY_BIT
andVK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
enum values must not be used. This also indicates whether shader modules can declare theGeometry
capability. -
tessellationShader
indicates whether tessellation control and evaluation shaders are supported. If this feature is not enabled, theVK_SHADER_STAGE_TESSELLATION_CONTROL_BIT
,VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT
,VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
,VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
, andVK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO
enum values must not be used. This also indicates whether shader modules can declare theTessellation
capability. -
sampleRateShading
indicates whether per-sample shading and multisample interpolation are supported. If this feature is not enabled, thesampleShadingEnable
member of theVkPipelineMultisampleStateCreateInfo
structure must be set toVK_FALSE
and theminSampleShading
member is ignored. This also indicates whether shader modules can declare theSampleRateShading
capability. -
dualSrcBlend
indicates whether blend operations which take two sources are supported. If this feature is not enabled, theVK_BLEND_FACTOR_SRC1_COLOR
,VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR
,VK_BLEND_FACTOR_SRC1_ALPHA
, andVK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA
enum values must not be used as source or destination blending factors. See Dual-Source Blending. -
logicOp
indicates whether logic operations are supported. If this feature is not enabled, thelogicOpEnable
member of theVkPipelineColorBlendStateCreateInfo
structure must be set toVK_FALSE
, and thelogicOp
member is ignored. -
multiDrawIndirect
indicates whether multiple draw indirect is supported. If this feature is not enabled, thedrawCount
parameter to thevkCmdDrawIndirect
andvkCmdDrawIndexedIndirect
commands must be 0 or 1. ThemaxDrawIndirectCount
member of theVkPhysicalDeviceLimits
structure must also be 1 if this feature is not supported. See maxDrawIndirectCount. -
drawIndirectFirstInstance
indicates whether indirect draw calls support thefirstInstance
parameter. If this feature is not enabled, thefirstInstance
member of allVkDrawIndirectCommand
andVkDrawIndexedIndirectCommand
structures that are provided to thevkCmdDrawIndirect
andvkCmdDrawIndexedIndirect
commands must be 0. -
depthClamp
indicates whether depth clamping is supported. If this feature is not enabled, thedepthClampEnable
member of theVkPipelineRasterizationStateCreateInfo
structure must be set toVK_FALSE
. Otherwise, settingdepthClampEnable
toVK_TRUE
will enable depth clamping. -
depthBiasClamp
indicates whether depth bias clamping is supported. If this feature is not enabled, thedepthBiasClamp
member of theVkPipelineRasterizationStateCreateInfo
structure must be set to 0.0 unless theVK_DYNAMIC_STATE_DEPTH_BIAS
dynamic state is enabled, and thedepthBiasClamp
parameter tovkCmdSetDepthBias
must be set to 0.0. -
fillModeNonSolid
indicates whether point and wireframe fill modes are supported. If this feature is not enabled, theVK_POLYGON_MODE_POINT
andVK_POLYGON_MODE_LINE
enum values must not be used. -
depthBounds
indicates whether depth bounds tests are supported. If this feature is not enabled, thedepthBoundsTestEnable
member of theVkPipelineDepthStencilStateCreateInfo
structure must be set toVK_FALSE
. WhendepthBoundsTestEnable
is set toVK_FALSE
, theminDepthBounds
andmaxDepthBounds
members of theVkPipelineDepthStencilStateCreateInfo
structure are ignored. -
wideLines
indicates whether lines with width other than 1.0 are supported. If this feature is not enabled, thelineWidth
member of theVkPipelineRasterizationStateCreateInfo
structure must be set to 1.0 unless theVK_DYNAMIC_STATE_LINE_WIDTH
dynamic state is enabled, and thelineWidth
parameter tovkCmdSetLineWidth
must be set to 1.0. When this feature is supported, the range and granularity of supported line widths are indicated by thelineWidthRange
andlineWidthGranularity
members of theVkPhysicalDeviceLimits
structure, respectively. -
largePoints
indicates whether points with size greater than 1.0 are supported. If this feature is not enabled, only a point size of 1.0 written by a shader is supported. The range and granularity of supported point sizes are indicated by thepointSizeRange
andpointSizeGranularity
members of theVkPhysicalDeviceLimits
structure, respectively. -
alphaToOne
indicates whether the implementation is able to replace the alpha value of the color fragment output from the fragment shader with the maximum representable alpha value for fixed-point colors or 1.0 for floating-point colors. If this feature is not enabled, then thealphaToOneEnable
member of theVkPipelineMultisampleStateCreateInfo
structure must be set toVK_FALSE
. Otherwise settingalphaToOneEnable
toVK_TRUE
will enable alpha-to-one behavior. -
multiViewport
indicates whether more than one viewport is supported. If this feature is not enabled, theviewportCount
andscissorCount
members of theVkPipelineViewportStateCreateInfo
structure must be set to 1. Similarly, theviewportCount
parameter to thevkCmdSetViewport
command and thescissorCount
parameter to thevkCmdSetScissor
command must be 1, and thefirstViewport
parameter to thevkCmdSetViewport
command and thefirstScissor
parameter to thevkCmdSetScissor
command must be 0. -
samplerAnisotropy
indicates whether anisotropic filtering is supported. If this feature is not enabled, themaxAnisotropy
member of theVkSamplerCreateInfo
structure must be 1.0. -
textureCompressionETC2
indicates whether all of the ETC2 and EAC compressed texture formats are supported. If this feature is enabled, then theVK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
,VK_FORMAT_FEATURE_BLIT_SRC_BIT
andVK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT
features must be supported inoptimalTilingFeatures
for the following formats:-
VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK
-
VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK
-
VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK
-
VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK
-
VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK
-
VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK
-
VK_FORMAT_EAC_R11_UNORM_BLOCK
-
VK_FORMAT_EAC_R11_SNORM_BLOCK
-
VK_FORMAT_EAC_R11G11_UNORM_BLOCK
-
VK_FORMAT_EAC_R11G11_SNORM_BLOCK
vkGetPhysicalDeviceFormatProperties and vkGetPhysicalDeviceImageFormatProperties can be used to check for additional supported properties of individual formats.
-
-
textureCompressionASTC_LDR
indicates whether all of the ASTC LDR compressed texture formats are supported. If this feature is enabled, then theVK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
,VK_FORMAT_FEATURE_BLIT_SRC_BIT
andVK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT
features must be supported inoptimalTilingFeatures
for the following formats:-
VK_FORMAT_ASTC_4x4_UNORM_BLOCK
-
VK_FORMAT_ASTC_4x4_SRGB_BLOCK
-
VK_FORMAT_ASTC_5x4_UNORM_BLOCK
-
VK_FORMAT_ASTC_5x4_SRGB_BLOCK
-
VK_FORMAT_ASTC_5x5_UNORM_BLOCK
-
VK_FORMAT_ASTC_5x5_SRGB_BLOCK
-
VK_FORMAT_ASTC_6x5_UNORM_BLOCK
-
VK_FORMAT_ASTC_6x5_SRGB_BLOCK
-
VK_FORMAT_ASTC_6x6_UNORM_BLOCK
-
VK_FORMAT_ASTC_6x6_SRGB_BLOCK
-
VK_FORMAT_ASTC_8x5_UNORM_BLOCK
-
VK_FORMAT_ASTC_8x5_SRGB_BLOCK
-
VK_FORMAT_ASTC_8x6_UNORM_BLOCK
-
VK_FORMAT_ASTC_8x6_SRGB_BLOCK
-
VK_FORMAT_ASTC_8x8_UNORM_BLOCK
-
VK_FORMAT_ASTC_8x8_SRGB_BLOCK
-
VK_FORMAT_ASTC_10x5_UNORM_BLOCK
-
VK_FORMAT_ASTC_10x5_SRGB_BLOCK
-
VK_FORMAT_ASTC_10x6_UNORM_BLOCK
-
VK_FORMAT_ASTC_10x6_SRGB_BLOCK
-
VK_FORMAT_ASTC_10x8_UNORM_BLOCK
-
VK_FORMAT_ASTC_10x8_SRGB_BLOCK
-
VK_FORMAT_ASTC_10x10_UNORM_BLOCK
-
VK_FORMAT_ASTC_10x10_SRGB_BLOCK
-
VK_FORMAT_ASTC_12x10_UNORM_BLOCK
-
VK_FORMAT_ASTC_12x10_SRGB_BLOCK
-
VK_FORMAT_ASTC_12x12_UNORM_BLOCK
-
VK_FORMAT_ASTC_12x12_SRGB_BLOCK
vkGetPhysicalDeviceFormatProperties and vkGetPhysicalDeviceImageFormatProperties can be used to check for additional supported properties of individual formats.
-
-
textureCompressionBC
indicates whether all of the BC compressed texture formats are supported. If this feature is enabled, then theVK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
,VK_FORMAT_FEATURE_BLIT_SRC_BIT
andVK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT
features must be supported inoptimalTilingFeatures
for the following formats:-
VK_FORMAT_BC1_RGB_UNORM_BLOCK
-
VK_FORMAT_BC1_RGB_SRGB_BLOCK
-
VK_FORMAT_BC1_RGBA_UNORM_BLOCK
-
VK_FORMAT_BC1_RGBA_SRGB_BLOCK
-
VK_FORMAT_BC2_UNORM_BLOCK
-
VK_FORMAT_BC2_SRGB_BLOCK
-
VK_FORMAT_BC3_UNORM_BLOCK
-
VK_FORMAT_BC3_SRGB_BLOCK
-
VK_FORMAT_BC4_UNORM_BLOCK
-
VK_FORMAT_BC4_SNORM_BLOCK
-
VK_FORMAT_BC5_UNORM_BLOCK
-
VK_FORMAT_BC5_SNORM_BLOCK
-
VK_FORMAT_BC6H_UFLOAT_BLOCK
-
VK_FORMAT_BC6H_SFLOAT_BLOCK
-
VK_FORMAT_BC7_UNORM_BLOCK
-
VK_FORMAT_BC7_SRGB_BLOCK
vkGetPhysicalDeviceFormatProperties and vkGetPhysicalDeviceImageFormatProperties can be used to check for additional supported properties of individual formats.
-
-
occlusionQueryPrecise
indicates whether occlusion queries returning actual sample counts are supported. Occlusion queries are created in aVkQueryPool
by specifying thequeryType
ofVK_QUERY_TYPE_OCCLUSION
in theVkQueryPoolCreateInfo
structure which is passed tovkCreateQueryPool
. If this feature is enabled, queries of this type can enableVK_QUERY_CONTROL_PRECISE_BIT
in theflags
parameter tovkCmdBeginQuery
. If this feature is not supported, the implementation supports only boolean occlusion queries. When any samples are passed, boolean queries will return a non-zero result value, otherwise a result value of zero is returned. When this feature is enabled andVK_QUERY_CONTROL_PRECISE_BIT
is set, occlusion queries will report the actual number of samples passed. -
pipelineStatisticsQuery
indicates whether the pipeline statistics queries are supported. If this feature is not enabled, queries of typeVK_QUERY_TYPE_PIPELINE_STATISTICS
cannot be created, and none of the VkQueryPipelineStatisticFlagBits bits can be set in thepipelineStatistics
member of theVkQueryPoolCreateInfo
structure. -
vertexPipelineStoresAndAtomics
indicates whether storage buffers and images support stores and atomic operations in the vertex, tessellation, and geometry shader stages. If this feature is not enabled, all storage image, storage texel buffers, and storage buffer variables used by these stages in shader modules must be decorated with theNonWriteable
decoration (or thereadonly
memory qualifier in GLSL). -
fragmentStoresAndAtomics
indicates whether storage buffers and images support stores and atomic operations in the fragment shader stage. If this feature is not enabled, all storage image, storage texel buffers, and storage buffer variables used by the fragment stage in shader modules must be decorated with theNonWriteable
decoration (or thereadonly
memory qualifier in GLSL). -
shaderTessellationAndGeometryPointSize
indicates whether thePointSize
built-in decoration is available in the tessellation control, tessellation evaluation, and geometry shader stages. If this feature is not enabled, members decorated with thePointSize
built-in decoration must not be read from or written to and all points written from a tessellation or geometry shader will have a size of 1.0. This also indicates whether shader modules can declare theTessellationPointSize
capability for tessellation control and evaluation shaders, or if the shader modules can declare theGeometryPointSize
capability for geometry shaders. An implementation supporting this feature must also support one or both of thetessellationShader
orgeometryShader
features. -
shaderImageGatherExtended
indicates whether the extended set of image gather instructions are available in shader code. If this feature is not enabled, theOpImage
*Gather
instructions do not support theOffset
andConstOffsets
operands. This also indicates whether shader modules can declare theImageGatherExtended
capability. -
shaderStorageImageExtendedFormats
indicates whether the extended storage image formats are available in shader code. If this feature is not enabled, the formats requiring theStorageImageExtendedFormats
capability are not supported for storage images. This also indicates whether shader modules can declare theStorageImageExtendedFormats
capability. -
shaderStorageImageMultisample
indicates whether multisampled storage images are supported. If this feature is not enabled, images that are created with ausage
that includesVK_IMAGE_USAGE_STORAGE_BIT
must be created withsamples
equal toVK_SAMPLE_COUNT_1_BIT
. This also indicates whether shader modules can declare theStorageImageMultisample
capability. -
shaderStorageImageReadWithoutFormat
indicates whether storage images require a format qualifier to be specified when reading from storage images. If this feature is not enabled, theOpImageRead
instruction must not have anOpTypeImage
ofUnknown
. This also indicates whether shader modules can declare theStorageImageReadWithoutFormat
capability. -
shaderStorageImageWriteWithoutFormat
indicates whether storage images require a format qualifier to be specified when writing to storage images. If this feature is not enabled, theOpImageWrite
instruction must not have anOpTypeImage
ofUnknown
. This also indicates whether shader modules can declare theStorageImageWriteWithoutFormat
capability. -
shaderUniformBufferArrayDynamicIndexing
indicates whether arrays of uniform buffers can be indexed by dynamically uniform integer expressions in shader code. If this feature is not enabled, resources with a descriptor type ofVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
orVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
must be indexed only by constant integral expressions when aggregated into arrays in shader code. This also indicates whether shader modules can declare theUniformBufferArrayDynamicIndexing
capability. -
shaderSampledImageArrayDynamicIndexing
indicates whether arrays of samplers or sampled images can be indexed by dynamically uniform integer expressions in shader code. If this feature is not enabled, resources with a descriptor type ofVK_DESCRIPTOR_TYPE_SAMPLER
,VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
, orVK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
must be indexed only by constant integral expressions when aggregated into arrays in shader code. This also indicates whether shader modules can declare theSampledImageArrayDynamicIndexing
capability. -
shaderStorageBufferArrayDynamicIndexing
indicates whether arrays of storage buffers can be indexed by dynamically uniform integer expressions in shader code. If this feature is not enabled, resources with a descriptor type ofVK_DESCRIPTOR_TYPE_STORAGE_BUFFER
orVK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
must be indexed only by constant integral expressions when aggregated into arrays in shader code. This also indicates whether shader modules can declare theStorageBufferArrayDynamicIndexing
capability. -
shaderStorageImageArrayDynamicIndexing
indicates whether arrays of storage images can be indexed by dynamically uniform integer expressions in shader code. If this feature is not enabled, resources with a descriptor type ofVK_DESCRIPTOR_TYPE_STORAGE_IMAGE
must be indexed only by constant integral expressions when aggregated into arrays in shader code. This also indicates whether shader modules can declare theStorageImageArrayDynamicIndexing
capability. -
shaderClipDistance
indicates whether clip distances are supported in shader code. If this feature is not enabled, any members decorated with theClipDistance
built-in decoration must not be read from or written to in shader modules. This also indicates whether shader modules can declare theClipDistance
capability. -
shaderCullDistance
indicates whether cull distances are supported in shader code. If this feature is not enabled, any members decorated with theCullDistance
built-in decoration must not be read from or written to in shader modules. This also indicates whether shader modules can declare theCullDistance
capability. -
shaderFloat64
indicates whether 64-bit floats (doubles) are supported in shader code. If this feature is not enabled, 64-bit floating-point types must not be used in shader code. This also indicates whether shader modules can declare theFloat64
capability. -
shaderInt64
indicates whether 64-bit integers (signed and unsigned) are supported in shader code. If this feature is not enabled, 64-bit integer types must not be used in shader code. This also indicates whether shader modules can declare theInt64
capability. -
shaderInt16
indicates whether 16-bit integers (signed and unsigned) are supported in shader code. If this feature is not enabled, 16-bit integer types must not be used in shader code. This also indicates whether shader modules can declare theInt16
capability. -
shaderResourceResidency
indicates whether image operations that return resource residency information are supported in shader code. If this feature is not enabled, theOpImageSparse
* instructions must not be used in shader code. This also indicates whether shader modules can declare theSparseResidency
capability. The feature requires at least one of thesparseResidency
* features to be supported. -
shaderResourceMinLod
indicates whether image operations that specify the minimum resource LOD are supported in shader code. If this feature is not enabled, theMinLod
image operand must not be used in shader code. This also indicates whether shader modules can declare theMinLod
capability. -
sparseBinding
indicates whether resource memory can be managed at opaque sparse block level instead of at the object level. If this feature is not enabled, resource memory must be bound only on a per-object basis using thevkBindBufferMemory
andvkBindImageMemory
commands. In this case, buffers and images must not be created withVK_BUFFER_CREATE_SPARSE_BINDING_BIT
andVK_IMAGE_CREATE_SPARSE_BINDING_BIT
set in theflags
member of theVkBufferCreateInfo
andVkImageCreateInfo
structures, respectively. Otherwise resource memory can be managed as described in Sparse Resource Features. -
sparseResidencyBuffer
indicates whether the device can access partially resident buffers. If this feature is not enabled, buffers must not be created withVK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT
set in theflags
member of theVkBufferCreateInfo
structure. -
sparseResidencyImage2D
indicates whether the device can access partially resident 2D images with 1 sample per pixel. If this feature is not enabled, images with animageType
ofVK_IMAGE_TYPE_2D
andsamples
set toVK_SAMPLE_COUNT_1_BIT
must not be created withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
set in theflags
member of theVkImageCreateInfo
structure. -
sparseResidencyImage3D
indicates whether the device can access partially resident 3D images. If this feature is not enabled, images with animageType
ofVK_IMAGE_TYPE_3D
must not be created withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
set in theflags
member of theVkImageCreateInfo
structure. -
sparseResidency2Samples
indicates whether the physical device can access partially resident 2D images with 2 samples per pixel. If this feature is not enabled, images with animageType
ofVK_IMAGE_TYPE_2D
andsamples
set toVK_SAMPLE_COUNT_2_BIT
must not be created withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
set in theflags
member of theVkImageCreateInfo
structure. -
sparseResidency4Samples
indicates whether the physical device can access partially resident 2D images with 4 samples per pixel. If this feature is not enabled, images with animageType
ofVK_IMAGE_TYPE_2D
andsamples
set toVK_SAMPLE_COUNT_4_BIT
must not be created withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
set in theflags
member of theVkImageCreateInfo
structure. -
sparseResidency8Samples
indicates whether the physical device can access partially resident 2D images with 8 samples per pixel. If this feature is not enabled, images with animageType
ofVK_IMAGE_TYPE_2D
andsamples
set toVK_SAMPLE_COUNT_8_BIT
must not be created withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
set in theflags
member of theVkImageCreateInfo
structure. -
sparseResidency16Samples
indicates whether the physical device can access partially resident 2D images with 16 samples per pixel. If this feature is not enabled, images with animageType
ofVK_IMAGE_TYPE_2D
andsamples
set toVK_SAMPLE_COUNT_16_BIT
must not be created withVK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
set in theflags
member of theVkImageCreateInfo
structure. -
sparseResidencyAliased
indicates whether the physical device can correctly access data aliased into multiple locations. If this feature is not enabled, theVK_BUFFER_CREATE_SPARSE_ALIASED_BIT
andVK_IMAGE_CREATE_SPARSE_ALIASED_BIT
enum values must not be used inflags
members of theVkBufferCreateInfo
andVkImageCreateInfo
structures, respectively. -
variableMultisampleRate
indicates whether all pipelines that will be bound to a command buffer during a subpass with no attachments must have the same value forVkPipelineMultisampleStateCreateInfo
::rasterizationSamples
. If set toVK_TRUE
, the implementation supports variable multisample rates in a subpass with no attachments. If set toVK_FALSE
, then all pipelines bound in such a subpass must have the same multisample rate. This has no effect in situations where a subpass uses any attachments. -
inheritedQueries
indicates whether a secondary command buffer may be executed while a query is active.
31.1.1. Feature Requirements
All Vulkan graphics implementations must support the following features:
-
robustBufferAccess
.
All other features are not required by the Specification.
31.2. Limits
There are a variety of implementation-dependent limits.
The VkPhysicalDeviceLimits
are properties of the physical device.
These are available in the limits
member of the
VkPhysicalDeviceProperties structure which is returned from
vkGetPhysicalDeviceProperties.
The VkPhysicalDeviceLimits
structure is defined as:
typedef struct VkPhysicalDeviceLimits {
uint32_t maxImageDimension1D;
uint32_t maxImageDimension2D;
uint32_t maxImageDimension3D;
uint32_t maxImageDimensionCube;
uint32_t maxImageArrayLayers;
uint32_t maxTexelBufferElements;
uint32_t maxUniformBufferRange;
uint32_t maxStorageBufferRange;
uint32_t maxPushConstantsSize;
uint32_t maxMemoryAllocationCount;
uint32_t maxSamplerAllocationCount;
VkDeviceSize bufferImageGranularity;
VkDeviceSize sparseAddressSpaceSize;
uint32_t maxBoundDescriptorSets;
uint32_t maxPerStageDescriptorSamplers;
uint32_t maxPerStageDescriptorUniformBuffers;
uint32_t maxPerStageDescriptorStorageBuffers;
uint32_t maxPerStageDescriptorSampledImages;
uint32_t maxPerStageDescriptorStorageImages;
uint32_t maxPerStageDescriptorInputAttachments;
uint32_t maxPerStageResources;
uint32_t maxDescriptorSetSamplers;
uint32_t maxDescriptorSetUniformBuffers;
uint32_t maxDescriptorSetUniformBuffersDynamic;
uint32_t maxDescriptorSetStorageBuffers;
uint32_t maxDescriptorSetStorageBuffersDynamic;
uint32_t maxDescriptorSetSampledImages;
uint32_t maxDescriptorSetStorageImages;
uint32_t maxDescriptorSetInputAttachments;
uint32_t maxVertexInputAttributes;
uint32_t maxVertexInputBindings;
uint32_t maxVertexInputAttributeOffset;
uint32_t maxVertexInputBindingStride;
uint32_t maxVertexOutputComponents;
uint32_t maxTessellationGenerationLevel;
uint32_t maxTessellationPatchSize;
uint32_t maxTessellationControlPerVertexInputComponents;
uint32_t maxTessellationControlPerVertexOutputComponents;
uint32_t maxTessellationControlPerPatchOutputComponents;
uint32_t maxTessellationControlTotalOutputComponents;
uint32_t maxTessellationEvaluationInputComponents;
uint32_t maxTessellationEvaluationOutputComponents;
uint32_t maxGeometryShaderInvocations;
uint32_t maxGeometryInputComponents;
uint32_t maxGeometryOutputComponents;
uint32_t maxGeometryOutputVertices;
uint32_t maxGeometryTotalOutputComponents;
uint32_t maxFragmentInputComponents;
uint32_t maxFragmentOutputAttachments;
uint32_t maxFragmentDualSrcAttachments;
uint32_t maxFragmentCombinedOutputResources;
uint32_t maxComputeSharedMemorySize;
uint32_t maxComputeWorkGroupCount[3];
uint32_t maxComputeWorkGroupInvocations;
uint32_t maxComputeWorkGroupSize[3];
uint32_t subPixelPrecisionBits;
uint32_t subTexelPrecisionBits;
uint32_t mipmapPrecisionBits;
uint32_t maxDrawIndexedIndexValue;
uint32_t maxDrawIndirectCount;
float maxSamplerLodBias;
float maxSamplerAnisotropy;
uint32_t maxViewports;
uint32_t maxViewportDimensions[2];
float viewportBoundsRange[2];
uint32_t viewportSubPixelBits;
size_t minMemoryMapAlignment;
VkDeviceSize minTexelBufferOffsetAlignment;
VkDeviceSize minUniformBufferOffsetAlignment;
VkDeviceSize minStorageBufferOffsetAlignment;
int32_t minTexelOffset;
uint32_t maxTexelOffset;
int32_t minTexelGatherOffset;
uint32_t maxTexelGatherOffset;
float minInterpolationOffset;
float maxInterpolationOffset;
uint32_t subPixelInterpolationOffsetBits;
uint32_t maxFramebufferWidth;
uint32_t maxFramebufferHeight;
uint32_t maxFramebufferLayers;
VkSampleCountFlags framebufferColorSampleCounts;
VkSampleCountFlags framebufferDepthSampleCounts;
VkSampleCountFlags framebufferStencilSampleCounts;
VkSampleCountFlags framebufferNoAttachmentsSampleCounts;
uint32_t maxColorAttachments;
VkSampleCountFlags sampledImageColorSampleCounts;
VkSampleCountFlags sampledImageIntegerSampleCounts;
VkSampleCountFlags sampledImageDepthSampleCounts;
VkSampleCountFlags sampledImageStencilSampleCounts;
VkSampleCountFlags storageImageSampleCounts;
uint32_t maxSampleMaskWords;
VkBool32 timestampComputeAndGraphics;
float timestampPeriod;
uint32_t maxClipDistances;
uint32_t maxCullDistances;
uint32_t maxCombinedClipAndCullDistances;
uint32_t discreteQueuePriorities;
float pointSizeRange[2];
float lineWidthRange[2];
float pointSizeGranularity;
float lineWidthGranularity;
VkBool32 strictLines;
VkBool32 standardSampleLocations;
VkDeviceSize optimalBufferCopyOffsetAlignment;
VkDeviceSize optimalBufferCopyRowPitchAlignment;
VkDeviceSize nonCoherentAtomSize;
} VkPhysicalDeviceLimits;
-
maxImageDimension1D
is the maximum dimension (width
) supported for all images created with animageType
ofVK_IMAGE_TYPE_1D
. -
maxImageDimension2D
is the maximum dimension (width
orheight
) supported for all images created with animageType
ofVK_IMAGE_TYPE_2D
and withoutVK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT
set inflags
. -
maxImageDimension3D
is the maximum dimension (width
,height
, ordepth
) supported for all images created with animageType
ofVK_IMAGE_TYPE_3D
. -
maxImageDimensionCube
is the maximum dimension (width
orheight
) supported for all images created with animageType
ofVK_IMAGE_TYPE_2D
and withVK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT
set inflags
. -
maxImageArrayLayers
is the maximum number of layers (arrayLayers
) for an image. -
maxTexelBufferElements
is the maximum number of addressable texels for a buffer view created on a buffer which was created with theVK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
orVK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT
set in theusage
member of theVkBufferCreateInfo
structure. -
maxUniformBufferRange
is the maximum value that can be specified in therange
member of any VkDescriptorBufferInfo structures passed to a call to vkUpdateDescriptorSets for descriptors of typeVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
orVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
. -
maxStorageBufferRange
is the maximum value that can be specified in therange
member of any VkDescriptorBufferInfo structures passed to a call to vkUpdateDescriptorSets for descriptors of typeVK_DESCRIPTOR_TYPE_STORAGE_BUFFER
orVK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
. -
maxPushConstantsSize
is the maximum size, in bytes, of the pool of push constant memory. For each of the push constant ranges indicated by thepPushConstantRanges
member of theVkPipelineLayoutCreateInfo
structure, (offset
+size
) must be less than or equal to this limit. -
maxMemoryAllocationCount
is the maximum number of device memory allocations, as created by vkAllocateMemory, which can simultaneously exist. -
maxSamplerAllocationCount
is the maximum number of sampler objects, as created by vkCreateSampler, which can simultaneously exist on a device. -
bufferImageGranularity
is the granularity, in bytes, at which buffer or linear image resources, and optimal image resources can be bound to adjacent offsets in the sameVkDeviceMemory
object without aliasing. See Buffer-Image Granularity for more details. -
sparseAddressSpaceSize
is the total amount of address space available, in bytes, for sparse memory resources. This is an upper bound on the sum of the size of all sparse resources, regardless of whether any memory is bound to them. -
maxBoundDescriptorSets
is the maximum number of descriptor sets that can be simultaneously used by a pipeline. AllDescriptorSet
decorations in shader modules must have a value less thanmaxBoundDescriptorSets
. See Descriptor Sets. -
maxPerStageDescriptorSamplers
is the maximum number of samplers that can be accessible to a single shader stage in a pipeline layout. Descriptors with a type ofVK_DESCRIPTOR_TYPE_SAMPLER
orVK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
count against this limit. A descriptor is accessible to a shader stage when thestageFlags
member of theVkDescriptorSetLayoutBinding
structure has the bit for that shader stage set. See Sampler and Combined Image Sampler. -
maxPerStageDescriptorUniformBuffers
is the maximum number of uniform buffers that can be accessible to a single shader stage in a pipeline layout. Descriptors with a type ofVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
orVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
count against this limit. A descriptor is accessible to a shader stage when thestageFlags
member of theVkDescriptorSetLayoutBinding
structure has the bit for that shader stage set. See Uniform Buffer and Dynamic Uniform Buffer. -
maxPerStageDescriptorStorageBuffers
is the maximum number of storage buffers that can be accessible to a single shader stage in a pipeline layout. Descriptors with a type ofVK_DESCRIPTOR_TYPE_STORAGE_BUFFER
orVK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
count against this limit. A descriptor is accessible to a pipeline shader stage when thestageFlags
member of theVkDescriptorSetLayoutBinding
structure has the bit for that shader stage set. See Storage Buffer and Dynamic Storage Buffer. -
maxPerStageDescriptorSampledImages
is the maximum number of sampled images that can be accessible to a single shader stage in a pipeline layout. Descriptors with a type ofVK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
,VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
, orVK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
count against this limit. A descriptor is accessible to a pipeline shader stage when thestageFlags
member of theVkDescriptorSetLayoutBinding
structure has the bit for that shader stage set. See Combined Image Sampler, Sampled Image, and Uniform Texel Buffer. -
maxPerStageDescriptorStorageImages
is the maximum number of storage images that can be accessible to a single shader stage in a pipeline layout. Descriptors with a type ofVK_DESCRIPTOR_TYPE_STORAGE_IMAGE
, orVK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
count against this limit. A descriptor is accessible to a pipeline shader stage when thestageFlags
member of theVkDescriptorSetLayoutBinding
structure has the bit for that shader stage set. See Storage Image, and Storage Texel Buffer. -
maxPerStageDescriptorInputAttachments
is the maximum number of input attachments that can be accessible to a single shader stage in a pipeline layout. Descriptors with a type ofVK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
count against this limit. A descriptor is accessible to a pipeline shader stage when thestageFlags
member of theVkDescriptorSetLayoutBinding
structure has the bit for that shader stage set. These are only supported for the fragment stage. See Input Attachment. -
maxPerStageResources
is the maximum number of resources that can be accessible to a single shader stage in a pipeline layout. Descriptors with a type ofVK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
,VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
,VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
,VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
,VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
,VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
,VK_DESCRIPTOR_TYPE_STORAGE_BUFFER
,VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
,VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
, orVK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
count against this limit. For the fragment shader stage the framebuffer color attachments also count against this limit. -
maxDescriptorSetSamplers
is the maximum number of samplers that can be included in descriptor bindings in a pipeline layout across all pipeline shader stages and descriptor set numbers. Descriptors with a type ofVK_DESCRIPTOR_TYPE_SAMPLER
orVK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
count against this limit. See Sampler and Combined Image Sampler. -
maxDescriptorSetUniformBuffers
is the maximum number of uniform buffers that can be included in descriptor bindings in a pipeline layout across all pipeline shader stages and descriptor set numbers. Descriptors with a type ofVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
orVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
count against this limit. See Uniform Buffer and Dynamic Uniform Buffer. -
maxDescriptorSetUniformBuffersDynamic
is the maximum number of dynamic uniform buffers that can be included in descriptor bindings in a pipeline layout across all pipeline shader stages and descriptor set numbers. Descriptors with a type ofVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
count against this limit. See Dynamic Uniform Buffer. -
maxDescriptorSetStorageBuffers
is the maximum number of storage buffers that can be included in descriptor bindings in a pipeline layout across all pipeline shader stages and descriptor set numbers. Descriptors with a type ofVK_DESCRIPTOR_TYPE_STORAGE_BUFFER
orVK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
count against this limit. See Storage Buffer and Dynamic Storage Buffer. -
maxDescriptorSetStorageBuffersDynamic
is the maximum number of dynamic storage buffers that can be included in descriptor bindings in a pipeline layout across all pipeline shader stages and descriptor set numbers. Descriptors with a type ofVK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
count against this limit. See Dynamic Storage Buffer. -
maxDescriptorSetSampledImages
is the maximum number of sampled images that can be included in descriptor bindings in a pipeline layout across all pipeline shader stages and descriptor set numbers. Descriptors with a type ofVK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
,VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
, orVK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
count against this limit. See Combined Image Sampler, Sampled Image, and Uniform Texel Buffer. -
maxDescriptorSetStorageImages
is the maximum number of storage images that can be included in descriptor bindings in a pipeline layout across all pipeline shader stages and descriptor set numbers. Descriptors with a type ofVK_DESCRIPTOR_TYPE_STORAGE_IMAGE
, orVK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
count against this limit. See Storage Image, and Storage Texel Buffer. -
maxDescriptorSetInputAttachments
is the maximum number of input attachments that can be included in descriptor bindings in a pipeline layout across all pipeline shader stages and descriptor set numbers. Descriptors with a type ofVK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT
count against this limit. See Input Attachment. -
maxVertexInputAttributes
is the maximum number of vertex input attributes that can be specified for a graphics pipeline. These are described in the array ofVkVertexInputAttributeDescription
structures that are provided at graphics pipeline creation time via thepVertexAttributeDescriptions
member of theVkPipelineVertexInputStateCreateInfo
structure. See Vertex Attributes and Vertex Input Description. -
maxVertexInputBindings
is the maximum number of vertex buffers that can be specified for providing vertex attributes to a graphics pipeline. These are described in the array ofVkVertexInputBindingDescription
structures that are provided at graphics pipeline creation time via thepVertexBindingDescriptions
member of theVkPipelineVertexInputStateCreateInfo
structure. Thebinding
member ofVkVertexInputBindingDescription
must be less than this limit. See Vertex Input Description. -
maxVertexInputAttributeOffset
is the maximum vertex input attribute offset that can be added to the vertex input binding stride. Theoffset
member of theVkVertexInputAttributeDescription
structure must be less than or equal to this limit. See Vertex Input Description. -
maxVertexInputBindingStride
is the maximum vertex input binding stride that can be specified in a vertex input binding. Thestride
member of theVkVertexInputBindingDescription
structure must be less than or equal to this limit. See Vertex Input Description. -
maxVertexOutputComponents
is the maximum number of components of output variables which can be output by a vertex shader. See Vertex Shaders. -
maxTessellationGenerationLevel
is the maximum tessellation generation level supported by the fixed-function tessellation primitive generator. See Tessellation. -
maxTessellationPatchSize
is the maximum patch size, in vertices, of patches that can be processed by the tessellation control shader and tessellation primitive generator. ThepatchControlPoints
member of theVkPipelineTessellationStateCreateInfo
structure specified at pipeline creation time and the value provided in theOutputVertices
execution mode of shader modules must be less than or equal to this limit. See Tessellation. -
maxTessellationControlPerVertexInputComponents
is the maximum number of components of input variables which can be provided as per-vertex inputs to the tessellation control shader stage. -
maxTessellationControlPerVertexOutputComponents
is the maximum number of components of per-vertex output variables which can be output from the tessellation control shader stage. -
maxTessellationControlPerPatchOutputComponents
is the maximum number of components of per-patch output variables which can be output from the tessellation control shader stage. -
maxTessellationControlTotalOutputComponents
is the maximum total number of components of per-vertex and per-patch output variables which can be output from the tessellation control shader stage. -
maxTessellationEvaluationInputComponents
is the maximum number of components of input variables which can be provided as per-vertex inputs to the tessellation evaluation shader stage. -
maxTessellationEvaluationOutputComponents
is the maximum number of components of per-vertex output variables which can be output from the tessellation evaluation shader stage. -
maxGeometryShaderInvocations
is the maximum invocation count supported for instanced geometry shaders. The value provided in theInvocations
execution mode of shader modules must be less than or equal to this limit. See Geometry Shading. -
maxGeometryInputComponents
is the maximum number of components of input variables which can be provided as inputs to the geometry shader stage. -
maxGeometryOutputComponents
is the maximum number of components of output variables which can be output from the geometry shader stage. -
maxGeometryOutputVertices
is the maximum number of vertices which can be emitted by any geometry shader. -
maxGeometryTotalOutputComponents
is the maximum total number of components of output, across all emitted vertices, which can be output from the geometry shader stage. -
maxFragmentInputComponents
is the maximum number of components of input variables which can be provided as inputs to the fragment shader stage. -
maxFragmentOutputAttachments
is the maximum number of output attachments which can be written to by the fragment shader stage. -
maxFragmentDualSrcAttachments
is the maximum number of output attachments which can be written to by the fragment shader stage when blending is enabled and one of the dual source blend modes is in use. See Dual-Source Blending and dualSrcBlend. -
maxFragmentCombinedOutputResources
is the total number of storage buffers, storage images, and output buffers which can be used in the fragment shader stage. -
maxComputeSharedMemorySize
is the maximum total storage size, in bytes, of all variables declared with theWorkgroupLocal
storage class in shader modules (or with theshared
storage qualifier in GLSL) in the compute shader stage. -
maxComputeWorkGroupCount
[3] is the maximum number of local workgroups that can be dispatched by a single dispatch command. These three values represent the maximum number of local workgroups for the X, Y, and Z dimensions, respectively. The workgroup count parameters to the dispatch commands must be less than or equal to the corresponding limit. See Dispatching Commands. -
maxComputeWorkGroupInvocations
is the maximum total number of compute shader invocations in a single local workgroup. The product of the X, Y, and Z sizes as specified by theLocalSize
execution mode in shader modules and by the object decorated by theWorkgroupSize
decoration must be less than or equal to this limit. -
maxComputeWorkGroupSize
[3] is the maximum size of a local compute workgroup, per dimension. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. Thex
,y
, andz
sizes specified by theLocalSize
execution mode and by the object decorated by theWorkgroupSize
decoration in shader modules must be less than or equal to the corresponding limit. -
subPixelPrecisionBits
is the number of bits of subpixel precision in framebuffer coordinates xf and yf. See Rasterization. -
subTexelPrecisionBits
is the number of bits of precision in the division along an axis of an image used for minification and magnification filters. 2subTexelPrecisionBits
is the actual number of divisions along each axis of the image represented. The filtering hardware will snap to these locations when computing the filtered results. -
mipmapPrecisionBits
is the number of bits of division that the LOD calculation for mipmap fetching get snapped to when determining the contribution from each mip level to the mip filtered results. 2mipmapPrecisionBits
is the actual number of divisions.NoteFor example, if this value is 2 bits then when linearly filtering between two levels, each level could: contribute: 0%, 33%, 66%, or 100% (this is just an example and the amount of contribution should be covered by different equations in the spec).
-
maxDrawIndexedIndexValue
is the maximum index value that can be used for indexed draw calls when using 32-bit indices. This excludes the primitive restart index value of 0xFFFFFFFF. See fullDrawIndexUint32. -
maxDrawIndirectCount
is the maximum draw count that is supported for indirect draw calls. See multiDrawIndirect. -
maxSamplerLodBias
is the maximum absolute sampler LOD bias. The sum of themipLodBias
member of theVkSamplerCreateInfo
structure and theBias
operand of image sampling operations in shader modules (or 0 if noBias
operand is provided to an image sampling operation) are clamped to the range [-maxSamplerLodBias
,+maxSamplerLodBias
]. See [samplers-mipLodBias]. -
maxSamplerAnisotropy
is the maximum degree of sampler anisotropy. The maximum degree of anisotropic filtering used for an image sampling operation is the minimum of themaxAnisotropy
member of theVkSamplerCreateInfo
structure and this limit. See [samplers-maxAnisotropy]. -
maxViewports
is the maximum number of active viewports. TheviewportCount
member of theVkPipelineViewportStateCreateInfo
structure that is provided at pipeline creation must be less than or equal to this limit. -
maxViewportDimensions
[2] are the maximum viewport dimensions in the X (width) and Y (height) dimensions, respectively. The maximum viewport dimensions must be greater than or equal to the largest image which can be created and used as a framebuffer attachment. See Controlling the Viewport. -
viewportBoundsRange
[2] is the [minimum, maximum] range that the corners of a viewport must be contained in. This range must be at least [-2 ×size
, 2 ×size
- 1], wheresize
= max(maxViewportDimensions
[0],maxViewportDimensions
[1]). See Controlling the Viewport.NoteThe intent of the
viewportBoundsRange
limit is to allow a maximum sized viewport to be arbitrarily shifted relative to the output target as long as at least some portion intersects. This would give a bounds limit of [-size
+ 1, 2 ×size
- 1] which would allow all possible non-empty-set intersections of the output target and the viewport. Since these numbers are typically powers of two, picking the signed number range using the smallest possible number of bits ends up with the specified range. -
viewportSubPixelBits
is the number of bits of subpixel precision for viewport bounds. The subpixel precision that floating-point viewport bounds are interpreted at is given by this limit. -
minMemoryMapAlignment
is the minimum required alignment, in bytes, of host visible memory allocations within the host address space. When mapping a memory allocation with vkMapMemory, subtractingoffset
bytes from the returned pointer will always produce an integer multiple of this limit. See Host Access to Device Memory Objects. -
minTexelBufferOffsetAlignment
is the minimum required alignment, in bytes, for theoffset
member of theVkBufferViewCreateInfo
structure for texel buffers. When a buffer view is created for a buffer which was created withVK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
orVK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT
set in theusage
member of theVkBufferCreateInfo
structure, theoffset
must be an integer multiple of this limit. -
minUniformBufferOffsetAlignment
is the minimum required alignment, in bytes, for theoffset
member of theVkDescriptorBufferInfo
structure for uniform buffers. When a descriptor of typeVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
orVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
is updated, theoffset
must be an integer multiple of this limit. Similarly, dynamic offsets for uniform buffers must be multiples of this limit. -
minStorageBufferOffsetAlignment
is the minimum required alignment, in bytes, for theoffset
member of theVkDescriptorBufferInfo
structure for storage buffers. When a descriptor of typeVK_DESCRIPTOR_TYPE_STORAGE_BUFFER
orVK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
is updated, theoffset
must be an integer multiple of this limit. Similarly, dynamic offsets for storage buffers must be multiples of this limit. -
minTexelOffset
is the minimum offset value for theConstOffset
image operand of any of theOpImageSample
* orOpImageFetch
* image instructions. -
maxTexelOffset
is the maximum offset value for theConstOffset
image operand of any of theOpImageSample
* orOpImageFetch
* image instructions. -
minTexelGatherOffset
is the minimum offset value for theOffset
orConstOffsets
image operands of any of theOpImage
*Gather
image instructions. -
maxTexelGatherOffset
is the maximum offset value for theOffset
orConstOffsets
image operands of any of theOpImage
*Gather
image instructions. -
minInterpolationOffset
is the minimum negative offset value for theoffset
operand of theInterpolateAtOffset
extended instruction. -
maxInterpolationOffset
is the maximum positive offset value for theoffset
operand of theInterpolateAtOffset
extended instruction. -
subPixelInterpolationOffsetBits
is the number of subpixel fractional bits that thex
andy
offsets to theInterpolateAtOffset
extended instruction may be rounded to as fixed-point values. -
maxFramebufferWidth
is the maximum width for a framebuffer. Thewidth
member of theVkFramebufferCreateInfo
structure must be less than or equal to this limit. -
maxFramebufferHeight
is the maximum height for a framebuffer. Theheight
member of theVkFramebufferCreateInfo
structure must be less than or equal to this limit. -
maxFramebufferLayers
is the maximum layer count for a layered framebuffer. Thelayers
member of theVkFramebufferCreateInfo
structure must be less than or equal to this limit. -
framebufferColorSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the color sample counts that are supported for all framebuffer color attachments with floating- or fixed-point formats. There is no limit that indicates the color sample counts that are supported for all color attachments with integer formats. -
framebufferDepthSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the supported depth sample counts for all framebuffer depth/stencil attachments, when the format includes a depth component. -
framebufferStencilSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the supported stencil sample counts for all framebuffer depth/stencil attachments, when the format includes a stencil component. -
framebufferNoAttachmentsSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the supported sample counts for a framebuffer with no attachments. -
maxColorAttachments
is the maximum number of color attachments that can be used by a subpass in a render pass. ThecolorAttachmentCount
member of theVkSubpassDescription
structure must be less than or equal to this limit. -
sampledImageColorSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the sample counts supported for all 2D images created withVK_IMAGE_TILING_OPTIMAL
,usage
containingVK_IMAGE_USAGE_SAMPLED_BIT
, and a non-integer color format. -
sampledImageIntegerSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the sample counts supported for all 2D images created withVK_IMAGE_TILING_OPTIMAL
,usage
containingVK_IMAGE_USAGE_SAMPLED_BIT
, and an integer color format. -
sampledImageDepthSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the sample counts supported for all 2D images created withVK_IMAGE_TILING_OPTIMAL
,usage
containingVK_IMAGE_USAGE_SAMPLED_BIT
, and a depth format. -
sampledImageStencilSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the sample supported for all 2D images created withVK_IMAGE_TILING_OPTIMAL
,usage
containingVK_IMAGE_USAGE_SAMPLED_BIT
, and a stencil format. -
storageImageSampleCounts
is a bitmask1 of VkSampleCountFlagBits indicating the sample counts supported for all 2D images created withVK_IMAGE_TILING_OPTIMAL
, andusage
containingVK_IMAGE_USAGE_STORAGE_BIT
. -
maxSampleMaskWords
is the maximum number of array elements of a variable decorated with theSampleMask
built-in decoration. -
timestampComputeAndGraphics
indicates support for timestamps on all graphics and compute queues. If this limit is set toVK_TRUE
, all queues that advertise theVK_QUEUE_GRAPHICS_BIT
orVK_QUEUE_COMPUTE_BIT
in theVkQueueFamilyProperties
::queueFlags
supportVkQueueFamilyProperties
::timestampValidBits
of at least 36. See Timestamp Queries. -
timestampPeriod
is the number of nanoseconds required for a timestamp query to be incremented by 1. See Timestamp Queries. -
maxClipDistances
is the maximum number of clip distances that can be used in a single shader stage. The size of any array declared with theClipDistance
built-in decoration in a shader module must be less than or equal to this limit. -
maxCullDistances
is the maximum number of cull distances that can be used in a single shader stage. The size of any array declared with theCullDistance
built-in decoration in a shader module must be less than or equal to this limit. -
maxCombinedClipAndCullDistances
is the maximum combined number of clip and cull distances that can be used in a single shader stage. The sum of the sizes of any pair of arrays declared with theClipDistance
andCullDistance
built-in decoration used by a single shader stage in a shader module must be less than or equal to this limit. -
discreteQueuePriorities
is the number of discrete priorities that can be assigned to a queue based on the value of each member ofVkDeviceQueueCreateInfo
::pQueuePriorities
. This must be at least 2, and levels must be spread evenly over the range, with at least one level at 1.0, and another at 0.0. See Queue Priority. -
pointSizeRange
[2] is the range [minimum
,maximum
] of supported sizes for points. Values written to variables decorated with thePointSize
built-in decoration are clamped to this range. -
lineWidthRange
[2] is the range [minimum
,maximum
] of supported widths for lines. Values specified by thelineWidth
member of theVkPipelineRasterizationStateCreateInfo
or thelineWidth
parameter tovkCmdSetLineWidth
are clamped to this range. -
pointSizeGranularity
is the granularity of supported point sizes. Not all point sizes in the range defined bypointSizeRange
are supported. This limit specifies the granularity (or increment) between successive supported point sizes. -
lineWidthGranularity
is the granularity of supported line widths. Not all line widths in the range defined bylineWidthRange
are supported. This limit specifies the granularity (or increment) between successive supported line widths. -
strictLines
indicates whether lines are rasterized according to the preferred method of rasterization. If set toVK_FALSE
, lines may be rasterized under a relaxed set of rules. If set toVK_TRUE
, lines are rasterized as per the strict definition. See Basic Line Segment Rasterization. -
standardSampleLocations
indicates whether rasterization uses the standard sample locations as documented in Multisampling. If set toVK_TRUE
, the implementation uses the documented sample locations. If set toVK_FALSE
, the implementation may use different sample locations. -
optimalBufferCopyOffsetAlignment
is the optimal buffer offset alignment in bytes forvkCmdCopyBufferToImage
andvkCmdCopyImageToBuffer
. The per texel alignment requirements are enforced, but applications should use the optimal alignment for optimal performance and power use. -
optimalBufferCopyRowPitchAlignment
is the optimal buffer row pitch alignment in bytes forvkCmdCopyBufferToImage
andvkCmdCopyImageToBuffer
. Row pitch is the number of bytes between texels with the same X coordinate in adjacent rows (Y coordinates differ by one). The per texel alignment requirements are enforced, but applications should use the optimal alignment for optimal performance and power use. -
nonCoherentAtomSize
is the size and alignment in bytes that bounds concurrent access to host-mapped device memory.
- 1
-
For all bitmasks of VkSampleCountFlagBits, the sample count limits defined above represent the minimum supported sample counts for each image type. Individual images may support additional sample counts, which are queried using vkGetPhysicalDeviceImageFormatProperties as described in Supported Sample Counts.
Bits which may be set in the sample count limits returned by VkPhysicalDeviceLimits, as well as in other queries and structures representing image sample counts, are:
typedef enum VkSampleCountFlagBits {
VK_SAMPLE_COUNT_1_BIT = 0x00000001,
VK_SAMPLE_COUNT_2_BIT = 0x00000002,
VK_SAMPLE_COUNT_4_BIT = 0x00000004,
VK_SAMPLE_COUNT_8_BIT = 0x00000008,
VK_SAMPLE_COUNT_16_BIT = 0x00000010,
VK_SAMPLE_COUNT_32_BIT = 0x00000020,
VK_SAMPLE_COUNT_64_BIT = 0x00000040,
} VkSampleCountFlagBits;
-
VK_SAMPLE_COUNT_1_BIT
specifies an image with one sample per pixel. -
VK_SAMPLE_COUNT_2_BIT
specifies an image with 2 samples per pixel. -
VK_SAMPLE_COUNT_4_BIT
specifies an image with 4 samples per pixel. -
VK_SAMPLE_COUNT_8_BIT
specifies an image with 8 samples per pixel. -
VK_SAMPLE_COUNT_16_BIT
specifies an image with 16 samples per pixel. -
VK_SAMPLE_COUNT_32_BIT
specifies an image with 32 samples per pixel. -
VK_SAMPLE_COUNT_64_BIT
specifies an image with 64 samples per pixel.
31.2.1. Limit Requirements
The following table specifies the required minimum/maximum for all Vulkan graphics implementations. Where a limit corresponds to a fine-grained device feature which is optional, the feature name is listed with two required limits, one when the feature is supported and one when it is not supported. If an implementation supports a feature, the limits reported are the same whether or not the feature is enabled.
Type | Limit | Feature |
---|---|---|
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
sparseBinding |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- |
|
|
- |
|
|
|
|
|
- |
|
|
- |
3 × |
|
- |
|
|
- |
3 × |
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
|
|
|
|
|
|
- |
|
|
|
|
|
|
2 × |
|
- |
2 × |
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- |
|
|
- |
|
|
- |
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
|
- |
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
|
|
|
|
- |
|
|
- |
|
|
- |
|
|
|
|
|
|
|
|
|
|
|
- |
2 × |
|
|
2 × |
|
|
|
|
|
|
|
|
|
|
- |
|
|
- |
|
|
- |
|
|
- |
|
|
- |
Limit | Unsupported Limit | Supported Limit | Limit Type1 |
---|---|---|---|
|
- |
4096 |
min |
|
- |
4096 |
min |
|
- |
256 |
min |
|
- |
4096 |
min |
|
- |
256 |
min |
|
- |
65536 |
min |
|
- |
16384 |
min |
|
- |
227 |
min |
|
- |
128 |
min |
|
- |
4096 |
min |
|
- |
4000 |
min |
|
- |
131072 |
max |
|
0 |
231 |
min |
|
- |
4 |
min |
|
- |
16 |
min |
|
- |
12 |
min |
|
- |
4 |
min |
|
- |
16 |
min |
|
- |
4 |
min |
|
- |
4 |
min |
|
- |
128 2 |
min |
|
- |
96 8 |
min, n × PerStage |
|
- |
72 8 |
min, n × PerStage |
|
- |
8 |
min |
|
- |
24 8 |
min, n × PerStage |
|
- |
4 |
min |
|
- |
96 8 |
min, n × PerStage |
|
- |
24 8 |
min, n × PerStage |
|
- |
4 |
min |
|
- |
16 |
min |
|
- |
16 |
min |
|
- |
2047 |
min |
|
- |
2048 |
min |
|
- |
64 |
min |
|
0 |
64 |
min |
|
0 |
32 |
min |
|
0 |
64 |
min |
|
0 |
64 |
min |
|
0 |
120 |
min |
|
0 |
2048 |
min |
|
0 |
64 |
min |
|
0 |
64 |
min |
|
0 |
32 |
min |
|
0 |
64 |
min |
|
0 |
64 |
min |
|
0 |
256 |
min |
|
0 |
1024 |
min |
|
- |
64 |
min |
|
- |
4 |
min |
|
0 |
1 |
min |
|
- |
4 |
min |
|
- |
16384 |
min |
|
- |
(65535,65535,65535) |
min |
|
- |
128 |
min |
|
- |
(128,128,64) |
min |
|
- |
4 |
min |
|
- |
4 |
min |
|
- |
4 |
min |
|
224-1 |
232-1 |
min |
|
1 |
216-1 |
min |
|
- |
2 |
min |
|
1 |
16 |
min |
|
1 |
16 |
min |
|
- |
(4096,4096) 3 |
min |
|
- |
(-8192,8191) 4 |
(max,min) |
|
- |
0 |
min |
|
- |
64 |
min |
|
- |
256 |
max |
|
- |
256 |
max |
|
- |
256 |
max |
|
- |
-8 |
max |
|
- |
7 |
min |
|
0 |
-8 |
max |
|
0 |
7 |
min |
|
0.0 |
-0.5 5 |
max |
|
0.0 |
0.5 - (1 ULP) 5 |
min |
|
0 |
4 5 |
min |
|
- |
4096 |
min |
|
- |
4096 |
min |
|
- |
256 |
min |
|
- |
( |
min |
|
- |
( |
min |
|
- |
( |
min |
|
- |
( |
min |
|
- |
4 |
min |
|
- |
( |
min |
|
- |
|
min |
|
- |
( |
min |
|
- |
( |
min |
|
|
( |
min |
|
- |
1 |
min |
|
- |
- |
implementation dependent |
|
- |
- |
duration |
|
0 |
8 |
min |
|
0 |
8 |
min |
|
0 |
8 |
min |
|
- |
2 |
min |
|
(1.0,1.0) |
(1.0,64.0 - ULP)6 |
(max,min) |
|
(1.0,1.0) |
(1.0,8.0 - ULP)7 |
(max,min) |
|
0.0 |
1.0 6 |
max, fixed point increment |
|
0.0 |
1.0 7 |
max, fixed point increment |
|
- |
- |
implementation dependent |
|
- |
- |
implementation dependent |
|
- |
- |
recommendation |
|
- |
- |
recommendation |
|
- |
256 |
max |
- 1
-
The Limit Type column indicates the limit is either the minimum limit all implementations must support or the maximum limit all implementations must support. For bitmasks a minimum limit is the least bits all implementations must set, but they may have additional bits set beyond this minimum.
- 2
-
The
maxPerStageResources
must be at least the smallest of the following:-
the sum of the
maxPerStageDescriptorUniformBuffers
,maxPerStageDescriptorStorageBuffers
,maxPerStageDescriptorSampledImages
,maxPerStageDescriptorStorageImages
,maxPerStageDescriptorInputAttachments
,maxColorAttachments
limits, or -
128.
It may not be possible to reach this limit in every stage.
-
- 3
-
See
maxViewportDimensions
for the required relationship to other limits. - 4
-
See
viewportBoundsRange
for the required relationship to other limits. - 5
-
The values
minInterpolationOffset
andmaxInterpolationOffset
describe the closed interval of supported interpolation offsets: [minInterpolationOffset
,maxInterpolationOffset
]. The ULP is determined bysubPixelInterpolationOffsetBits
. IfsubPixelInterpolationOffsetBits
is 4, this provides increments of (1/24) = 0.0625, and thus the range of supported interpolation offsets would be [-0.5, 0.4375]. - 6
-
The point size ULP is determined by
pointSizeGranularity
. If thepointSizeGranularity
is 0.125, the range of supported point sizes must be at least [1.0, 63.875]. - 7
-
The line width ULP is determined by
lineWidthGranularity
. If thelineWidthGranularity
is 0.0625, the range of supported line widths must be at least [1.0, 7.9375]. - 8
-
The
maxDescriptorSet
* limit is n times the correspondingmaxPerStageDescriptor
* limit, where n is the number of shader stages supported by the VkPhysicalDevice. If all shader stages are supported, n = 6 (vertex, tessellation control, tessellation evaluation, geometry, fragment, compute).
31.3. Formats
The features for the set of formats (VkFormat) supported by the implementation are queried individually using the vkGetPhysicalDeviceFormatProperties command.
31.3.1. Format Definition
Image formats which can be passed to, and may be returned from Vulkan commands, are:
typedef enum VkFormat {
VK_FORMAT_UNDEFINED = 0,
VK_FORMAT_R4G4_UNORM_PACK8 = 1,
VK_FORMAT_R4G4B4A4_UNORM_PACK16 = 2,
VK_FORMAT_B4G4R4A4_UNORM_PACK16 = 3,
VK_FORMAT_R5G6B5_UNORM_PACK16 = 4,
VK_FORMAT_B5G6R5_UNORM_PACK16 = 5,
VK_FORMAT_R5G5B5A1_UNORM_PACK16 = 6,
VK_FORMAT_B5G5R5A1_UNORM_PACK16 = 7,
VK_FORMAT_A1R5G5B5_UNORM_PACK16 = 8,
VK_FORMAT_R8_UNORM = 9,
VK_FORMAT_R8_SNORM = 10,
VK_FORMAT_R8_USCALED = 11,
VK_FORMAT_R8_SSCALED = 12,
VK_FORMAT_R8_UINT = 13,
VK_FORMAT_R8_SINT = 14,
VK_FORMAT_R8_SRGB = 15,
VK_FORMAT_R8G8_UNORM = 16,
VK_FORMAT_R8G8_SNORM = 17,
VK_FORMAT_R8G8_USCALED = 18,
VK_FORMAT_R8G8_SSCALED = 19,
VK_FORMAT_R8G8_UINT = 20,
VK_FORMAT_R8G8_SINT = 21,
VK_FORMAT_R8G8_SRGB = 22,
VK_FORMAT_R8G8B8_UNORM = 23,
VK_FORMAT_R8G8B8_SNORM = 24,
VK_FORMAT_R8G8B8_USCALED = 25,
VK_FORMAT_R8G8B8_SSCALED = 26,
VK_FORMAT_R8G8B8_UINT = 27,
VK_FORMAT_R8G8B8_SINT = 28,
VK_FORMAT_R8G8B8_SRGB = 29,
VK_FORMAT_B8G8R8_UNORM = 30,
VK_FORMAT_B8G8R8_SNORM = 31,
VK_FORMAT_B8G8R8_USCALED = 32,
VK_FORMAT_B8G8R8_SSCALED = 33,
VK_FORMAT_B8G8R8_UINT = 34,
VK_FORMAT_B8G8R8_SINT = 35,
VK_FORMAT_B8G8R8_SRGB = 36,
VK_FORMAT_R8G8B8A8_UNORM = 37,
VK_FORMAT_R8G8B8A8_SNORM = 38,
VK_FORMAT_R8G8B8A8_USCALED = 39,
VK_FORMAT_R8G8B8A8_SSCALED = 40,
VK_FORMAT_R8G8B8A8_UINT = 41,
VK_FORMAT_R8G8B8A8_SINT = 42,
VK_FORMAT_R8G8B8A8_SRGB = 43,
VK_FORMAT_B8G8R8A8_UNORM = 44,
VK_FORMAT_B8G8R8A8_SNORM = 45,
VK_FORMAT_B8G8R8A8_USCALED = 46,
VK_FORMAT_B8G8R8A8_SSCALED = 47,
VK_FORMAT_B8G8R8A8_UINT = 48,
VK_FORMAT_B8G8R8A8_SINT = 49,
VK_FORMAT_B8G8R8A8_SRGB = 50,
VK_FORMAT_A8B8G8R8_UNORM_PACK32 = 51,
VK_FORMAT_A8B8G8R8_SNORM_PACK32 = 52,
VK_FORMAT_A8B8G8R8_USCALED_PACK32 = 53,
VK_FORMAT_A8B8G8R8_SSCALED_PACK32 = 54,
VK_FORMAT_A8B8G8R8_UINT_PACK32 = 55,
VK_FORMAT_A8B8G8R8_SINT_PACK32 = 56,
VK_FORMAT_A8B8G8R8_SRGB_PACK32 = 57,
VK_FORMAT_A2R10G10B10_UNORM_PACK32 = 58,
VK_FORMAT_A2R10G10B10_SNORM_PACK32 = 59,
VK_FORMAT_A2R10G10B10_USCALED_PACK32 = 60,
VK_FORMAT_A2R10G10B10_SSCALED_PACK32 = 61,
VK_FORMAT_A2R10G10B10_UINT_PACK32 = 62,
VK_FORMAT_A2R10G10B10_SINT_PACK32 = 63,
VK_FORMAT_A2B10G10R10_UNORM_PACK32 = 64,
VK_FORMAT_A2B10G10R10_SNORM_PACK32 = 65,
VK_FORMAT_A2B10G10R10_USCALED_PACK32 = 66,
VK_FORMAT_A2B10G10R10_SSCALED_PACK32 = 67,
VK_FORMAT_A2B10G10R10_UINT_PACK32 = 68,
VK_FORMAT_A2B10G10R10_SINT_PACK32 = 69,
VK_FORMAT_R16_UNORM = 70,
VK_FORMAT_R16_SNORM = 71,
VK_FORMAT_R16_USCALED = 72,
VK_FORMAT_R16_SSCALED = 73,
VK_FORMAT_R16_UINT = 74,
VK_FORMAT_R16_SINT = 75,
VK_FORMAT_R16_SFLOAT = 76,
VK_FORMAT_R16G16_UNORM = 77,
VK_FORMAT_R16G16_SNORM = 78,
VK_FORMAT_R16G16_USCALED = 79,
VK_FORMAT_R16G16_SSCALED = 80,
VK_FORMAT_R16G16_UINT = 81,
VK_FORMAT_R16G16_SINT = 82,
VK_FORMAT_R16G16_SFLOAT = 83,
VK_FORMAT_R16G16B16_UNORM = 84,
VK_FORMAT_R16G16B16_SNORM = 85,
VK_FORMAT_R16G16B16_USCALED = 86,
VK_FORMAT_R16G16B16_SSCALED = 87,
VK_FORMAT_R16G16B16_UINT = 88,
VK_FORMAT_R16G16B16_SINT = 89,
VK_FORMAT_R16G16B16_SFLOAT = 90,
VK_FORMAT_R16G16B16A16_UNORM = 91,
VK_FORMAT_R16G16B16A16_SNORM = 92,
VK_FORMAT_R16G16B16A16_USCALED = 93,
VK_FORMAT_R16G16B16A16_SSCALED = 94,
VK_FORMAT_R16G16B16A16_UINT = 95,
VK_FORMAT_R16G16B16A16_SINT = 96,
VK_FORMAT_R16G16B16A16_SFLOAT = 97,
VK_FORMAT_R32_UINT = 98,
VK_FORMAT_R32_SINT = 99,
VK_FORMAT_R32_SFLOAT = 100,
VK_FORMAT_R32G32_UINT = 101,
VK_FORMAT_R32G32_SINT = 102,
VK_FORMAT_R32G32_SFLOAT = 103,
VK_FORMAT_R32G32B32_UINT = 104,
VK_FORMAT_R32G32B32_SINT = 105,
VK_FORMAT_R32G32B32_SFLOAT = 106,
VK_FORMAT_R32G32B32A32_UINT = 107,
VK_FORMAT_R32G32B32A32_SINT = 108,
VK_FORMAT_R32G32B32A32_SFLOAT = 109,
VK_FORMAT_R64_UINT = 110,
VK_FORMAT_R64_SINT = 111,
VK_FORMAT_R64_SFLOAT = 112,
VK_FORMAT_R64G64_UINT = 113,
VK_FORMAT_R64G64_SINT = 114,
VK_FORMAT_R64G64_SFLOAT = 115,
VK_FORMAT_R64G64B64_UINT = 116,
VK_FORMAT_R64G64B64_SINT = 117,
VK_FORMAT_R64G64B64_SFLOAT = 118,
VK_FORMAT_R64G64B64A64_UINT = 119,
VK_FORMAT_R64G64B64A64_SINT = 120,
VK_FORMAT_R64G64B64A64_SFLOAT = 121,
VK_FORMAT_B10G11R11_UFLOAT_PACK32 = 122,
VK_FORMAT_E5B9G9R9_UFLOAT_PACK32 = 123,
VK_FORMAT_D16_UNORM = 124,
VK_FORMAT_X8_D24_UNORM_PACK32 = 125,
VK_FORMAT_D32_SFLOAT = 126,
VK_FORMAT_S8_UINT = 127,
VK_FORMAT_D16_UNORM_S8_UINT = 128,
VK_FORMAT_D24_UNORM_S8_UINT = 129,
VK_FORMAT_D32_SFLOAT_S8_UINT = 130,
VK_FORMAT_BC1_RGB_UNORM_BLOCK = 131,
VK_FORMAT_BC1_RGB_SRGB_BLOCK = 132,
VK_FORMAT_BC1_RGBA_UNORM_BLOCK = 133,
VK_FORMAT_BC1_RGBA_SRGB_BLOCK = 134,
VK_FORMAT_BC2_UNORM_BLOCK = 135,
VK_FORMAT_BC2_SRGB_BLOCK = 136,
VK_FORMAT_BC3_UNORM_BLOCK = 137,
VK_FORMAT_BC3_SRGB_BLOCK = 138,
VK_FORMAT_BC4_UNORM_BLOCK = 139,
VK_FORMAT_BC4_SNORM_BLOCK = 140,
VK_FORMAT_BC5_UNORM_BLOCK = 141,
VK_FORMAT_BC5_SNORM_BLOCK = 142,
VK_FORMAT_BC6H_UFLOAT_BLOCK = 143,
VK_FORMAT_BC6H_SFLOAT_BLOCK = 144,
VK_FORMAT_BC7_UNORM_BLOCK = 145,
VK_FORMAT_BC7_SRGB_BLOCK = 146,
VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK = 147,
VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK = 148,
VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK = 149,
VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK = 150,
VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK = 151,
VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK = 152,
VK_FORMAT_EAC_R11_UNORM_BLOCK = 153,
VK_FORMAT_EAC_R11_SNORM_BLOCK = 154,
VK_FORMAT_EAC_R11G11_UNORM_BLOCK = 155,
VK_FORMAT_EAC_R11G11_SNORM_BLOCK = 156,
VK_FORMAT_ASTC_4x4_UNORM_BLOCK = 157,
VK_FORMAT_ASTC_4x4_SRGB_BLOCK = 158,
VK_FORMAT_ASTC_5x4_UNORM_BLOCK = 159,
VK_FORMAT_ASTC_5x4_SRGB_BLOCK = 160,
VK_FORMAT_ASTC_5x5_UNORM_BLOCK = 161,
VK_FORMAT_ASTC_5x5_SRGB_BLOCK = 162,
VK_FORMAT_ASTC_6x5_UNORM_BLOCK = 163,
VK_FORMAT_ASTC_6x5_SRGB_BLOCK = 164,
VK_FORMAT_ASTC_6x6_UNORM_BLOCK = 165,
VK_FORMAT_ASTC_6x6_SRGB_BLOCK = 166,
VK_FORMAT_ASTC_8x5_UNORM_BLOCK = 167,
VK_FORMAT_ASTC_8x5_SRGB_BLOCK = 168,
VK_FORMAT_ASTC_8x6_UNORM_BLOCK = 169,
VK_FORMAT_ASTC_8x6_SRGB_BLOCK = 170,
VK_FORMAT_ASTC_8x8_UNORM_BLOCK = 171,
VK_FORMAT_ASTC_8x8_SRGB_BLOCK = 172,
VK_FORMAT_ASTC_10x5_UNORM_BLOCK = 173,
VK_FORMAT_ASTC_10x5_SRGB_BLOCK = 174,
VK_FORMAT_ASTC_10x6_UNORM_BLOCK = 175,
VK_FORMAT_ASTC_10x6_SRGB_BLOCK = 176,
VK_FORMAT_ASTC_10x8_UNORM_BLOCK = 177,
VK_FORMAT_ASTC_10x8_SRGB_BLOCK = 178,
VK_FORMAT_ASTC_10x10_UNORM_BLOCK = 179,
VK_FORMAT_ASTC_10x10_SRGB_BLOCK = 180,
VK_FORMAT_ASTC_12x10_UNORM_BLOCK = 181,
VK_FORMAT_ASTC_12x10_SRGB_BLOCK = 182,
VK_FORMAT_ASTC_12x12_UNORM_BLOCK = 183,
VK_FORMAT_ASTC_12x12_SRGB_BLOCK = 184,
VK_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG = 1000054000,
VK_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG = 1000054001,
VK_FORMAT_PVRTC2_2BPP_UNORM_BLOCK_IMG = 1000054002,
VK_FORMAT_PVRTC2_4BPP_UNORM_BLOCK_IMG = 1000054003,
VK_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG = 1000054004,
VK_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG = 1000054005,
VK_FORMAT_PVRTC2_2BPP_SRGB_BLOCK_IMG = 1000054006,
VK_FORMAT_PVRTC2_4BPP_SRGB_BLOCK_IMG = 1000054007,
} VkFormat;
-
VK_FORMAT_UNDEFINED
indicates that the format is not specified. -
VK_FORMAT_R4G4_UNORM_PACK8
specifies a two-component, 8-bit packed unsigned normalized format that has a 4-bit R component in bits 4..7, and a 4-bit G component in bits 0..3. -
VK_FORMAT_R4G4B4A4_UNORM_PACK16
specifies a four-component, 16-bit packed unsigned normalized format that has a 4-bit R component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit B component in bits 4..7, and a 4-bit A component in bits 0..3. -
VK_FORMAT_B4G4R4A4_UNORM_PACK16
specifies a four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit R component in bits 4..7, and a 4-bit A component in bits 0..3. -
VK_FORMAT_R5G6B5_UNORM_PACK16
specifies a three-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit B component in bits 0..4. -
VK_FORMAT_B5G6R5_UNORM_PACK16
specifies a three-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit R component in bits 0..4. -
VK_FORMAT_R5G5B5A1_UNORM_PACK16
specifies a four-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit B component in bits 1..5, and a 1-bit A component in bit 0. -
VK_FORMAT_B5G5R5A1_UNORM_PACK16
specifies a four-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit R component in bits 1..5, and a 1-bit A component in bit 0. -
VK_FORMAT_A1R5G5B5_UNORM_PACK16
specifies a four-component, 16-bit packed unsigned normalized format that has a 1-bit A component in bit 15, a 5-bit R component in bits 10..14, a 5-bit G component in bits 5..9, and a 5-bit B component in bits 0..4. -
VK_FORMAT_R8_UNORM
specifies a one-component, 8-bit unsigned normalized format that has a single 8-bit R component. -
VK_FORMAT_R8_SNORM
specifies a one-component, 8-bit signed normalized format that has a single 8-bit R component. -
VK_FORMAT_R8_USCALED
specifies a one-component, 8-bit unsigned scaled integer format that has a single 8-bit R component. -
VK_FORMAT_R8_SSCALED
specifies a one-component, 8-bit signed scaled integer format that has a single 8-bit R component. -
VK_FORMAT_R8_UINT
specifies a one-component, 8-bit unsigned integer format that has a single 8-bit R component. -
VK_FORMAT_R8_SINT
specifies a one-component, 8-bit signed integer format that has a single 8-bit R component. -
VK_FORMAT_R8_SRGB
specifies a one-component, 8-bit unsigned normalized format that has a single 8-bit R component stored with sRGB nonlinear encoding. -
VK_FORMAT_R8G8_UNORM
specifies a two-component, 16-bit unsigned normalized format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. -
VK_FORMAT_R8G8_SNORM
specifies a two-component, 16-bit signed normalized format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. -
VK_FORMAT_R8G8_USCALED
specifies a two-component, 16-bit unsigned scaled integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. -
VK_FORMAT_R8G8_SSCALED
specifies a two-component, 16-bit signed scaled integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. -
VK_FORMAT_R8G8_UINT
specifies a two-component, 16-bit unsigned integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. -
VK_FORMAT_R8G8_SINT
specifies a two-component, 16-bit signed integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. -
VK_FORMAT_R8G8_SRGB
specifies a two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. -
VK_FORMAT_R8G8B8_UNORM
specifies a three-component, 24-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. -
VK_FORMAT_R8G8B8_SNORM
specifies a three-component, 24-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. -
VK_FORMAT_R8G8B8_USCALED
specifies a three-component, 24-bit unsigned scaled format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. -
VK_FORMAT_R8G8B8_SSCALED
specifies a three-component, 24-bit signed scaled format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. -
VK_FORMAT_R8G8B8_UINT
specifies a three-component, 24-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. -
VK_FORMAT_R8G8B8_SINT
specifies a three-component, 24-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. -
VK_FORMAT_R8G8B8_SRGB
specifies a three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. -
VK_FORMAT_B8G8R8_UNORM
specifies a three-component, 24-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. -
VK_FORMAT_B8G8R8_SNORM
specifies a three-component, 24-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. -
VK_FORMAT_B8G8R8_USCALED
specifies a three-component, 24-bit unsigned scaled format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. -
VK_FORMAT_B8G8R8_SSCALED
specifies a three-component, 24-bit signed scaled format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. -
VK_FORMAT_B8G8R8_UINT
specifies a three-component, 24-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. -
VK_FORMAT_B8G8R8_SINT
specifies a three-component, 24-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. -
VK_FORMAT_B8G8R8_SRGB
specifies a three-component, 24-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit R component stored with sRGB nonlinear encoding in byte 2. -
VK_FORMAT_R8G8B8A8_UNORM
specifies a four-component, 32-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_R8G8B8A8_SNORM
specifies a four-component, 32-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_R8G8B8A8_USCALED
specifies a four-component, 32-bit unsigned scaled format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_R8G8B8A8_SSCALED
specifies a four-component, 32-bit signed scaled format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_R8G8B8A8_UINT
specifies a four-component, 32-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_R8G8B8A8_SINT
specifies a four-component, 32-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_R8G8B8A8_SRGB
specifies a four-component, 32-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit B component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_B8G8R8A8_UNORM
specifies a four-component, 32-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_B8G8R8A8_SNORM
specifies a four-component, 32-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_B8G8R8A8_USCALED
specifies a four-component, 32-bit unsigned scaled format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_B8G8R8A8_SSCALED
specifies a four-component, 32-bit signed scaled format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_B8G8R8A8_UINT
specifies a four-component, 32-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_B8G8R8A8_SINT
specifies a four-component, 32-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_B8G8R8A8_SRGB
specifies a four-component, 32-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit R component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. -
VK_FORMAT_A8B8G8R8_UNORM_PACK32
specifies a four-component, 32-bit packed unsigned normalized format that has an 8-bit A component in bits 24..31, an 8-bit B component in bits 16..23, an 8-bit G component in bits 8..15, and an 8-bit R component in bits 0..7. -
VK_FORMAT_A8B8G8R8_SNORM_PACK32
specifies a four-component, 32-bit packed signed normalized format that has an 8-bit A component in bits 24..31, an 8-bit B component in bits 16..23, an 8-bit G component in bits 8..15, and an 8-bit R component in bits 0..7. -
VK_FORMAT_A8B8G8R8_USCALED_PACK32
specifies a four-component, 32-bit packed unsigned scaled integer format that has an 8-bit A component in bits 24..31, an 8-bit B component in bits 16..23, an 8-bit G component in bits 8..15, and an 8-bit R component in bits 0..7. -
VK_FORMAT_A8B8G8R8_SSCALED_PACK32
specifies a four-component, 32-bit packed signed scaled integer format that has an 8-bit A component in bits 24..31, an 8-bit B component in bits 16..23, an 8-bit G component in bits 8..15, and an 8-bit R component in bits 0..7. -
VK_FORMAT_A8B8G8R8_UINT_PACK32
specifies a four-component, 32-bit packed unsigned integer format that has an 8-bit A component in bits 24..31, an 8-bit B component in bits 16..23, an 8-bit G component in bits 8..15, and an 8-bit R component in bits 0..7. -
VK_FORMAT_A8B8G8R8_SINT_PACK32
specifies a four-component, 32-bit packed signed integer format that has an 8-bit A component in bits 24..31, an 8-bit B component in bits 16..23, an 8-bit G component in bits 8..15, and an 8-bit R component in bits 0..7. -
VK_FORMAT_A8B8G8R8_SRGB_PACK32
specifies a four-component, 32-bit packed unsigned normalized format that has an 8-bit A component in bits 24..31, an 8-bit B component stored with sRGB nonlinear encoding in bits 16..23, an 8-bit G component stored with sRGB nonlinear encoding in bits 8..15, and an 8-bit R component stored with sRGB nonlinear encoding in bits 0..7. -
VK_FORMAT_A2R10G10B10_UNORM_PACK32
specifies a four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. -
VK_FORMAT_A2R10G10B10_SNORM_PACK32
specifies a four-component, 32-bit packed signed normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. -
VK_FORMAT_A2R10G10B10_USCALED_PACK32
specifies a four-component, 32-bit packed unsigned scaled integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. -
VK_FORMAT_A2R10G10B10_SSCALED_PACK32
specifies a four-component, 32-bit packed signed scaled integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. -
VK_FORMAT_A2R10G10B10_UINT_PACK32
specifies a four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. -
VK_FORMAT_A2R10G10B10_SINT_PACK32
specifies a four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. -
VK_FORMAT_A2B10G10R10_UNORM_PACK32
specifies a four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. -
VK_FORMAT_A2B10G10R10_SNORM_PACK32
specifies a four-component, 32-bit packed signed normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. -
VK_FORMAT_A2B10G10R10_USCALED_PACK32
specifies a four-component, 32-bit packed unsigned scaled integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. -
VK_FORMAT_A2B10G10R10_SSCALED_PACK32
specifies a four-component, 32-bit packed signed scaled integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. -
VK_FORMAT_A2B10G10R10_UINT_PACK32
specifies a four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. -
VK_FORMAT_A2B10G10R10_SINT_PACK32
specifies a four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. -
VK_FORMAT_R16_UNORM
specifies a one-component, 16-bit unsigned normalized format that has a single 16-bit R component. -
VK_FORMAT_R16_SNORM
specifies a one-component, 16-bit signed normalized format that has a single 16-bit R component. -
VK_FORMAT_R16_USCALED
specifies a one-component, 16-bit unsigned scaled integer format that has a single 16-bit R component. -
VK_FORMAT_R16_SSCALED
specifies a one-component, 16-bit signed scaled integer format that has a single 16-bit R component. -
VK_FORMAT_R16_UINT
specifies a one-component, 16-bit unsigned integer format that has a single 16-bit R component. -
VK_FORMAT_R16_SINT
specifies a one-component, 16-bit signed integer format that has a single 16-bit R component. -
VK_FORMAT_R16_SFLOAT
specifies a one-component, 16-bit signed floating-point format that has a single 16-bit R component. -
VK_FORMAT_R16G16_UNORM
specifies a two-component, 32-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. -
VK_FORMAT_R16G16_SNORM
specifies a two-component, 32-bit signed normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. -
VK_FORMAT_R16G16_USCALED
specifies a two-component, 32-bit unsigned scaled integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. -
VK_FORMAT_R16G16_SSCALED
specifies a two-component, 32-bit signed scaled integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. -
VK_FORMAT_R16G16_UINT
specifies a two-component, 32-bit unsigned integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. -
VK_FORMAT_R16G16_SINT
specifies a two-component, 32-bit signed integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. -
VK_FORMAT_R16G16_SFLOAT
specifies a two-component, 32-bit signed floating-point format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. -
VK_FORMAT_R16G16B16_UNORM
specifies a three-component, 48-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. -
VK_FORMAT_R16G16B16_SNORM
specifies a three-component, 48-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. -
VK_FORMAT_R16G16B16_USCALED
specifies a three-component, 48-bit unsigned scaled integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. -
VK_FORMAT_R16G16B16_SSCALED
specifies a three-component, 48-bit signed scaled integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. -
VK_FORMAT_R16G16B16_UINT
specifies a three-component, 48-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. -
VK_FORMAT_R16G16B16_SINT
specifies a three-component, 48-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. -
VK_FORMAT_R16G16B16_SFLOAT
specifies a three-component, 48-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. -
VK_FORMAT_R16G16B16A16_UNORM
specifies a four-component, 64-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. -
VK_FORMAT_R16G16B16A16_SNORM
specifies a four-component, 64-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. -
VK_FORMAT_R16G16B16A16_USCALED
specifies a four-component, 64-bit unsigned scaled integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. -
VK_FORMAT_R16G16B16A16_SSCALED
specifies a four-component, 64-bit signed scaled integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. -
VK_FORMAT_R16G16B16A16_UINT
specifies a four-component, 64-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. -
VK_FORMAT_R16G16B16A16_SINT
specifies a four-component, 64-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. -
VK_FORMAT_R16G16B16A16_SFLOAT
specifies a four-component, 64-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. -
VK_FORMAT_R32_UINT
specifies a one-component, 32-bit unsigned integer format that has a single 32-bit R component. -
VK_FORMAT_R32_SINT
specifies a one-component, 32-bit signed integer format that has a single 32-bit R component. -
VK_FORMAT_R32_SFLOAT
specifies a one-component, 32-bit signed floating-point format that has a single 32-bit R component. -
VK_FORMAT_R32G32_UINT
specifies a two-component, 64-bit unsigned integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. -
VK_FORMAT_R32G32_SINT
specifies a two-component, 64-bit signed integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. -
VK_FORMAT_R32G32_SFLOAT
specifies a two-component, 64-bit signed floating-point format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. -
VK_FORMAT_R32G32B32_UINT
specifies a three-component, 96-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. -
VK_FORMAT_R32G32B32_SINT
specifies a three-component, 96-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. -
VK_FORMAT_R32G32B32_SFLOAT
specifies a three-component, 96-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. -
VK_FORMAT_R32G32B32A32_UINT
specifies a four-component, 128-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. -
VK_FORMAT_R32G32B32A32_SINT
specifies a four-component, 128-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. -
VK_FORMAT_R32G32B32A32_SFLOAT
specifies a four-component, 128-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. -
VK_FORMAT_R64_UINT
specifies a one-component, 64-bit unsigned integer format that has a single 64-bit R component. -
VK_FORMAT_R64_SINT
specifies a one-component, 64-bit signed integer format that has a single 64-bit R component. -
VK_FORMAT_R64_SFLOAT
specifies a one-component, 64-bit signed floating-point format that has a single 64-bit R component. -
VK_FORMAT_R64G64_UINT
specifies a two-component, 128-bit unsigned integer format that has a 64-bit R component in bytes 0..7, and a 64-bit G component in bytes 8..15. -
VK_FORMAT_R64G64_SINT
specifies a two-component, 128-bit signed integer format that has a 64-bit R component in bytes 0..7, and a 64-bit G component in bytes 8..15. -
VK_FORMAT_R64G64_SFLOAT
specifies a two-component, 128-bit signed floating-point format that has a 64-bit R component in bytes 0..7, and a 64-bit G component in bytes 8..15. -
VK_FORMAT_R64G64B64_UINT
specifies a three-component, 192-bit unsigned integer format that has a 64-bit R component in bytes 0..7, a 64-bit G component in bytes 8..15, and a 64-bit B component in bytes 16..23. -
VK_FORMAT_R64G64B64_SINT
specifies a three-component, 192-bit signed integer format that has a 64-bit R component in bytes 0..7, a 64-bit G component in bytes 8..15, and a 64-bit B component in bytes 16..23. -
VK_FORMAT_R64G64B64_SFLOAT
specifies a three-component, 192-bit signed floating-point format that has a 64-bit R component in bytes 0..7, a 64-bit G component in bytes 8..15, and a 64-bit B component in bytes 16..23. -
VK_FORMAT_R64G64B64A64_UINT
specifies a four-component, 256-bit unsigned integer format that has a 64-bit R component in bytes 0..7, a 64-bit G component in bytes 8..15, a 64-bit B component in bytes 16..23, and a 64-bit A component in bytes 24..31. -
VK_FORMAT_R64G64B64A64_SINT
specifies a four-component, 256-bit signed integer format that has a 64-bit R component in bytes 0..7, a 64-bit G component in bytes 8..15, a 64-bit B component in bytes 16..23, and a 64-bit A component in bytes 24..31. -
VK_FORMAT_R64G64B64A64_SFLOAT
specifies a four-component, 256-bit signed floating-point format that has a 64-bit R component in bytes 0..7, a 64-bit G component in bytes 8..15, a 64-bit B component in bytes 16..23, and a 64-bit A component in bytes 24..31. -
VK_FORMAT_B10G11R11_UFLOAT_PACK32
specifies a three-component, 32-bit packed unsigned floating-point format that has a 10-bit B component in bits 22..31, an 11-bit G component in bits 11..21, an 11-bit R component in bits 0..10. See Unsigned 10-Bit Floating-Point Numbers and Unsigned 11-Bit Floating-Point Numbers. -
VK_FORMAT_E5B9G9R9_UFLOAT_PACK32
specifies a three-component, 32-bit packed unsigned floating-point format that has a 5-bit shared exponent in bits 27..31, a 9-bit B component mantissa in bits 18..26, a 9-bit G component mantissa in bits 9..17, and a 9-bit R component mantissa in bits 0..8. -
VK_FORMAT_D16_UNORM
specifies a one-component, 16-bit unsigned normalized format that has a single 16-bit depth component. -
VK_FORMAT_X8_D24_UNORM_PACK32
specifies a two-component, 32-bit format that has 24 unsigned normalized bits in the depth component and, optionally:, 8 bits that are unused. -
VK_FORMAT_D32_SFLOAT
specifies a one-component, 32-bit signed floating-point format that has 32-bits in the depth component. -
VK_FORMAT_S8_UINT
specifies a one-component, 8-bit unsigned integer format that has 8-bits in the stencil component. -
VK_FORMAT_D16_UNORM_S8_UINT
specifies a two-component, 24-bit format that has 16 unsigned normalized bits in the depth component and 8 unsigned integer bits in the stencil component. -
VK_FORMAT_D24_UNORM_S8_UINT
specifies a two-component, 32-bit packed format that has 8 unsigned integer bits in the stencil component, and 24 unsigned normalized bits in the depth component. -
VK_FORMAT_D32_SFLOAT_S8_UINT
specifies a two-component format that has 32 signed float bits in the depth component and 8 unsigned integer bits in the stencil component. There are optionally: 24-bits that are unused. -
VK_FORMAT_BC1_RGB_UNORM_BLOCK
specifies a three-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. -
VK_FORMAT_BC1_RGB_SRGB_BLOCK
specifies a three-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. -
VK_FORMAT_BC1_RGBA_UNORM_BLOCK
specifies a four-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha. -
VK_FORMAT_BC1_RGBA_SRGB_BLOCK
specifies a four-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha. -
VK_FORMAT_BC2_UNORM_BLOCK
specifies a four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. -
VK_FORMAT_BC2_SRGB_BLOCK
specifies a four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. -
VK_FORMAT_BC3_UNORM_BLOCK
specifies a four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. -
VK_FORMAT_BC3_SRGB_BLOCK
specifies a four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. -
VK_FORMAT_BC4_UNORM_BLOCK
specifies a one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. -
VK_FORMAT_BC4_SNORM_BLOCK
specifies a one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. -
VK_FORMAT_BC5_UNORM_BLOCK
specifies a two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. -
VK_FORMAT_BC5_SNORM_BLOCK
specifies a two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. -
VK_FORMAT_BC6H_UFLOAT_BLOCK
specifies a three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned floating-point RGB texel data. -
VK_FORMAT_BC6H_SFLOAT_BLOCK
specifies a three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed floating-point RGB texel data. -
VK_FORMAT_BC7_UNORM_BLOCK
specifies a four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_BC7_SRGB_BLOCK
specifies a four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK
specifies a three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. -
VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK
specifies a three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. -
VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK
specifies a four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha. -
VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK
specifies a four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha. -
VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK
specifies a four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. -
VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK
specifies a four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding applied. -
VK_FORMAT_EAC_R11_UNORM_BLOCK
specifies a one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. -
VK_FORMAT_EAC_R11_SNORM_BLOCK
specifies a one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. -
VK_FORMAT_EAC_R11G11_UNORM_BLOCK
specifies a two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. -
VK_FORMAT_EAC_R11G11_SNORM_BLOCK
specifies a two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. -
VK_FORMAT_ASTC_4x4_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_4x4_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_5x4_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×4 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_5x4_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_5x5_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_5x5_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_6x5_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×5 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_6x5_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_6x6_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_6x6_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_8x5_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×5 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_8x5_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_8x6_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×6 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_8x6_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_8x8_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_8x8_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_10x5_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×5 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_10x5_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_10x6_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×6 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_10x6_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_10x8_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×8 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_10x8_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_10x10_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_10x10_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_12x10_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×10 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_12x10_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. -
VK_FORMAT_ASTC_12x12_UNORM_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data. -
VK_FORMAT_ASTC_12x12_SRGB_BLOCK
specifies a four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
Packed Formats
For the purposes of address alignment when accessing buffer memory containing vertex attribute or texel data, the following formats are considered packed - whole texels or attributes are stored in a single data element, rather than individual components occupying a single data element:
-
-
VK_FORMAT_R4G4_UNORM_PACK8
-
-
Packed into 16-bit data types:
-
VK_FORMAT_R4G4B4A4_UNORM_PACK16
-
VK_FORMAT_B4G4R4A4_UNORM_PACK16
-
VK_FORMAT_R5G6B5_UNORM_PACK16
-
VK_FORMAT_B5G6R5_UNORM_PACK16
-
VK_FORMAT_R5G5B5A1_UNORM_PACK16
-
VK_FORMAT_B5G5R5A1_UNORM_PACK16
-
VK_FORMAT_A1R5G5B5_UNORM_PACK16
-
-
Packed into 32-bit data types:
-
VK_FORMAT_A8B8G8R8_UNORM_PACK32
-
VK_FORMAT_A8B8G8R8_SNORM_PACK32
-
VK_FORMAT_A8B8G8R8_USCALED_PACK32
-
VK_FORMAT_A8B8G8R8_SSCALED_PACK32
-
VK_FORMAT_A8B8G8R8_UINT_PACK32
-
VK_FORMAT_A8B8G8R8_SINT_PACK32
-
VK_FORMAT_A8B8G8R8_SRGB_PACK32
-
VK_FORMAT_A2R10G10B10_UNORM_PACK32
-
VK_FORMAT_A2R10G10B10_SNORM_PACK32
-
VK_FORMAT_A2R10G10B10_USCALED_PACK32
-
VK_FORMAT_A2R10G10B10_SSCALED_PACK32
-
VK_FORMAT_A2R10G10B10_UINT_PACK32
-
VK_FORMAT_A2R10G10B10_SINT_PACK32
-
VK_FORMAT_A2B10G10R10_UNORM_PACK32
-
VK_FORMAT_A2B10G10R10_SNORM_PACK32
-
VK_FORMAT_A2B10G10R10_USCALED_PACK32
-
VK_FORMAT_A2B10G10R10_SSCALED_PACK32
-
VK_FORMAT_A2B10G10R10_UINT_PACK32
-
VK_FORMAT_A2B10G10R10_SINT_PACK32
-
VK_FORMAT_B10G11R11_UFLOAT_PACK32
-
VK_FORMAT_E5B9G9R9_UFLOAT_PACK32
-
VK_FORMAT_X8_D24_UNORM_PACK32
-
Identification of Formats
A “format” is represented by a single enum value. The name of a format is usually built up by using the following pattern:
etext:VK_FORMAT_{component-format|compression-scheme}_{numeric-format}
The component-format specifies either the size of the R, G, B, and A components (if they are present) in the case of a color format, or the size of the depth (D) and stencil (S) components (if they are present) in the case of a depth/stencil format (see below). An X indicates a component that is unused, but may be present for padding.
Numeric format | Description |
---|---|
|
The components are unsigned normalized values in the range [0,1] |
|
The components are signed normalized values in the range [-1,1] |
|
The components are unsigned integer values that get converted to floating-point in the range [0,2n-1] |
|
The components are signed integer values that get converted to floating-point in the range [-2n-1,2n-1-1] |
|
The components are unsigned integer values in the range [0,2n-1] |
|
The components are signed integer values in the range [-2n-1,2n-1-1] |
|
The components are unsigned floating-point numbers (used by packed, shared exponent, and some compressed formats) |
|
The components are signed floating-point numbers |
|
The R, G, and B components are unsigned normalized values that represent values using sRGB nonlinear encoding, while the A component (if one exists) is a regular unsigned normalized value |
The suffix _PACKnn
indicates that the format is packed into an
underlying type with nn bits.
The suffix _BLOCK
indicates that the format is a block-compressed
format, with the representation of multiple pixels encoded interdependently
within a region.
Compression scheme | Description |
---|---|
|
Block Compression. See Block-Compressed Image Formats. |
|
Ericsson Texture Compression. See ETC Compressed Image Formats. |
|
ETC2 Alpha Compression. See ETC Compressed Image Formats. |
|
Adaptive Scalable Texture Compression (LDR Profile). See ASTC Compressed Image Formats. |
Representation
Color formats must be represented in memory in exactly the form indicated by the format’s name. This means that promoting one format to another with more bits per component and/or additional components must not occur for color formats. Depth/stencil formats have more relaxed requirements as discussed below. Each format has an element size, the number of bytes used to stored one element or one compressed block, with the value of the element size listed in VkFormat.
The representation of non-packed formats is that the first component specified in the name of the format is in the lowest memory addresses and the last component specified is in the highest memory addresses. See Byte mappings for non-packed/compressed color formats. The in-memory ordering of bytes within a component is determined by the host endianness.
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | ← Byte |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
R |
|
|||||||||||||||
R |
G |
|
||||||||||||||
R |
G |
B |
|
|||||||||||||
B |
G |
R |
|
|||||||||||||
R |
G |
B |
A |
|
||||||||||||
B |
G |
R |
A |
|
||||||||||||
R |
|
|||||||||||||||
R |
G |
|
||||||||||||||
R |
G |
B |
|
|||||||||||||
R |
G |
B |
A |
|
||||||||||||
R |
|
|||||||||||||||
R |
G |
|
||||||||||||||
R |
G |
B |
|
|||||||||||||
R |
G |
B |
A |
|
||||||||||||
R |
|
|||||||||||||||
R |
G |
|
||||||||||||||
|
||||||||||||||||
|
Packed formats store multiple components within one underlying type. The bit representation is that the first component specified in the name of the format is in the most-significant bits and the last component specified is in the least-significant bits of the underlying type. The in-memory ordering of bytes comprising the underlying type is determined by the host endianness.
Bit | |||||||
---|---|---|---|---|---|---|---|
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
|
|||||||
R |
G |
||||||
3 |
2 |
1 |
0 |
3 |
2 |
1 |
0 |
Bit | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
15 |
14 |
13 |
12 |
11 |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
|
|||||||||||||||
R |
G |
B |
A |
||||||||||||
3 |
2 |
1 |
0 |
3 |
2 |
1 |
0 |
3 |
2 |
1 |
0 |
3 |
2 |
1 |
0 |
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G |
R |
A |
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3 |
2 |
1 |
0 |
3 |
2 |
1 |
0 |
3 |
2 |
1 |
0 |
3 |
2 |
1 |
0 |
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R |
G |
B |
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4 |
3 |
2 |
1 |
0 |
5 |
4 |
3 |
2 |
1 |
0 |
4 |
3 |
2 |
1 |
0 |
|
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B |
G |
R |
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4 |
3 |
2 |
1 |
0 |
5 |
4 |
3 |
2 |
1 |
0 |
4 |
3 |
2 |
1 |
0 |
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R |
G |
B |
A |
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4 |
3 |
2 |
1 |
0 |
4 |
3 |
2 |
1 |
0 |
4 |
3 |
2 |
1 |
0 |
0 |
|
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B |
G |
R |
A |
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4 |
3 |
2 |
1 |
0 |
4 |
3 |
2 |
1 |
0 |
4 |
3 |
2 |
1 |
0 |
0 |
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A |
R |
G |
B |
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0 |
4 |
3 |
2 |
1 |
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4 |
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1 |
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0 |
Bit | |||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
31 |
30 |
29 |
28 |
27 |
26 |
25 |
24 |
23 |
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16 |
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A |
B |
G |
R |
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7 |
6 |
5 |
4 |
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2 |
1 |
0 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
|
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A |
R |
G |
B |
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1 |
0 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
|
|||||||||||||||||||||||||||||||
A |
B |
G |
R |
||||||||||||||||||||||||||||
1 |
0 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
|
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B |
G |
R |
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9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
|
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E |
B |
G |
R |
||||||||||||||||||||||||||||
4 |
3 |
2 |
1 |
0 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
|
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X |
D |
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7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
23 |
22 |
21 |
20 |
19 |
18 |
17 |
16 |
15 |
14 |
13 |
12 |
11 |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
Depth/Stencil Formats
Depth/stencil formats are considered opaque and need not be stored in the exact number of bits per texel or component ordering indicated by the format enum. However, implementations must not substitute a different depth or stencil precision than that described in the format (e.g. D16 must not be implemented as D24 or D32).
Format Compatibility Classes
Uncompressed color formats are compatible with each other if they occupy the same number of bits per data element. Compressed color formats are compatible with each other if the only difference between them is the numerical type of the uncompressed pixels (e.g. signed vs. unsigned, or SRGB vs. UNORM encoding). Each depth/stencil format is only compatible with itself. In the following table, all the formats in the same row are compatible.
Class | Formats |
---|---|
8-bit |
|
16-bit |
|
24-bit |
|
32-bit |
|
48-bit |
|
64-bit |
|
96-bit |
|
128-bit |
|
192-bit |
|
256-bit |
|
BC1_RGB |
|
BC1_RGBA |
|
BC2 |
|
BC3 |
|
BC4 |
|
BC5 |
|
BC6H |
|
BC7 |
|
ETC2_RGB |
|
ETC2_RGBA |
|
ETC2_EAC_RGBA |
|
EAC_R |
|
EAC_RG |
|
ASTC_4x4 |
|
ASTC_5x4 |
|
ASTC_5x5 |
|
ASTC_6x5 |
|
ASTC_6x6 |
|
ASTC_8x5 |
|
ASTC_8x6 |
|
ASTC_8x8 |
|
ASTC_10x5 |
|
ASTC_10x6 |
|
ASTC_10x8 |
|
ASTC_10x10 |
|
ASTC_12x10 |
|
ASTC_12x12 |
|
D16 |
|
D24 |
|
D32 |
|
S8 |
|
D16S8 |
|
D24S8 |
|
D32S8 |
|
31.3.2. Format Properties
To query supported format features which are properties of the physical device, call:
void vkGetPhysicalDeviceFormatProperties(
VkPhysicalDevice physicalDevice,
VkFormat format,
VkFormatProperties* pFormatProperties);
-
physicalDevice
is the physical device from which to query the format properties. -
format
is the format whose properties are queried. -
pFormatProperties
is a pointer to a VkFormatProperties structure in which physical device properties forformat
are returned.
The VkFormatProperties
structure is defined as:
typedef struct VkFormatProperties {
VkFormatFeatureFlags linearTilingFeatures;
VkFormatFeatureFlags optimalTilingFeatures;
VkFormatFeatureFlags bufferFeatures;
} VkFormatProperties;
-
linearTilingFeatures
is a bitmask of VkFormatFeatureFlagBits specifying features supported by images created with atiling
parameter ofVK_IMAGE_TILING_LINEAR
. -
optimalTilingFeatures
is a bitmask of VkFormatFeatureFlagBits specifying features supported by images created with atiling
parameter ofVK_IMAGE_TILING_OPTIMAL
. -
bufferFeatures
is a bitmask of VkFormatFeatureFlagBits specifying features supported by buffers.
Note
If no format feature flags are supported, then the only possible use would be image transfers - which alone are not useful. As such, if no format feature flags are supported, the format itself is not supported, and images of that format cannot be created. |
If format
is a block-compression format, then buffers must not
support any features for the format.
Bits which can be set in the VkFormatProperties features
linearTilingFeatures
, optimalTilingFeatures
, and
bufferFeatures
are:
typedef enum VkFormatFeatureFlagBits {
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT = 0x00000001,
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT = 0x00000002,
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT = 0x00000004,
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT = 0x00000008,
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT = 0x00000010,
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT = 0x00000020,
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT = 0x00000040,
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT = 0x00000080,
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT = 0x00000100,
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT = 0x00000200,
VK_FORMAT_FEATURE_BLIT_SRC_BIT = 0x00000400,
VK_FORMAT_FEATURE_BLIT_DST_BIT = 0x00000800,
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT = 0x00001000,
} VkFormatFeatureFlagBits;
The following bits may be set in linearTilingFeatures
and
optimalTilingFeatures
, specifying that the features are supported by
images or image views created with the queried
vkGetPhysicalDeviceFormatProperties::format
:
-
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
specifies that an image view can be sampled from. -
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT
specifies that an image view can be used as a storage images. -
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT
specifies that an image view can be used as storage image that supports atomic operations. -
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
specifies that an image view can be used as a framebuffer color attachment and as an input attachment. -
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
specifies that an image view can be used as a framebuffer color attachment that supports blending and as an input attachment. -
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
specifies that an image view can be used as a framebuffer depth/stencil attachment and as an input attachment. -
VK_FORMAT_FEATURE_BLIT_SRC_BIT
specifies that an image can be used assrcImage
for thevkCmdBlitImage
command. -
VK_FORMAT_FEATURE_BLIT_DST_BIT
specifies that an image can be used asdstImage
for thevkCmdBlitImage
command. -
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT
specifies that ifVK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
is also set, an image view can be used with a sampler that has either ofmagFilter
orminFilter
set toVK_FILTER_LINEAR
, ormipmapMode
set toVK_SAMPLER_MIPMAP_MODE_LINEAR
. IfVK_FORMAT_FEATURE_BLIT_SRC_BIT
is also set, an image can be used as thesrcImage
to vkCmdBlitImage with afilter
ofVK_FILTER_LINEAR
. This bit must only be exposed for formats that also support theVK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
orVK_FORMAT_FEATURE_BLIT_SRC_BIT
.If the format being queried is a depth/stencil format, this bit only indicates that the depth aspect (not the stencil aspect) of an image of this format supports linear filtering, and that linear filtering of the depth aspect is supported whether depth compare is enabled in the sampler or not. If this bit is not present, linear filtering with depth compare disabled is unsupported and linear filtering with depth compare enabled is supported, but may compute the filtered value in an implementation-dependent manner which differs from the normal rules of linear filtering. The resulting value must be in the range [0,1] and should be proportional to, or a weighted average of, the number of comparison passes or failures.
The following bits may be set in bufferFeatures
, specifying that the
features are supported by buffers or buffer
views created with the queried
vkGetPhysicalDeviceProperties::format
:
-
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
specifies that the format can be used to create a buffer view that can be bound to aVK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
descriptor. -
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
specifies that the format can be used to create a buffer view that can be bound to aVK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
descriptor. -
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
specifies that atomic operations are supported onVK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
with this format. -
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
specifies that the format can be used as a vertex attribute format (VkVertexInputAttributeDescription
::format
).
31.3.3. Required Format Support
Implementations must support at least the following set of features on the listed formats. For images, these features must be supported for every VkImageType (including arrayed and cube variants) unless otherwise noted. These features are supported on existing formats without needing to advertise an extension or needing to explicitly enable them. Support for additional functionality beyond the requirements listed here is queried using the vkGetPhysicalDeviceFormatProperties command.
The following tables show which feature bits must be supported for each format.
✓ |
This feature must be supported on the named format |
† |
This feature must be supported on at least some of the named formats, with more information in the table where the symbol appears |
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The |
31.4. Additional Image Capabilities
In addition to the minimum capabilities described in the previous sections (Limits and Formats), implementations may support additional capabilities for certain types of images. For example, larger dimensions or additional sample counts for certain image types, or additional capabilities for linear tiling format images.
To query additional capabilities specific to image types, call:
VkResult vkGetPhysicalDeviceImageFormatProperties(
VkPhysicalDevice physicalDevice,
VkFormat format,
VkImageType type,
VkImageTiling tiling,
VkImageUsageFlags usage,
VkImageCreateFlags flags,
VkImageFormatProperties* pImageFormatProperties);
-
physicalDevice
is the physical device from which to query the image capabilities. -
format
is a VkFormat value specifying the image format, corresponding to VkImageCreateInfo::format
. -
type
is a VkImageType value specifying the image type, corresponding to VkImageCreateInfo::imageType
. -
tiling
is a VkImageTiling value specifying the image tiling, corresponding to VkImageCreateInfo::tiling
. -
usage
is a bitmask of VkImageUsageFlagBits specifying the intended usage of the image, corresponding to VkImageCreateInfo::usage
. -
flags
is a bitmask of VkImageCreateFlagBits specifying additional parameters of the image, corresponding to VkImageCreateInfo::flags
. -
pImageFormatProperties
points to an instance of the VkImageFormatProperties structure in which capabilities are returned.
The format
, type
, tiling
, usage
, and flags
parameters correspond to parameters that would be consumed by
vkCreateImage (as members of VkImageCreateInfo
).
If format
is not a supported image format, or if the combination of
format
, type
, tiling
, usage
, and flags
is not
supported for images, then vkGetPhysicalDeviceImageFormatProperties
returns VK_ERROR_FORMAT_NOT_SUPPORTED
.
The limitations on an image format that are reported by
vkGetPhysicalDeviceImageFormatProperties
have the following property:
if usage1
and usage2
of type VkImageUsageFlags are such that
the bits set in usage1
are a subset of the bits set in usage2
, and
flags1
and flags2
of type VkImageCreateFlags are such that
the bits set in flags1
are a subset of the bits set in flags2
,
then the limitations for usage1
and flags1
must be no more strict
than the limitations for usage2
and flags2
, for all values of
format
, type
, and tiling
.
The VkImageFormatProperties
structure is defined as:
typedef struct VkImageFormatProperties {
VkExtent3D maxExtent;
uint32_t maxMipLevels;
uint32_t maxArrayLayers;
VkSampleCountFlags sampleCounts;
VkDeviceSize maxResourceSize;
} VkImageFormatProperties;
-
maxExtent
are the maximum image dimensions. See the Allowed Extent Values section below for how these values are constrained bytype
. -
maxMipLevels
is the maximum number of mipmap levels.maxMipLevels
must either be equal to 1 (valid only iftiling
isVK_IMAGE_TILING_LINEAR
) or be equal to ⌈log2(max(width
,height
,depth
))⌉ + 1.width
,height
, anddepth
are taken from the corresponding members ofmaxExtent
. -
maxArrayLayers
is the maximum number of array layers.maxArrayLayers
must either be equal to 1 or be greater than or equal to themaxImageArrayLayers
member of VkPhysicalDeviceLimits. A value of 1 is valid only iftiling
isVK_IMAGE_TILING_LINEAR
or iftype
isVK_IMAGE_TYPE_3D
. -
sampleCounts
is a bitmask of VkSampleCountFlagBits specifying all the supported sample counts for this image as described below. -
maxResourceSize
is an upper bound on the total image size in bytes, inclusive of all image subresources. Implementations may have an address space limit on total size of a resource, which is advertised by this property.maxResourceSize
must be at least 231.
Note
There is no mechanism to query the size of an image before creating it, to
compare that size against |
If the combination of parameters to
vkGetPhysicalDeviceImageFormatProperties
is not supported by the
implementation for use in vkCreateImage, then all members of
VkImageFormatProperties
will be filled with zero.
31.4.1. Supported Sample Counts
vkGetPhysicalDeviceImageFormatProperties
returns a bitmask of
VkSampleCountFlagBits in sampleCounts
specifying the supported
sample counts for the image parameters.
sampleCounts
will be set to VK_SAMPLE_COUNT_1_BIT
if at least
one of the following conditions is true:
-
tiling
isVK_IMAGE_TILING_LINEAR
-
type
is notVK_IMAGE_TYPE_2D
-
flags
containsVK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT
-
Neither the
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
flag nor theVK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
flag inVkFormatProperties
::optimalTilingFeatures
returned by vkGetPhysicalDeviceFormatProperties is set
Otherwise, the bits set in sampleCounts
will be the sample counts
supported for the specified values of usage
and format
.
For each bit set in usage
, the supported sample counts relate to the
limits in VkPhysicalDeviceLimits
as follows:
-
If
usage
includesVK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
andformat
is a floating- or fixed-point color format, a superset ofVkPhysicalDeviceLimits
::framebufferColorSampleCounts
-
If
usage
includesVK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
, andformat
includes a depth aspect, a superset ofVkPhysicalDeviceLimits
::framebufferDepthSampleCounts
-
If
usage
includesVK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
, andformat
includes a stencil aspect, a superset ofVkPhysicalDeviceLimits
::framebufferStencilSampleCounts
-
If
usage
includesVK_IMAGE_USAGE_SAMPLED_BIT
, andformat
includes a color aspect, a superset ofVkPhysicalDeviceLimits
::sampledImageColorSampleCounts
-
If
usage
includesVK_IMAGE_USAGE_SAMPLED_BIT
, andformat
includes a depth aspect, a superset ofVkPhysicalDeviceLimits
::sampledImageDepthSampleCounts
-
If
usage
includesVK_IMAGE_USAGE_SAMPLED_BIT
, andformat
is an integer format, a superset ofVkPhysicalDeviceLimits
::sampledImageIntegerSampleCounts
-
If
usage
includesVK_IMAGE_USAGE_STORAGE_BIT
, a superset ofVkPhysicalDeviceLimits
::storageImageSampleCounts
If multiple bits are set in usage
, sampleCounts
will be the
intersection of the per-usage values described above.
If none of the bits described above are set in usage
, then there is no
corresponding limit in VkPhysicalDeviceLimits
.
In this case, sampleCounts
must include at least
VK_SAMPLE_COUNT_1_BIT
.
31.4.2. Allowed Extent Values Based On Image Type
Implementations may support extent values larger than the required minimum/maximum values for certain types of images subject to the constraints below.
Note
Implementations must support images with dimensions up to the required minimum/maximum values for all types of images. It follows that the query for additional capabilities must return extent values that are at least as large as the required values. |
For VK_IMAGE_TYPE_1D
:
-
maxExtent.width
≥ VkPhysicalDeviceLimits.maxImageDimension1D
-
maxExtent.height
= 1 -
maxExtent.depth
= 1
For VK_IMAGE_TYPE_2D
when flags
does not contain
VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT
:
-
maxExtent.width
≥ VkPhysicalDeviceLimits.maxImageDimension2D
-
maxExtent.height
≥ VkPhysicalDeviceLimits.maxImageDimension2D
-
maxExtent.depth
= 1
For VK_IMAGE_TYPE_2D
when flags
contains
VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT
:
-
maxExtent.width
≥ VkPhysicalDeviceLimits.maxImageDimensionCube
-
maxExtent.height
≥ VkPhysicalDeviceLimits.maxImageDimensionCube
-
maxExtent.depth
= 1
For VK_IMAGE_TYPE_3D
:
-
maxExtent.width
≥ VkPhysicalDeviceLimits.maxImageDimension3D
-
maxExtent.height
≥ VkPhysicalDeviceLimits.maxImageDimension3D
-
maxExtent.depth
≥ VkPhysicalDeviceLimits.maxImageDimension3D
32. Debugging
To aid developers in tracking down errors in the application’s use of Vulkan, particularly in combination with an external debugger or profiler, debugging extensions may be available.
The VkObjectType enumeration defines values, each of which corresponds to a specific Vulkan handle type. These values can be used to associate debug information with a particular type of object through one or more extensions.
typedef enum VkObjectType {
VK_OBJECT_TYPE_UNKNOWN = 0,
VK_OBJECT_TYPE_INSTANCE = 1,
VK_OBJECT_TYPE_PHYSICAL_DEVICE = 2,
VK_OBJECT_TYPE_DEVICE = 3,
VK_OBJECT_TYPE_QUEUE = 4,
VK_OBJECT_TYPE_SEMAPHORE = 5,
VK_OBJECT_TYPE_COMMAND_BUFFER = 6,
VK_OBJECT_TYPE_FENCE = 7,
VK_OBJECT_TYPE_DEVICE_MEMORY = 8,
VK_OBJECT_TYPE_BUFFER = 9,
VK_OBJECT_TYPE_IMAGE = 10,
VK_OBJECT_TYPE_EVENT = 11,
VK_OBJECT_TYPE_QUERY_POOL = 12,
VK_OBJECT_TYPE_BUFFER_VIEW = 13,
VK_OBJECT_TYPE_IMAGE_VIEW = 14,
VK_OBJECT_TYPE_SHADER_MODULE = 15,
VK_OBJECT_TYPE_PIPELINE_CACHE = 16,
VK_OBJECT_TYPE_PIPELINE_LAYOUT = 17,
VK_OBJECT_TYPE_RENDER_PASS = 18,
VK_OBJECT_TYPE_PIPELINE = 19,
VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT = 20,
VK_OBJECT_TYPE_SAMPLER = 21,
VK_OBJECT_TYPE_DESCRIPTOR_POOL = 22,
VK_OBJECT_TYPE_DESCRIPTOR_SET = 23,
VK_OBJECT_TYPE_FRAMEBUFFER = 24,
VK_OBJECT_TYPE_COMMAND_POOL = 25,
VK_OBJECT_TYPE_SURFACE_KHR = 1000000000,
VK_OBJECT_TYPE_SWAPCHAIN_KHR = 1000001000,
} VkObjectType;
VkObjectType | Vulkan Handle Type |
---|---|
|
Unknown/Undefined Handle |
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If this Specification was generated with any such extensions included, they will be described in the remainder of this chapter.
Appendix A: Vulkan Environment for SPIR-V
Shaders for Vulkan are defined by the Khronos SPIR-V Specification as well as the Khronos SPIR-V Extended Instructions for GLSL Specification. This appendix defines additional SPIR-V requirements applying to Vulkan shaders.
Versions and Formats
A Vulkan 1.0 implementation must support the 1.0 version of SPIR-V and the 1.0 version of the SPIR-V Extended Instructions for GLSL.
A SPIR-V module passed into vkCreateShaderModule is interpreted as a series of 32-bit words in host endianness, with literal strings packed as described in section 2.2 of the SPIR-V Specification. The first few words of the SPIR-V module must be a magic number and a SPIR-V version number, as described in section 2.3 of the SPIR-V Specification.
Capabilities
Implementations must support the following capability operands declared by
OpCapability
:
-
Matrix
-
Shader
-
InputAttachment
-
Sampled1D
-
Image1D
-
SampledBuffer
-
ImageBuffer
-
ImageQuery
-
DerivativeControl
Implementations may support features that are not required by the Specification, as described in the Features chapter. If such a feature is supported, then any capability operand(s) corresponding to that feature must also be supported.
SPIR-V OpCapability | Vulkan feature or extension name |
---|---|
|
|
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The application must not pass a SPIR-V module containing any of the following to vkCreateShaderModule:
-
any OpCapability not listed above,
-
an unsupported capability, or
-
a capability which corresponds to a Vulkan feature or extension which has not been enabled.
Validation Rules within a Module
A SPIR-V module passed to vkCreateShaderModule must conform to the following rules:
-
Every entry point must have no return value and accept no arguments.
-
Recursion: The static function-call graph for an entry point must not contain cycles.
-
The Logical addressing model must be selected.
-
Scope for execution must be limited to:
-
Workgroup
-
Subgroup
-
-
Scope for memory must be limited to:
-
Device
-
Workgroup
-
Invocation
-
-
Storage Class must be limited to:
-
UniformConstant
-
Input
-
Uniform
-
Output
-
Workgroup
-
Private
-
Function
-
PushConstant
-
Image
-
-
Any
OpVariable
with anInitializer
operand must have one of the following as itsStorage
Class
operand:-
Output
-
Private
-
Function
-
-
The
OriginLowerLeft
execution mode must not be used; fragment entry points must declareOriginUpperLeft
. -
The
PixelCenterInteger
execution mode must not be used. Pixels are always centered at half-integer coordinates. -
Images
-
OpTypeImage
must declare a scalar 32-bit float or 32-bit integer type for the “Sampled Type”. (RelaxedPrecision
can be applied to a sampling instruction and to the variable holding the result of a sampling instruction.) -
OpSampledImage
must only consume an “Image” operand whose type has its “Sampled” operand set to 1. -
The (u,v) coordinates used for a
SubpassData
must be the <id> of a constant vector (0,0), or if a layer coordinate is used, must be a vector that was formed with constant 0 for the u and v components. -
The “Depth” operand of
OpTypeImage
is ignored.
-
-
Decorations
-
The
GLSLShared
andGLSLPacked
decorations must not be used. -
The
Flat
,NoPerspective
,Sample
, andCentroid
decorations must not be used on variables with storage class other thanInput
or on variables used in the interface of non-fragment shader entry points. -
The
Patch
decoration must not be used on variables in the interface of a vertex, geometry, or fragment shader stage’s entry point.
-
-
OpTypeRuntimeArray
must only be used for the last member of anOpTypeStruct
that is in theUniform
storage class decorated asBufferBlock
. -
Linkage: See Shader Interfaces for additional linking and validation rules.
-
Compute Shaders
-
For each compute shader entry point, either a
LocalSize
execution mode or an object decorated with theWorkgroupSize
decoration must be specified.
-
-
Atomic instructions must declare a scalar 32-bit integer type for the “Result Type”.
Precision and Operation of SPIR-V Instructions
The following rules apply to both single and double-precision floating point instructions:
-
Positive and negative infinities and positive and negative zeros are generated as dictated by IEEE 754, but subject to the precisions allowed in the following table.
-
Dividing a non-zero by a zero results in the appropriately signed IEEE 754 infinity.
-
Any denormalized value input into a shader or potentially generated by any instruction in a shader may be flushed to 0.
-
The rounding mode cannot be set and is undefined.
-
NaNs may not be generated. Instructions that operate on a NaN may not result in a NaN.
-
Support for signaling NaNs is optional and exceptions are never raised.
The precision of double-precision instructions is at least that of single precision. For single precision (32 bit) instructions, precisions are required to be at least as follows, unless decorated with RelaxedPrecision:
Instruction | Precision |
---|---|
|
Correctly rounded. |
|
Correctly rounded. |
|
Correctly rounded. |
|
Correct result. |
|
Correct result. |
|
Correct result. |
|
Correct result. |
|
Correct result. |
|
2.5 ULP for b in the range [2-126, 2126]. |
conversions between types |
Correctly rounded. |
Instruction | Precision |
---|---|
|
Inherited from |
|
3 + 2 × |x| ULP. |
|
3 ULP outside the range [0.5, 2.0]. Absolute error < 2-21 inside the range [0.5, 2.0]. |
|
Inherited from |
|
Inherited from 1.0 / |
|
2 ULP. |
GLSL.std.450 extended instructions specifically defined in terms of the above instructions inherit the above errors. GLSL.std.450 extended instructions not listed above and not defined in terms of the above have undefined precision. These include, for example, the trigonometric functions and determinant.
For the OpSRem
and OpSMod
instructions, if either operand is
negative the result is undefined.
Note
While the |
Images which are read from or written to by shaders must have SPIR-V image formats compatible with the Vulkan image formats backing the image under the circumstances described for texture image validation. The compatibile formats are:
SPIR-V Image Format | Compatible Vulkan Format |
---|---|
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Appendix B: Compressed Image Formats
The compressed texture formats used by Vulkan are described in the specifically identified sections of the Khronos Data Format Specification, version 1.1.
Unless otherwise described, the quantities encoded in these compressed formats are treated as normalized, unsigned values.
Those formats listed as sRGB-encoded have in-memory representations of R, G and B components which are nonlinearly-encoded as R', G', and B'; any alpha component is unchanged. As part of filtering, the nonlinear R', G', and B' values are converted to linear R, G, and B components; any alpha component is unchanged. The conversion between linear and nonlinear encoding is performed as described in the “KHR_DF_TRANSFER_SRGB” section of the Khronos Data Format Specification.
Block-Compressed Image Formats
VkFormat | Khronos Data Format Specification description |
---|---|
Formats described in the “S3TC Compressed Texture Image Formats” chapter |
|
|
BC1 with no alpha |
|
BC1 with no alpha, sRGB-encoded |
|
BC1 with alpha |
|
BC1 with alpha, sRGB-encoded |
|
BC2 |
|
BC2, sRGB-encoded |
|
BC3 |
|
BC3, sRGB-encoded |
Formats described in the “RGTC Compressed Texture Image Formats” chapter |
|
|
BC4 unsigned |
|
BC4 signed |
|
BC5 unsigned |
|
BC5 signed |
Formats described in the “BPTC Compressed Texture Image Formats” chapter |
|
|
BC6H (unsigned version) |
|
BC6H (signed version) |
|
BC7 |
|
BC7, sRGB-encoded |
ETC Compressed Image Formats
The following formats are described in the “ETC2 Compressed Texture Image Formats” chapter of the Khronos Data Format Specification.
VkFormat | Khronos Data Format Specification description |
---|---|
|
RGB ETC2 |
|
RGB ETC2 with sRGB encoding |
|
RGB ETC2 with punch-through alpha |
|
RGB ETC2 with punch-through alpha and sRGB |
|
RGBA ETC2 |
|
RGBA ETC2 with sRGB encoding |
|
Unsigned R11 EAC |
|
Signed R11 EAC |
|
Unsigned RG11 EAC |
|
Signed RG11 EAC |
ASTC Compressed Image Formats
ASTC formats are described in the “ASTC Compressed Texture Image Formats” chapter of the Khronos Data Format Specification.
VkFormat | Compressed texel block dimensions | sRGB-encoded |
---|---|---|
|
4 × 4 |
No |
|
4 × 4 |
Yes |
|
5 × 4 |
No |
|
5 × 4 |
Yes |
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5 × 5 |
No |
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5 × 5 |
Yes |
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6 × 5 |
No |
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6 × 5 |
Yes |
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6 × 6 |
No |
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6 × 6 |
Yes |
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8 × 5 |
No |
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8 × 5 |
Yes |
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8 × 6 |
No |
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8 × 6 |
Yes |
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8 × 8 |
No |
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8 × 8 |
Yes |
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10 × 5 |
No |
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10 × 5 |
Yes |
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10 × 6 |
No |
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10 × 6 |
Yes |
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10 × 8 |
No |
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10 × 8 |
Yes |
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10 × 10 |
No |
|
10 × 10 |
Yes |
|
12 × 10 |
No |
|
12 × 10 |
Yes |
|
12 × 12 |
No |
|
12 × 12 |
Yes |
Appendix C: Layers & Extensions
Extensions to the Vulkan API can be defined by authors, groups of authors, and the Khronos Vulkan Working Group. In order not to compromise the readability of the Vulkan Specification, the core Specification does not incorporate most extensions. The online Registry of extensions is available at URL
and allows generating versions of the Specification incorporating different extensions.
Most of the content previously in this appendix does not specify use of specific Vulkan extensions and layers, but rather specifies the processes by which extensions and layers are created. As of version 1.0.21 of the Vulkan Specification, this content has been migrated to the Vulkan Documentation and Extensions document. Authors creating extensions and layers must follow the mandatory procedures in that document.
The remainder of this appendix documents a set of extensions chosen when this document was built. Versions of the Specification published in the Registry include:
-
Core API + mandatory extensions required of all Vulkan implementations.
-
Core API + all registered and published Khronos (
KHR
) extensions. -
Core API + all registered and published extensions.
Extensions are grouped as Khronos KHR
, Khronos KHX
, multivendor EXT
,
and then alphabetically by author ID.
Within each group, extensions are listed in alphabetical order by their
name.
Note
The Some vendors may use an alternate author ID ending in |
VK_KHR_sampler_mirror_clamp_to_edge
- Name String
-
VK_KHR_sampler_mirror_clamp_to_edge
- Extension Type
-
Device extension
- Registered Extension Number
-
15
- Revision
-
1
- Extension and Version Dependencies
-
-
Requires Vulkan 1.0
-
- Contact
-
-
Tobias Hector @tobias
-
- Last Modified Date
-
2016-02-16
- Contributors
-
-
Tobias Hector, Imagination Technologies
-
VK_KHR_sampler_mirror_clamp_to_edge extends the set of sampler address
modes to include an additional mode
(VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE
) that effectively uses a
texture map twice as large as the original image in which the additional
half of the new image is a mirror image of the original image.
This new mode relaxes the need to generate images whose opposite edges match by using the original image to generate a matching “mirror image”. This mode allows the texture to be mirrored only once in the negative s, t, and r directions.
New Enum Constants
-
Extending VkSamplerAddressMode:
-
VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE
-
Example
Creating a sampler with the new address mode in each dimension
VkSamplerCreateInfo createInfo =
{
VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO // sType
// Other members set to application-desired values
};
createInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE;
createInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE;
createInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE;
VkSampler sampler;
VkResult result = vkCreateSampler(
device,
&createInfo,
&sampler);
Version History
-
Revision 1, 2016-02-16 (Tobias Hector)
-
Initial draft
-
VK_KHR_surface
- Name String
-
VK_KHR_surface
- Extension Type
-
Instance extension
- Registered Extension Number
-
1
- Revision
-
25
- Extension and Version Dependencies
-
-
Requires Vulkan 1.0
-
- Contact
-
-
James Jones @cubanismo,Ian Elliott ianelliott@google.com
-
- Last Modified Date
-
2016-08-25
- IP Status
-
No known IP claims.
- Contributors
-
-
Patrick Doane, Blizzard
-
Ian Elliott, LunarG
-
Jesse Hall, Google
-
James Jones, NVIDIA
-
David Mao, AMD
-
Norbert Nopper, Freescale
-
Alon Or-bach, Samsung
-
Daniel Rakos, AMD
-
Graham Sellers, AMD
-
Jeff Vigil, Qualcomm
-
Chia-I Wu, LunarG
-
Jason Ekstrand, Intel
-
The VK_KHR_surface extension is an instance extension. It introduces VkSurfaceKHR objects, which abstract native platform surface or window objects for use with Vulkan. It also provides a way to determine whether a queue family in a physical device supports presenting to particular surface.
Separate extensions for each each platform provide the mechanisms for creating VkSurfaceKHR objects, but once created they may be used in this and other platform-independent extensions, in particular the VK_KHR_swapchain extension.
New Object Types
New Enum Constants
-
Extending VkResult:
-
VK_ERROR_SURFACE_LOST_KHR
-
VK_ERROR_NATIVE_WINDOW_IN_USE_KHR
-
New Enums
New Structures
New Functions
Examples
Note
The example code for the VK_KHR_surface and VK_KHR_swapchain extensions was removed from the appendix after revision 1.0.29. This WSI example code was ported to the cube demo that is shipped with the official Khronos SDK, and is being kept up-to-date in that location (see: https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/blob/master/demos/cube.c). |
Issues
1) Should this extension include a method to query whether a physical device supports presenting to a specific window or native surface on a given platform?
RESOLVED: Yes. Without this, applications would need to create a device instance to determine whether a particular window can be presented to. Knowing that a device supports presentation to a platform in general is not sufficient, as a single machine might support multiple seats, or instances of the platform that each use different underlying physical devices. Additionally, on some platforms, such as the X Window System, different drivers and devices might be used for different windows depending on which section of the desktop they exist on.
2) Should the vkGetPhysicalDeviceSurfaceCapabilitiesKHR, vkGetPhysicalDeviceSurfaceFormatsKHR, and vkGetPhysicalDeviceSurfacePresentModesKHR functions from VK_KHR_swapchain be modified to operate on physical devices and moved to this extension to implement the resolution of issue 1?
RESOLVED: No, separate query functions are needed, as the purposes served
are similar but incompatible.
The vkGetPhysicalDeviceSurface*KHR
functions return information that
could potentially depend on an initialized device.
For example, the formats supported for presentation to the surface might
vary depending on which device extensions are enabled.
The query introduced to resolve issue 1 should be used only to query generic
driver or platform properties.
The physical device parameter is intended to serve only as an identifier
rather than a stateful object.
3) Should Vulkan include support Xlib or XCB as the API for accessing the X Window System platform?
RESOLVED: Both. XCB is a more modern and efficient API, but Xlib usage is deeply ingrained in many applications and likely will remain in use for the foreseeable future. Not all drivers necessarily need to support both, but including both as options in the core specification will probably encourage support, which should in turn eases adoption of the Vulkan API in older codebases. Additionally, the performance improvements possible with XCB likely will not have a measurable impact on the performance of Vulkan presentation and other minimal window system interactions defined here.
4) Should the GBM platform be included in the list of platform enums?
RESOLVED: Deferred, and will be addressed with a platform-specific extension to be written in the future.
Version History
-
Revision 1, 2015-05-20 (James Jones)
-
Initial draft, based on LunarG KHR spec, other KHR specs, patches attached to bugs.
-
-
Revision 2, 2015-05-22 (Ian Elliott)
-
Created initial Description section.
-
Removed query for whether a platform requires the use of a queue for presentation, since it was decided that presentation will always be modeled as being part of the queue.
-
Fixed typos and other minor mistakes.
-
-
Revision 3, 2015-05-26 (Ian Elliott)
-
Improved the Description section.
-
-
Revision 4, 2015-05-27 (James Jones)
-
Fixed compilation errors in example code.
-
-
Revision 5, 2015-06-01 (James Jones)
-
Added issues 1 and 2 and made related spec updates.
-
-
Revision 6, 2015-06-01 (James Jones)
-
Merged the platform type mappings table previously removed from VK_KHR_swapchain with the platform description table in this spec.
-
Added issues 3 and 4 documenting choices made when building the initial list of native platforms supported.
-
-
Revision 7, 2015-06-11 (Ian Elliott)
-
Updated table 1 per input from the KHR TSG.
-
Updated issue 4 (GBM) per discussion with Daniel Stone. He will create a platform-specific extension sometime in the future.
-
-
Revision 8, 2015-06-17 (James Jones)
-
Updated enum-extending values using new convention.
-
Fixed the value of VK_SURFACE_PLATFORM_INFO_TYPE_SUPPORTED_KHR.
-
-
Revision 9, 2015-06-17 (James Jones)
-
Rebased on Vulkan API version 126.
-
-
Revision 10, 2015-06-18 (James Jones)
-
Marked issues 2 and 3 resolved.
-
-
Revision 11, 2015-06-23 (Ian Elliott)
-
Examples now show use of function pointers for extension functions.
-
Eliminated extraneous whitespace.
-
-
Revision 12, 2015-07-07 (Daniel Rakos)
-
Added error section describing when each error is expected to be reported.
-
Replaced the term "queue node index" with "queue family index" in the spec as that is the agreed term to be used in the latest version of the core header and spec.
-
Replaced bool32_t with VkBool32.
-
-
Revision 13, 2015-08-06 (Daniel Rakos)
-
Updated spec against latest core API header version.
-
-
Revision 14, 2015-08-20 (Ian Elliott)
-
Renamed this extension and all of its enumerations, types, functions, etc. This makes it compliant with the proposed standard for Vulkan extensions.
-
Switched from "revision" to "version", including use of the VK_MAKE_VERSION macro in the header file.
-
Did miscellaneous cleanup, etc.
-
-
Revision 15, 2015-08-20 (Ian Elliott—porting a 2015-07-29 change from James Jones)
-
Moved the surface transform enums here from VK_WSI_swapchain so they could be re-used by VK_WSI_display.
-
-
Revision 16, 2015-09-01 (James Jones)
-
Restore single-field revision number.
-
-
Revision 17, 2015-09-01 (James Jones)
-
Fix example code compilation errors.
-
-
Revision 18, 2015-09-26 (Jesse Hall)
-
Replaced VkSurfaceDescriptionKHR with the VkSurfaceKHR object, which is created via layered extensions. Added VkDestroySurfaceKHR.
-
-
Revision 19, 2015-09-28 (Jesse Hall)
-
Renamed from VK_EXT_KHR_swapchain to VK_EXT_KHR_surface.
-
-
Revision 20, 2015-09-30 (Jeff Vigil)
-
Add error result VK_ERROR_SURFACE_LOST_KHR.
-
-
Revision 21, 2015-10-15 (Daniel Rakos)
-
Updated the resolution of issue #2 and include the surface capability queries in this extension.
-
Renamed SurfaceProperties to SurfaceCapabilities as it better reflects that the values returned are the capabilities of the surface on a particular device.
-
Other minor cleanup and consistency changes.
-
-
Revision 22, 2015-10-26 (Ian Elliott)
-
Renamed from VK_EXT_KHR_surface to VK_KHR_surface.
-
-
Revision 23, 2015-11-03 (Daniel Rakos)
-
Added allocation callbacks to vkDestroySurfaceKHR.
-
-
Revision 24, 2015-11-10 (Jesse Hall)
-
Removed VkSurfaceTransformKHR. Use VkSurfaceTransformFlagBitsKHR instead.
-
Rename VkSurfaceCapabilitiesKHR member maxImageArraySize to maxImageArrayLayers.
-
-
Revision 25, 2016-01-14 (James Jones)
-
Moved VK_ERROR_NATIVE_WINDOW_IN_USE_KHR from the VK_KHR_android_surface to the VK_KHR_surface extension.
-
-
2016-08-23 (Ian Elliott)
-
Update the example code, to not have so many characters per line, and to split out a new example to show how to obtain function pointers.
-
-
2016-08-25 (Ian Elliott)
-
A note was added at the beginning of the example code, stating that it will be removed from future versions of the appendix.
-
VK_KHR_swapchain
- Name String
-
VK_KHR_swapchain
- Extension Type
-
Device extension
- Registered Extension Number
-
2
- Revision
-
68
- Extension and Version Dependencies
-
-
Requires Vulkan 1.0
-
Requires
VK_KHR_surface
-
- Contact
-
-
James Jones @cubanismo,Ian Elliott ianelliott@google.com
-
- Last Modified Date
-
2016-05-04
- IP Status
-
No known IP claims.
- Contributors
-
-
Patrick Doane, Blizzard
-
Ian Elliott, LunarG
-
Jesse Hall, Google
-
Mathias Heyer, NVIDIA
-
James Jones, NVIDIA
-
David Mao, AMD
-
Norbert Nopper, Freescale
-
Alon Or-bach, Samsung
-
Daniel Rakos, AMD
-
Graham Sellers, AMD
-
Jeff Vigil, Qualcomm
-
Chia-I Wu, LunarG
-
Jason Ekstrand, Intel
-
Matthaeus G. Chajdas, AMD
-
Ray Smith, ARM
-
The VK_KHR_swapchain extension is the device-level companion to the VK_KHR_surface extension. It introduces VkSwapchainKHR objects, which provide the ability to present rendering results to a surface.
New Object Types
New Enum Constants
-
Extending VkStructureType:
-
VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR
-
VK_STRUCTURE_TYPE_PRESENT_INFO_KHR
-
-
Extending VkImageLayout:
-
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
-
-
Extending VkResult:
-
VK_SUBOPTIMAL_KHR
-
VK_ERROR_OUT_OF_DATE_KHR
-
New Enums
None
New Structures
New Functions
Issues
1) Does this extension allow the application to specify the memory backing of the presentable images?
RESOLVED: No. Unlike standard images, the implementation will allocate the memory backing of the presentable image.
2) What operations are allowed on presentable images?
RESOLVED: This is determined by the image usage flags specified when creating the presentable image’s swapchain.
3) Does this extension support MSAA presentable images?
RESOLVED: No. Presentable images are always single-sampled. Multi-sampled rendering must use regular images. To present the rendering results the application must manually resolve the multi- sampled image to a single-sampled presentable image prior to presentation.
4) Does this extension support stereo/multi-view presentable images?
RESOLVED: Yes. The number of views associated with a presentable image is determined by the imageArraySize specified when creating a swapchain. All presentable images in a given swapchain use the same array size.
5) Are the layers of stereo presentable images half-sized?
RESOLVED: No. The image extents always match those requested by the application.
6) Do the “present” and “acquire next image” commands operate on a queue? If not, do they need to include explicit semaphore objects to interlock them with queue operations?
RESOLVED: The present command operates on a queue. The image ownership operation it represents happens in order with other operations on the queue, so no explicit semaphore object is required to synchronize its actions.
Applications may want to acquire the next image in separate threads from those in which they manage their queue, or in multiple threads. To make such usage easier, the acquire next image command takes a semaphore to signal as a method of explicit synchronization. The application must later queue a wait for this semaphore before queuing execution of any commands using the image.
7) Does vkAcquireNextImageKHR block if no images are available?
RESOLVED: The command takes a timeout parameter. Special values for the timeout are 0, which makes the call a non-blocking operation, and UINT64_MAX, which blocks indefinitely. Values in between will block for up to the specified time. The call will return when an image becomes available or an error occurs. It may, but is not required to, return before the specified timeout expires if the swapchain becomes out of date.
8) Can multiple presents be queued using one QueuePresent call?
RESOLVED: Yes. VkPresentInfoKHR contains a list of swapchains and corresponding image indices that will be presented. When supported, all presentations queued with a single vkQueuePresentKHR call will be applied atomically as one operation. The same swapchain must not appear in the list more than once. Later extensions may provide applications stronger guarantees of atomicity for such present operations, and/or allow them to query whether atomic presentation of a particular group of swapchains is possible.
9) How do the presentation and acquire next image functions notify the application the targeted surface has changed?
RESOLVED: Two new result codes are introduced for this purpose:
-
VK_SUBOPTIMAL_KHR
- Presentation will still succeed, subject to the window resize behavior, but the swapchain is no longer configured optimally for the surface it targets. Applications should query updated surface information and recreate their swapchain at the next convenient opportunity. -
VK_ERROR_OUT_OF_DATE_KHR
- Failure. The swapchain is no longer compatible with the surface it targets. The application must query updated surface information and recreate the swapchain before presentation will succeed.
These can be returned by both vkAcquireNextImageKHR and vkQueuePresentKHR.
10) Does the vkAcquireNextImageKHR command return a semaphore to the application via an output parameter, or accept a semaphore to signal from the application as an object handle parameter?
RESOLVED: Accept a semaphore to signal as an object handle. This avoids the need to specify whether the application must destroy the semaphore or whether it is owned by the swapchain, and if the latter, what its lifetime is and whether it can be re-used for other operations once it is received from vkAcquireNextImageKHR.
11) What types of swapchain queuing behavior should be exposed? Options include swap interval specification, mailbox/most recent vs. FIFO queue management, targeting specific vertical blank intervals or absolute times for a given present operation, and probably others. For some of these, whether they are specified at swapchain creation time or as per-present parameters needs to be decided as well.
RESOLVED: The base swapchain extension will expose 3 possible behaviors (of which, FIFO will always be supported):
-
Immediate present: Does not wait for vertical blanking period to update the current image, likely resulting in visible tearing. No internal queue is used. Present requests are applied immediately.
-
Mailbox queue: Waits for the next vertical blanking period to update the current image. No tearing should be observed. An internal single-entry queue is used to hold pending presentation requests. If the queue is full when a new presentation request is received, the new request replaces the existing entry, and any images associated with the prior entry become available for re-use by the application.
-
FIFO queue: Waits for the next vertical blanking period to update the current image. No tearing should be observed. An internal queue containing
numSwapchainImages
- 1 entries is used to hold pending presentation requests. New requests are appended to the end of the queue, and one request is removed from the beginning of the queue and processed during each vertical blanking period in which the queue is non-empty
Not all surfaces will support all of these modes, so the modes supported will be returned using a surface info query. All surfaces must support the FIFO queue mode. Applications must choose one of these modes up front when creating a swapchain. Switching modes can be accomplished by recreating the swapchain.
12) Can VK_PRESENT_MODE_MAILBOX_KHR
provide non-blocking guarantees
for vkAcquireNextImageKHR? If so, what is the proper criteria?
RESOLVED: Yes. The difficulty is not immediately obvious here. Naively, if at least 3 images are requested, mailbox mode should always have an image available for the application if the application does not own any images when the call to vkAcquireNextImageKHR was made. However, some presentation engines may have more than one “current” image, and would still need to block in some cases. The right requirement appears to be that if the application allocates the surface’s minimum number of images + 1 then it is guaranteed non-blocking behavior when it does not currently own any images.
13) Is there a way to create and initialize a new swapchain for a surface
that has generated a VK_SUBOPTIMAL_KHR
return code while still using
the old swapchain?
RESOLVED: Not as part of this specification. This could be useful to allow the application to create an “optimal” replacement swapchain and rebuild all its command buffers using it in a background thread at a low priority while continuing to use the “suboptimal” swapchain in the main thread. It could probably use the same “atomic replace” semantics proposed for recreating direct-to-device swapchains without incurring a mode switch. However, after discussion, it was determined some platforms probably could not support concurrent swapchains for the same surface though, so this will be left out of the base KHR extensions. A future extension could add this for platforms where it is supported.
14) Should there be a special value for
VkSurfaceCapabilitiesKHR::maxImageCount
to indicate there are no
practical limits on the number of images in a swapchain?
RESOLVED: Yes. There where often be cases where there is no practical limit to the number of images in a swapchain other than the amount of available resources (I.e., memory) in the system. Trying to derive a hard limit from things like memory size is prone to failure. It is better in such cases to leave it to applications to figure such soft limits out via trial/failure iterations.
15) Should there be a special value for
VkSurfaceCapabilitiesKHR::currentExtent
to indicate the size of
the platform surface is undefined?
RESOLVED: Yes. On some platforms (Wayland, for example), the surface size is defined by the images presented to it rather than the other way around.
16) Should there be a special value for
VkSurfaceCapabilitiesKHR::maxImageExtent
to indicate there is no
practical limit on the surface size?
RESOLVED: No. It seems unlikely such a system would exist. 0 could be used to indicate the platform places no limits on the extents beyond those imposed by Vulkan for normal images, but this query could just as easily return those same limits, so a special “unlimited” value does not seem useful for this field.
17) How should surface rotation and mirroring be exposed to applications? How do they specify rotation and mirroring transforms applied prior to presentation?
RESOLVED: Applications can query both the supported and current transforms
of a surface.
Both are specified relative to the device’s “natural” display rotation and
direction.
The supported transforms indicates which orientations the presentation
engine accepts images in.
For example, a presentation engine that does not support transforming
surfaces as part of presentation, and which is presenting to a surface that
is displayed with a 90-degree rotation, would return only one supported
transform bit: VK_SURFACE_TRANSFORM_ROT90_BIT_KHR
.
Applications must transform their rendering by the transform they specify
when creating the swapchain in preTransform field.
18) Can surfaces ever not support VK_MIRROR_NONE
? Can they support
vertical and horizontal mirroring simultaneously? Relatedly, should
VK_MIRROR_NONE
[_BIT] be zero, or bit one, and should applications be
allowed to specify multiple pre and current mirror transform bits, or
exactly one?
RESOLVED: Since some platforms may not support presenting with a transform
other than the native window’s current transform, and prerotation/mirroring
are specified relative to the device’s natural rotation and direction,
rather than relative to the surface’s current rotation and direction, it is
necessary to express lack of support for no mirroring.
To allow this, the MIRROR_NONE
enum must occupy a bit in the flags.
Since MIRROR_NONE
must be a bit in the bitmask rather than a bitmask
with no values set, allowing more than one bit to be set in the bitmask
would make it possible to describe undefined transforms such as
VK_MIRROR_NONE_BIT
| VK_MIRROR_HORIZONTAL_BIT
, or a transform
that includes both “no mirroring” and "`horizontal mirroring
simultaneously.
Therefore, it is desirable to allow specifying all supported mirroring
transforms using only one bit.
The question then becomes, should there be a
VK_MIRROR_HORIZONTAL_AND_VERTICAL_BIT
to represent a simultaneous
horizontal and vertical mirror transform? However, such a transform is
equivalent to a 180 degree rotation, so presentation engines and
applications that wish to support or use such a transform can express it
through rotation instead.
Therefore, 3 exclusive bits are sufficient to express all needed mirroring
transforms.
19) Should support for sRGB be required?
RESOLVED: In the advent of UHD and HDR display devices, proper color space information is vital to the display pipeline represented by the swapchain. The app can discover the supported format/color-space pairs and select a pair most suited to its rendering needs. Currently only the sRGB color space is supported, future extensions may provide support for more color spaces. See issues 23 and 24.
20) Is there a mechanism to modify or replace an existing swapchain with one targeting the same surface?
RESOLVED: Yes. This is described above in the text.
21) Should there be a way to set prerotation and mirroring using native APIs when presenting using a Vulkan swapchain?
RESOLVED: Yes. The transforms that can be expressed in this extension are a subset of those possible on native platforms. If a platform exposes a method to specify the transform of presented images for a given surface using native methods and exposes more transforms or other properties for surfaces than Vulkan supports, it might be impossible, difficult, or inconvenient to set some of those properties using Vulkan KHR extensions and some using the native interfaces. To avoid overwriting properties set using native commands when presenting using a Vulkan swapchain, the application can set the pretransform to “inherit”, in which case the current native properties will be used, or if none are available, a platform-specific default will be used. Platforms that do not specify a reasonable default or do not provide native mechanisms to specify such transforms should not include the inherit bits in the supportedTransform bitmask they return in VkSurfaceCapabilitiesKHR.
22) Should the content of presentable images be clipped by objects obscuring their target surface?
RESOLVED: Applications can choose which behavior they prefer. Allowing the content to be clipped could enable more optimal presentation methods on some platforms, but some applications might rely on the content of presentable images to perform techniques such as partial updates or motion blurs.
23) What is the purpose of specifying a VkColorSpaceKHR along with VkFormat when creating a swapchain?
RESOLVED: While Vulkan itself is color space agnostic (e.g. even the
meaning of R, G, B and A can be freely defined by the rendering
application), the swapchain eventually will have to present the images on a
display device with specific color reproduction characteristics.
If any color space transformations are necessary before an image can be
displayed, the color space of the presented image must be known to the
swapchain.
A swapchain will only support a restricted set of color format and -space
pairs.
This set can be discovered via vkGetPhysicalDeviceSurfaceFormatsKHR.
As it can be expected that most display devices support the sRGB color
space, at least one format/color-space pair has to be exposed, where the
color space is VK_COLOR_SPACE_SRGB_NONLINEAR
.
24) How are sRGB formats and the sRGB color space related?
RESOLVED: While Vulkan exposes a number of SRGB texture formats, using
such formats does not guarantee working in a specific color space.
It merely means that the hardware can directly support applying the
non-linear transfer functions defined by the sRGB standard color space when
reading from or writing to images of that these formats.
Still, it is unlikely that a swapchain will expose a _SRGB format along with
any color space other than VK_COLOR_SPACE_SRGB_NONLINEAR
.
On the other hand, non-_SRGB formats will be very likely exposed in pair with a SRGB color space. This means, the hardware will not apply any transfer function when reading from or writing to such images, yet they will still be presented on a device with sRGB display characteristics. In this case the application is responsible for applying the transfer function, for instance by using shader math.
25) How are the lifetime of surfaces and swapchains targeting them related?
RESOLVED: A surface must outlive any swapchains targeting it. A VkSurfaceKHR owns the binding of the native window to the Vulkan driver.
26) How can the client control the way the alpha channel of swap chain images is treated by the presentation engine during compositing?
RESOLVED: We should add new enum values to allow the client to negotiate with the presentation engine on how to treat image alpha values during the compositing process. Since not all platforms can practically control this through the Vulkan driver, a value of INHERIT is provided like for surface transforms.
27) Is vkCreateSwapchainKHR the right function to return
VK_ERROR_NATIVE_WINDOW_IN_USE_KHR
, or should the various
platform-specific VkSurfaceKHR factory functions catch this error
earlier?
RESOLVED: For most platforms, the VkSurfaceKHR structure is a simple container holding the data that identifies a native window or other object representing a surface on a particular platform. For the surface factory functions to return this error, they would likely need to register a reference on the native objects with the native display server some how, and ensure no other such references exist. Surfaces were not intended to be that heavy-weight.
Swapchains are intended to be the objects that directly manipulate native windows and communicate with the native presentation mechanisms. Swapchains will already need to communicate with the native display server to negotiate allocation and/or presentation of presentable images for a native surface. Therefore, it makes more sense for swapchain creation to be the point at which native object exclusivity is enforced. Platforms may choose to enforce further restrictions on the number of VkSurfaceKHR objects that may be created for the same native window if such a requirement makes sense on a particular platform, but a global requirement is only sensible at the swapchain level.
Examples
Note
The example code for the VK_KHR_surface and VK_KHR_swapchain extensions was removed from the appendix after revision 1.0.29. This WSI example code was ported to the cube demo that is shipped with the official Khronos SDK, and is being kept up-to-date in that location (see: https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/blob/master/demos/cube.c). |
Version History
-
Revision 1, 2015-05-20 (James Jones)
-
Initial draft, based on LunarG KHR spec, other KHR specs, patches attached to bugs.
-
-
Revision 2, 2015-05-22 (Ian Elliott)
-
Made many agreed-upon changes from 2015-05-21 KHR TSG meeting. This includes using only a queue for presentation, and having an explicit function to acquire the next image.
-
Fixed typos and other minor mistakes.
-
-
Revision 3, 2015-05-26 (Ian Elliott)
-
Improved the Description section.
-
Added or resolved issues that were found in improving the Description. For example, pSurfaceDescription is used consistently, instead of sometimes using pSurface.
-
-
Revision 4, 2015-05-27 (James Jones)
-
Fixed some grammatical errors and typos
-
Filled in the description of imageUseFlags when creating a swapchain.
-
Added a description of swapInterval.
-
Replaced the paragraph describing the order of operations on a queue for image ownership and presentation.
-
-
Revision 5, 2015-05-27 (James Jones)
-
Imported relevant issues from the (abandoned) vk_wsi_persistent_swapchain_images extension.
-
Added issues 6 and 7, regarding behavior of the acquire next image and present commands with respect to queues.
-
Updated spec language and examples to align with proposed resolutions to issues 6 and 7.
-
-
Revision 6, 2015-05-27 (James Jones)
-
Added issue 8, regarding atomic presentation of multiple swapchains
-
Updated spec language and examples to align with proposed resolution to issue 8.
-
-
Revision 7, 2015-05-27 (James Jones)
-
Fixed compilation errors in example code, and made related spec fixes.
-
-
Revision 8, 2015-05-27 (James Jones)
-
Added issue 9, and the related VK_SUBOPTIMAL_KHR result code.
-
Renamed VK_OUT_OF_DATE_KHR to VK_ERROR_OUT_OF_DATE_KHR.
-
-
Revision 9, 2015-05-27 (James Jones)
-
Added inline proposed resolutions (marked with [JRJ]) to some XXX questions/issues. These should be moved to the issues section in a subsequent update if the proposals are adopted.
-
-
Revision 10, 2015-05-28 (James Jones)
-
Converted vkAcquireNextImageKHR back to a non-queue operation that uses a VkSemaphore object for explicit synchronization.
-
Added issue 10 to determine whether vkAcquireNextImageKHR generates or returns semaphores, or whether it operates on a semaphore provided by the application.
-
-
Revision 11, 2015-05-28 (James Jones)
-
Marked issues 6, 7, and 8 resolved.
-
Renamed VkSurfaceCapabilityPropertiesKHR to VkSurfacePropertiesKHR to better convey the mutable nature of the info it contains.
-
-
Revision 12, 2015-05-28 (James Jones)
-
Added issue 11 with a proposed resolution, and the related issue 12.
-
Updated various sections of the spec to match the proposed resolution to issue 11.
-
-
Revision 13, 2015-06-01 (James Jones)
-
Moved some structures to VK_EXT_KHR_swap_chain to resolve the spec’s issues 1 and 2.
-
-
Revision 14, 2015-06-01 (James Jones)
-
Added code for example 4 demonstrating how an application might make use of the two different present and acquire next image KHR result codes.
-
Added issue 13.
-
-
Revision 15, 2015-06-01 (James Jones)
-
Added issues 14 - 16 and related spec language.
-
Fixed some spelling errors.
-
Added language describing the meaningful return values for vkAcquireNextImageKHR and vkQueuePresentKHR.
-
-
Revision 16, 2015-06-02 (James Jones)
-
Added issues 17 and 18, as well as related spec language.
-
Removed some erroneous text added by mistake in the last update.
-
-
Revision 17, 2015-06-15 (Ian Elliott)
-
Changed special value from "-1" to "0" so that the data types can be unsigned.
-
-
Revision 18, 2015-06-15 (Ian Elliott)
-
Clarified the values of VkSurfacePropertiesKHR::minImageCount and the timeout parameter of the vkAcquireNextImageKHR function.
-
-
Revision 19, 2015-06-17 (James Jones)
-
Misc. cleanup. Removed resolved inline issues and fixed typos.
-
Fixed clarification of VkSurfacePropertiesKHR::minImageCount made in version 18.
-
Added a brief "Image Ownership" definition to the list of terms used in the spec.
-
-
Revision 20, 2015-06-17 (James Jones)
-
Updated enum-extending values using new convention.
-
-
Revision 21, 2015-06-17 (James Jones)
-
Added language describing how to use VK_IMAGE_LAYOUT_PRESENT_SOURCE_KHR.
-
Cleaned up an XXX comment regarding the description of which queues vkQueuePresentKHR can be used on.
-
-
Revision 22, 2015-06-17 (James Jones)
-
Rebased on Vulkan API version 126.
-
-
Revision 23, 2015-06-18 (James Jones)
-
Updated language for issue 12 to read as a proposed resolution.
-
Marked issues 11, 12, 13, 16, and 17 resolved.
-
Temporarily added links to the relevant bugs under the remaining unresolved issues.
-
Added issues 19 and 20 as well as proposed resolutions.
-
-
Revision 24, 2015-06-19 (Ian Elliott)
-
Changed special value for VkSurfacePropertiesKHR::currentExtent back to "-1" from "0". This value will never need to be unsigned, and "0" is actually a legal value.
-
-
Revision 25, 2015-06-23 (Ian Elliott)
-
Examples now show use of function pointers for extension functions.
-
Eliminated extraneous whitespace.
-
-
Revision 26, 2015-06-25 (Ian Elliott)
-
Resolved Issues 9 & 10 per KHR TSG meeting.
-
-
Revision 27, 2015-06-25 (James Jones)
-
Added oldSwapchain member to VkSwapchainCreateInfoKHR.
-
-
Revision 28, 2015-06-25 (James Jones)
-
Added the "inherit" bits to the rotatation and mirroring flags and the associated issue 21.
-
-
Revision 29, 2015-06-25 (James Jones)
-
Added the "clipped" flag to VkSwapchainCreateInfoKHR, and the associated issue 22.
-
Specified that presenting an image does not modify it.
-
-
Revision 30, 2015-06-25 (James Jones)
-
Added language to the spec that clarifies the behavior of vkCreateSwapchainKHR() when the oldSwapchain field of VkSwapchainCreateInfoKHR is not NULL.
-
-
Revision 31, 2015-06-26 (Ian Elliott)
-
Example of new VkSwapchainCreateInfoKHR members, "oldSwapchain" and "clipped".
-
Example of using VkSurfacePropertiesKHR::{min|max}ImageCount to set VkSwapchainCreateInfoKHR::minImageCount.
-
Rename vkGetSurfaceInfoKHR()'s 4th param to "pDataSize", for consistency with other functions.
-
Add macro with C-string name of extension (just to header file).
-
-
Revision 32, 2015-06-26 (James Jones)
-
Minor adjustments to the language describing the behavior of "oldSwapchain"
-
Fixed the version date on my previous two updates.
-
-
Revision 33, 2015-06-26 (Jesse Hall)
-
Add usage flags to VkSwapchainCreateInfoKHR
-
-
Revision 34, 2015-06-26 (Ian Elliott)
-
Rename vkQueuePresentKHR()'s 2nd param to "pPresentInfo", for consistency with other functions.
-
-
Revision 35, 2015-06-26 (Jason Ekstrand)
-
Merged the VkRotationFlagBitsKHR and VkMirrorFlagBitsKHR enums into a single VkSurfaceTransformFlagBitsKHR enum.
-
-
Revision 36, 2015-06-26 (Jason Ekstrand)
-
Added a VkSurfaceTransformKHR enum that is not a bitmask. Each value in VkSurfaceTransformKHR corresponds directly to one of the bits in VkSurfaceTransformFlagBitsKHR so transforming from one to the other is easy. Having a separate enum means that currentTransform and preTransform are now unambiguous by definition.
-
-
Revision 37, 2015-06-29 (Ian Elliott)
-
Corrected one of the signatures of vkAcquireNextImageKHR, which had the last two parameters switched from what it is elsewhere in the specification and header files.
-
-
Revision 38, 2015-06-30 (Ian Elliott)
-
Corrected a typo in description of the vkGetSwapchainInfoKHR() function.
-
Corrected a typo in header file comment for VkPresentInfoKHR::sType.
-
-
Revision 39, 2015-07-07 (Daniel Rakos)
-
Added error section describing when each error is expected to be reported.
-
Replaced bool32_t with VkBool32.
-
-
Revision 40, 2015-07-10 (Ian Elliott)
-
Updated to work with version 138 of the "vulkan.h" header. This includes declaring the VkSwapchainKHR type using the new VK_DEFINE_NONDISP_HANDLE macro, and no longer extending VkObjectType (which was eliminated).
-
-
Revision 41 2015-07-09 (Mathias Heyer)
-
Added color space language.
-
-
Revision 42, 2015-07-10 (Daniel Rakos)
-
Updated query mechanism to reflect the convention changes done in the core spec.
-
Removed "queue" from the name of VK_STRUCTURE_TYPE_QUEUE_PRESENT_INFO_KHR to be consistent with the established naming convention.
-
Removed reference to the no longer existing VkObjectType enum.
-
-
Revision 43, 2015-07-17 (Daniel Rakos)
-
Added support for concurrent sharing of swapchain images across queue families.
-
Updated sample code based on recent changes
-
-
Revision 44, 2015-07-27 (Ian Elliott)
-
Noted that support for VK_PRESENT_MODE_FIFO_KHR is required. That is ICDs may optionally support IMMEDIATE and MAILBOX, but must support FIFO.
-
-
Revision 45, 2015-08-07 (Ian Elliott)
-
Corrected a typo in spec file (type and variable name had wrong case for the imageColorSpace member of the VkSwapchainCreateInfoKHR struct).
-
Corrected a typo in header file (last parameter in PFN_vkGetSurfacePropertiesKHR was missing "KHR" at the end of type: VkSurfacePropertiesKHR).
-
-
Revision 46, 2015-08-20 (Ian Elliott)
-
Renamed this extension and all of its enumerations, types, functions, etc. This makes it compliant with the proposed standard for Vulkan extensions.
-
Switched from "revision" to "version", including use of the VK_MAKE_VERSION macro in the header file.
-
Made improvements to several descriptions.
-
Changed the status of several issues from PROPOSED to RESOLVED, leaving no unresolved issues.
-
Resolved several TODOs, did miscellaneous cleanup, etc.
-
-
Revision 47, 2015-08-20 (Ian Elliott—porting a 2015-07-29 change from James Jones)
-
Moved the surface transform enums to VK_WSI_swapchain so they could be re-used by VK_WSI_display.
-
-
Revision 48, 2015-09-01 (James Jones)
-
Various minor cleanups.
-
-
Revision 49, 2015-09-01 (James Jones)
-
Restore single-field revision number.
-
-
Revision 50, 2015-09-01 (James Jones)
-
Update Example #4 to include code that illustrates how to use the oldSwapchain field.
-
-
Revision 51, 2015-09-01 (James Jones)
-
Fix example code compilation errors.
-
-
Revision 52, 2015-09-08 (Matthaeus G. Chajdas)
-
Corrected a typo.
-
-
Revision 53, 2015-09-10 (Alon Or-bach)
-
Removed underscore from SWAP_CHAIN left in VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR.
-
-
Revision 54, 2015-09-11 (Jesse Hall)
-
Described the execution and memory coherence requirements for image transitions to and from VK_IMAGE_LAYOUT_PRESENT_SOURCE_KHR.
-
-
Revision 55, 2015-09-11 (Ray Smith)
-
Added errors for destroying and binding memory to presentable images
-
-
Revision 56, 2015-09-18 (James Jones)
-
Added fence argument to vkAcquireNextImageKHR
-
Added example of how to meter a CPU thread based on presentation rate.
-
-
Revision 57, 2015-09-26 (Jesse Hall)
-
Replace VkSurfaceDescriptionKHR with VkSurfaceKHR.
-
Added issue 25 with agreed resolution.
-
-
Revision 58, 2015-09-28 (Jesse Hall)
-
Renamed from VK_EXT_KHR_device_swapchain to VK_EXT_KHR_swapchain.
-
-
Revision 59, 2015-09-29 (Ian Elliott)
-
Changed vkDestroySwapchainKHR() to return void.
-
-
Revision 60, 2015-10-01 (Jeff Vigil)
-
Added error result VK_ERROR_SURFACE_LOST_KHR.
-
-
Revision 61, 2015-10-05 (Jason Ekstrand)
-
Added the VkCompositeAlpha enum and corresponding structure fields.
-
-
Revision 62, 2015-10-12 (Daniel Rakos)
-
Added VK_PRESENT_MODE_FIFO_RELAXED_KHR.
-
-
Revision 63, 2015-10-15 (Daniel Rakos)
-
Moved surface capability queries to VK_EXT_KHR_surface.
-
-
Revision 64, 2015-10-26 (Ian Elliott)
-
Renamed from VK_EXT_KHR_swapchain to VK_KHR_swapchain.
-
-
Revision 65, 2015-10-28 (Ian Elliott)
-
Added optional pResult member to VkPresentInfoKHR, so that per-swapchain results can be obtained from vkQueuePresentKHR().
-
-
Revision 66, 2015-11-03 (Daniel Rakos)
-
Added allocation callbacks to create and destroy functions.
-
Updated resource transition language.
-
Updated sample code.
-
-
Revision 67, 2015-11-10 (Jesse Hall)
-
Add reserved flags bitmask to VkSwapchainCreateInfoKHR.
-
Modify naming and member ordering to match API style conventions, and so the VkSwapchainCreateInfoKHR image property members mirror corresponding VkImageCreateInfo members but with an 'image' prefix.
-
Make VkPresentInfoKHR::pResults non-const; it is an output array parameter.
-
Make pPresentInfo parameter to vkQueuePresentKHR const.
-
-
Revision 68, 2016-04-05 (Ian Elliott)
-
Moved the "validity" include for vkAcquireNextImage to be in its proper place, after the prototype and list of parameters.
-
Clarified language about presentable images, including how they are acquired, when applications can and cannot use them, etc. As part of this, removed language about "ownership" of presentable images, and replaced it with more-consistent language about presentable images being "acquired" by the application.
-
-
2016-08-23 (Ian Elliott)
-
Update the example code, to use the final API command names, to not have so many characters per line, and to split out a new example to show how to obtain function pointers. This code is more similar to the LunarG "cube" demo program.
-
-
2016-08-25 (Ian Elliott)
-
A note was added at the beginning of the example code, stating that it will be removed from future versions of the appendix.
-
VK_AMD_negative_viewport_height
- Name String
-
VK_AMD_negative_viewport_height
- Extension Type
-
Device extension
- Registered Extension Number
-
36
- Revision
-
1
- Extension and Version Dependencies
-
-
Requires Vulkan 1.0
-
- Contact
-
-
Matthaeus G. Chajdas @anteru
-
- Last Modified Date
-
2016-09-02
- IP Status
-
No known IP claims.
- Contributors
-
-
Matthaeus G. Chajdas, AMD
-
Graham Sellers, AMD
-
Baldur Karlsson
-
This extension allows an application to specify a negative viewport height. The result is that the viewport transformation will flip along the y-axis.
-
Revision 1, 2016-09-02 (Matthaeus Chajdas)
-
Initial draft
-
VK_MVK_ios_surface
- Name String
-
VK_MVK_ios_surface
- Extension Type
-
Instance extension
- Registered Extension Number
-
123
- Revision
-
2
- Extension and Version Dependencies
-
-
Requires Vulkan 1.0
-
Requires
VK_KHR_surface
-
- Contact
-
-
Bill Hollings @billhollings
-
- Last Modified Date
-
2017-02-24
- IP Status
-
No known IP claims.
- Contributors
-
-
Bill Hollings, The Brenwill Workshop Ltd.
-
The VK_MVK_ios_surface extension is an instance extension.
It provides a mechanism to create a VkSurfaceKHR object (defined by
the VK_KHR_surface extension) that refers to a UIView
, the native
surface type of iOS, which is underpinned by a CAMetalLayer
, to support
rendering to the surface using Apple’s Metal framework.
New Object Types
None.
New Enum Constants
-
Extending VkStructureType:
-
VK_STRUCTURE_TYPE_IOS_SURFACE_CREATE_INFO_MVK
-
New Enums
None.
New Structures
New Functions
Issues
None.
Version History
-
Revision 1, 2017-02-15 (Bill Hollings)
-
Initial draft.
-
-
Revision 2, 2017-02-24 (Bill Hollings)
-
Minor syntax fix to emphasize firm requirement for UIView to be backed by a CAMetalLayer.
-
VK_MVK_macos_surface
- Name String
-
VK_MVK_macos_surface
- Extension Type
-
Instance extension
- Registered Extension Number
-
124
- Revision
-
2
- Extension and Version Dependencies
-
-
Requires Vulkan 1.0
-
Requires
VK_KHR_surface
-
- Contact
-
-
Bill Hollings @billhollings
-
- Last Modified Date
-
2017-02-24
- IP Status
-
No known IP claims.
- Contributors
-
-
Bill Hollings, The Brenwill Workshop Ltd.
-
The VK_MVK_macos_surface extension is an instance extension.
It provides a mechanism to create a VkSurfaceKHR object (defined by
the VK_KHR_surface extension) that refers to an NSView
, the native
surface type of macOS, which is underpinned by a CAMetalLayer
, to
support rendering to the surface using Apple’s Metal framework.
New Object Types
None.
New Enum Constants
-
Extending VkStructureType:
-
VK_STRUCTURE_TYPE_MACOS_SURFACE_CREATE_INFO_MVK
-
New Enums
None.
New Structures
New Functions
Issues
None.
Version History
-
Revision 1, 2017-02-15 (Bill Hollings)
-
Initial draft.
-
-
Revision 2, 2017-02-24 (Bill Hollings)
-
Minor syntax fix to emphasize firm requirement for NSView to be backed by a CAMetalLayer.
-
Appendix D: API Boilerplate
This appendix defines Vulkan API features that are infrastructure required for a complete functional description of Vulkan, but do not logically belong elsewhere in the Specification.
Structure Types
Vulkan structures containing sType
members must have a value of
sType
matching the type of the structure, as described more fully in
Valid Usage for Structure Types.
Structure types supported by the Vulkan API include:
typedef enum VkStructureType {
VK_STRUCTURE_TYPE_APPLICATION_INFO = 0,
VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO = 1,
VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO = 2,
VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO = 3,
VK_STRUCTURE_TYPE_SUBMIT_INFO = 4,
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO = 5,
VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE = 6,
VK_STRUCTURE_TYPE_BIND_SPARSE_INFO = 7,
VK_STRUCTURE_TYPE_FENCE_CREATE_INFO = 8,
VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO = 9,
VK_STRUCTURE_TYPE_EVENT_CREATE_INFO = 10,
VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO = 11,
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO = 12,
VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO = 13,
VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO = 14,
VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO = 15,
VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO = 16,
VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO = 17,
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO = 18,
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO = 19,
VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO = 20,
VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO = 21,
VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO = 22,
VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO = 23,
VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO = 24,
VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO = 25,
VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO = 26,
VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO = 27,
VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO = 28,
VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO = 29,
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO = 30,
VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO = 31,
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO = 32,
VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO = 33,
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO = 34,
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET = 35,
VK_STRUCTURE_TYPE_COPY_DESCRIPTOR_SET = 36,
VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO = 37,
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO = 38,
VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO = 39,
VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO = 40,
VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO = 41,
VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO = 42,
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO = 43,
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER = 44,
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER = 45,
VK_STRUCTURE_TYPE_MEMORY_BARRIER = 46,
VK_STRUCTURE_TYPE_LOADER_INSTANCE_CREATE_INFO = 47,
VK_STRUCTURE_TYPE_LOADER_DEVICE_CREATE_INFO = 48,
VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR = 1000001000,
VK_STRUCTURE_TYPE_PRESENT_INFO_KHR = 1000001001,
VK_STRUCTURE_TYPE_IOS_SURFACE_CREATE_INFO_MVK = 1000122000,
VK_STRUCTURE_TYPE_MACOS_SURFACE_CREATE_INFO_MVK = 1000123000,
} VkStructureType;
Flag Types
Vulkan flag types are all bitmasks aliasing the base type VkFlags
and with corresponding bit flag types defining the valid bits for that flag,
as described in Valid Usage for Flags.
Flag types supported by the Vulkan API include:
typedef VkFlags VkAccessFlags;
typedef VkFlags VkAttachmentDescriptionFlags;
typedef VkFlags VkBufferCreateFlags;
typedef VkFlags VkBufferUsageFlags;
typedef VkFlags VkBufferViewCreateFlags;
typedef VkFlags VkColorComponentFlags;
typedef VkFlags VkCommandBufferResetFlags;
typedef VkFlags VkCommandBufferUsageFlags;
typedef VkFlags VkCommandPoolCreateFlags;
typedef VkFlags VkCommandPoolResetFlags;
typedef VkFlags VkCullModeFlags;
typedef VkFlags VkDependencyFlags;
typedef VkFlags VkDescriptorPoolCreateFlags;
typedef VkFlags VkDescriptorPoolResetFlags;
typedef VkFlags VkDescriptorSetLayoutCreateFlags;
typedef VkFlags VkDeviceCreateFlags;
typedef VkFlags VkDeviceQueueCreateFlags;
typedef VkFlags VkEventCreateFlags;
typedef VkFlags VkFenceCreateFlags;
typedef VkFlags VkFormatFeatureFlags;
typedef VkFlags VkFramebufferCreateFlags;
typedef VkFlags VkImageAspectFlags;
typedef VkFlags VkImageCreateFlags;
typedef VkFlags VkImageUsageFlags;
typedef VkFlags VkImageViewCreateFlags;
typedef VkFlags VkInstanceCreateFlags;
typedef VkFlags VkMemoryHeapFlags;
typedef VkFlags VkMemoryMapFlags;
typedef VkFlags VkMemoryPropertyFlags;
typedef VkFlags VkPipelineCacheCreateFlags;
typedef VkFlags VkPipelineColorBlendStateCreateFlags;
typedef VkFlags VkPipelineCreateFlags;
typedef VkFlags VkPipelineDepthStencilStateCreateFlags;
typedef VkFlags VkPipelineDynamicStateCreateFlags;
typedef VkFlags VkPipelineInputAssemblyStateCreateFlags;
typedef VkFlags VkPipelineLayoutCreateFlags;
typedef VkFlags VkPipelineMultisampleStateCreateFlags;
typedef VkFlags VkPipelineRasterizationStateCreateFlags;
typedef VkFlags VkPipelineShaderStageCreateFlags;
typedef VkFlags VkPipelineStageFlags;
typedef VkFlags VkPipelineTessellationStateCreateFlags;
typedef VkFlags VkPipelineVertexInputStateCreateFlags;
typedef VkFlags VkPipelineViewportStateCreateFlags;
typedef VkFlags VkQueryControlFlags;
typedef VkFlags VkQueryPipelineStatisticFlags;
typedef VkFlags VkQueryPoolCreateFlags;
typedef VkFlags VkQueryResultFlags;
typedef VkFlags VkQueueFlags;
typedef VkFlags VkRenderPassCreateFlags;
typedef VkFlags VkSampleCountFlags;
typedef VkFlags VkSamplerCreateFlags;
typedef VkFlags VkSemaphoreCreateFlags;
typedef VkFlags VkShaderModuleCreateFlags;
typedef VkFlags VkShaderStageFlags;
typedef VkFlags VkSparseImageFormatFlags;
typedef VkFlags VkSparseMemoryBindFlags;
typedef VkFlags VkStencilFaceFlags;
typedef VkFlags VkSubpassDescriptionFlags;
Macro Definitions in vulkan.h
The supplied vulkan.h header defines a small number of C preprocessor macros that are described below.
Vulkan Version Number Macros
API Version Numbers are packed into integers. These macros manipulate version numbers in useful ways.
VK_VERSION_MAJOR
extracts the API major version number from a packed
version number:
#define VK_VERSION_MAJOR(version) ((uint32_t)(version) >> 22)
VK_VERSION_MINOR
extracts the API minor version number from a packed
version number:
#define VK_VERSION_MINOR(version) (((uint32_t)(version) >> 12) & 0x3ff)
VK_VERSION_PATCH
extracts the API patch version number from a packed
version number:
#define VK_VERSION_PATCH(version) ((uint32_t)(version) & 0xfff)
VK_API_VERSION_1_0
returns the API version number for Vulkan 1.0.
The patch version number in this macro will always be zero.
The supported patch version for a physical device can be queried with
vkGetPhysicalDeviceProperties.
// Vulkan 1.0 version number
#define VK_API_VERSION_1_0 VK_MAKE_VERSION(1, 0, 0)// Patch version should always be set to 0
VK_API_VERSION
is now commented out of vulkan.h and cannot be used.
// DEPRECATED: This define has been removed. Specific version defines (e.g. VK_API_VERSION_1_0), or the VK_MAKE_VERSION macro, should be used instead.
//#define VK_API_VERSION VK_MAKE_VERSION(1, 0, 0) // Patch version should always be set to 0
VK_MAKE_VERSION
constructs an API version number.
#define VK_MAKE_VERSION(major, minor, patch) \
(((major) << 22) | ((minor) << 12) | (patch))
-
major
is the major version number. -
minor
is the minor version number. -
patch
is the patch version number.
This macro can be used when constructing the
VkApplicationInfo::apiVersion
parameter passed to
vkCreateInstance.
Vulkan Header File Version Number
VK_HEADER_VERSION
is the version number of the vulkan.h header.
This value is currently kept synchronized with the release number of the
Specification.
However, it is not guaranteed to remain synchronized, since most
Specification updates have no effect on vulkan.h.
// Version of this file
#define VK_HEADER_VERSION 64
Vulkan Handle Macros
VK_DEFINE_HANDLE
defines a dispatchable handle type.
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
-
object
is the name of the resulting C type.
The only dispatchable handle types are those related to device and instance management, such as VkDevice.
VK_DEFINE_NON_DISPATCHABLE_HANDLE
defines a
non-dispatchable handle type.
#if !defined(VK_DEFINE_NON_DISPATCHABLE_HANDLE)
#if defined(__LP64__) || defined(_WIN64) || (defined(__x86_64__) && !defined(__ILP32__) ) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
#endif
#endif
-
object
is the name of the resulting C type.
Most Vulkan handle types, such as VkBuffer, are non-dispatchable.
Note
The vulkan.h header allows the |
VK_NULL_HANDLE
is a reserved value representing a non-valid object
handle.
It may be passed to and returned from Vulkan commands only when
specifically allowed.
#define VK_NULL_HANDLE 0
Platform-Specific Macro Definitions in vk_platform.h
Additional platform-specific macros and interfaces are defined using the included vk_platform.h file. These macros are used to control platform-dependent behavior, and their exact definitions are under the control of specific platforms and Vulkan implementations.
Platform-Specific Calling Conventions
On many platforms the following macros are empty strings, causing platform- and compiler-specific default calling conventions to be used.
VKAPI_ATTR
is a macro placed before the return type in Vulkan API
function declarations.
This macro controls calling conventions for C++11 and GCC/Clang-style
compilers.
VKAPI_CALL
is a macro placed after the return type in Vulkan API
function declarations.
This macro controls calling conventions for MSVC-style compilers.
VKAPI_PTR
is a macro placed between the '(' and '*' in Vulkan API
function pointer declarations.
This macro also controls calling conventions, and typically has the same
definition as VKAPI_ATTR
or VKAPI_CALL
, depending on the
compiler.
With these macros, a Vulkan function declaration takes the form of:
VKAPI_ATTR <return_type> VKAPI_CALL <command_name>(<command_parameters>);
Additionaly, a Vulkan function pointer type declaration takes the form of:
typedef <return_type> (VKAPI_PTR *PFN_<command_name>)(<command_parameters>);
Platform-Specific Header Control
If the VK_NO_STDINT_H macro is defined by the application at compile time,
extended integer types used by vulkan.h, such as uint8_t
, must also
be defined by the application.
Otherwise, vulkan.h will not compile.
If VK_NO_STDINT_H is not defined, the system <stdint.h> is used to
define these types, or there is a fallback path when Microsoft Visual Studio
version 2008 and earlier versions are detected at compile time.
Window System-Specific Header Control
To use a Vulkan extension supporting a platform-specific window system, header files for that window systems must be included at compile time. The Vulkan header files cannot determine whether or not an external header is available at compile time, so applications wishing to use such an extension must #define a macro causing such headers to be included. If this is not done, the corresponding extension interfaces will not be defined and they will be unusable.
The extensions, required compile time symbols to enable them, window systems they correspond to, and external header files that are included when the macro is #defined are shown in the following table.
Extension Name | Required Compile Time Symbol | Window System Name | External Header Files Used |
---|---|---|---|
VK_KHR_android_surface |
VK_USE_PLATFORM_ANDROID_KHR |
Android Native |
<android/native_window.h> |
VK_KHR_mir_surface |
VK_USE_PLATFORM_MIR_KHR |
Mir |
<mir_toolkit/client_types.h> |
VK_KHR_wayland_surface |
VK_USE_PLATFORM_WAYLAND_KHR |
Wayland |
<wayland-client.h> |
VK_KHR_win32_surface |
VK_USE_PLATFORM_WIN32_KHR |
Microsoft Windows |
<windows.h> |
VK_KHR_xcb_surface |
VK_USE_PLATFORM_XCB_KHR |
X Window System Xcb library |
<xcb/xcb.h> |
VK_KHR_xlib_surface |
VK_USE_PLATFORM_XLIB_KHR |
X Window System Xlib library |
<X11/Xlib.h> |
VK_MVK_ios_surface |
VK_USE_PLATFORM_IOS_MVK |
iOS |
None |
VK_MVK_macos_surface |
VK_USE_PLATFORM_MACOS_MVK |
macOS |
None |
Appendix E: Invariance
The Vulkan specification is not pixel exact. It therefore does not guarantee an exact match between images produced by different Vulkan implementations. However, the specification does specify exact matches, in some cases, for images produced by the same implementation. The purpose of this appendix is to identify and provide justification for those cases that require exact matches.
Repeatability
The obvious and most fundamental case is repeated issuance of a series of Vulkan commands. For any given Vulkan and framebuffer state vector, and for any Vulkan command, the resulting Vulkan and framebuffer state must be identical whenever the command is executed on that initial Vulkan and framebuffer state. This repeatability requirement does not apply when using shaders containing side effects (image and buffer variable stores and atomic operations), because these memory operations are not guaranteed to be processed in a defined order.
One purpose of repeatability is avoidance of visual artifacts when a double-buffered scene is redrawn. If rendering is not repeatable, swapping between two buffers rendered with the same command sequence may result in visible changes in the image. Such false motion is distracting to the viewer. Another reason for repeatability is testability.
Repeatability, while important, is a weak requirement. Given only repeatability as a requirement, two scenes rendered with one (small) polygon changed in position might differ at every pixel. Such a difference, while within the law of repeatability, is certainly not within its spirit. Additional invariance rules are desirable to ensure useful operation.
Multi-pass Algorithms
Invariance is necessary for a whole set of useful multi-pass algorithms. Such algorithms render multiple times, each time with a different Vulkan mode vector, to eventually produce a result in the framebuffer. Examples of these algorithms include:
-
“Erasing” a primitive from the framebuffer by redrawing it, either in a different color or using the XOR logical operation.
-
Using stencil operations to compute capping planes.
Invariance Rules
For a given Vulkan device:
Rule 1 For any given Vulkan and framebuffer state vector, and for any given Vulkan command, the resulting Vulkan and framebuffer state must be identical each time the command is executed on that initial Vulkan and framebuffer state.
Rule 2 Changes to the following state values have no side effects (the use of any other state value is not affected by the change):
Required:
-
Color and depth/stencil attachment contents
-
Scissor parameters (other than enable)
-
Write masks (color, depth, stencil)
-
Clear values (color, depth, stencil)
Strongly suggested:
-
Stencil parameters (other than enable)
-
Depth test parameters (other than enable)
-
Blend parameters (other than enable)
-
Logical operation parameters (other than enable)
Corollary 1 Fragment generation is invariant with respect to the state values listed in Rule 2.
Rule 3 The arithmetic of each per-fragment operation is invariant except with respect to parameters that directly control it.
Corollary 2 Images rendered into different color attachments of the same framebuffer, either simultaneously or separately using the same command sequence, are pixel identical.
Rule 4 Identical pipelines will produce the same result when run multiple times with the same input. The wording “Identical pipelines” means VkPipeline objects that have been created with identical SPIR-V binaries and identical state, which are then used by commands executed using the same Vulkan state vector. Invariance is relaxed for shaders with side effects, such as performing stores or atomics.
Rule 5 All fragment shaders that either conditionally or unconditionally
assign FragCoord
.z to FragDepth
are depth-invariant with
respect to each other, for those fragments where the assignment to
FragDepth
actually is done.
If a sequence of Vulkan commands specifies primitives to be rendered with shaders containing side effects (image and buffer variable stores and atomic operations), invariance rules are relaxed. In particular, rule 1, corollary 2, and rule 4 do not apply in the presence of shader side effects.
The following weaker versions of rules 1 and 4 apply to Vulkan commands involving shader side effects:
Rule 6 For any given Vulkan and framebuffer state vector, and for any given Vulkan command, the contents of any framebuffer state not directly or indirectly affected by results of shader image or buffer variable stores or atomic operations must be identical each time the command is executed on that initial Vulkan and framebuffer state.
Rule 7 Identical pipelines will produce the same result when run multiple times with the same input as long as:
-
shader invocations do not use image atomic operations;
-
no framebuffer memory is written to more than once by image stores, unless all such stores write the same value; and
-
no shader invocation, or other operation performed to process the sequence of commands, reads memory written to by an image store.
Note
The OpenGL spec has the following invariance rule: Consider a primitive p' obtained by translating a primitive p through an offset (x, y) in window coordinates, where x and y are integers. As long as neither p' nor p is clipped, it must be the case that each fragment f' produced from p' is identical to a corresponding fragment f from p except that the center of f' is offset by (x, y) from the center of f. This rule does not apply to Vulkan and is an intentional difference from OpenGL. |
When any sequence of Vulkan commands triggers shader invocations that perform image stores or atomic operations, and subsequent Vulkan commands read the memory written by those shader invocations, these operations must be explicitly synchronized.
Tessellation Invariance
When using a pipeline containing tessellation evaluation shaders, the fixed-function tessellation primitive generator consumes the input patch specified by an application and emits a new set of primitives. The following invariance rules are intended to provide repeatability guarantees. Additionally, they are intended to allow an application with a carefully crafted tessellation evaluation shader to ensure that the sets of triangles generated for two adjacent patches have identical vertices along shared patch edges, avoiding “cracks” caused by minor differences in the positions of vertices along shared edges.
Rule 1 When processing two patches with identical outer and inner tessellation levels, the tessellation primitive generator will emit an identical set of point, line, or triangle primitives as long as the pipeline used to process the patch primitives has tessellation evaluation shaders specifying the same tessellation mode, spacing, vertex order, and point mode decorations. Two sets of primitives are considered identical if and only if they contain the same number and type of primitives and the generated tessellation coordinates for the vertex numbered m of the primitive numbered n are identical for all values of m and n.
Rule 2 The set of vertices generated along the outer edge of the subdivided primitive in triangle and quad tessellation, and the tessellation coordinates of each, depends only on the corresponding outer tessellation level and the spacing decorations in the tessellation shaders of the pipeline.
Rule 3 The set of vertices generated when subdividing any outer primitive edge is always symmetric. For triangle tessellation, if the subdivision generates a vertex with tessellation coordinates of the form (0, x, 1-x), (x, 0, 1-x), or (x, 1-x, 0), it will also generate a vertex with coordinates of exactly (0, 1-x, x), (1-x, 0, x), or (1-x, x, 0), respectively. For quad tessellation, if the subdivision generates a vertex with coordinates of (x, 0) or (0, x), it will also generate a vertex with coordinates of exactly (1-x, 0) or (0, 1-x), respectively. For isoline tessellation, if it generates vertices at (0, x) and (1, x) where x is not zero, it will also generate vertices at exactly (0, 1-x) and (1, 1-x), respectively.
Rule 4 The set of vertices generated when subdividing outer edges in triangular and quad tessellation must be independent of the specific edge subdivided, given identical outer tessellation levels and spacing. For example, if vertices at (x, 1 - x, 0) and (1-x, x, 0) are generated when subdividing the w = 0 edge in triangular tessellation, vertices must be generated at (x, 0, 1-x) and (1-x, 0, x) when subdividing an otherwise identical v = 0 edge. For quad tessellation, if vertices at (x, 0) and (1-x, 0) are generated when subdividing the v = 0 edge, vertices must be generated at (0, x) and (0, 1-x) when subdividing an otherwise identical u = 0 edge.
Rule 5 When processing two patches that are identical in all respects enumerated in rule 1 except for vertex order, the set of triangles generated for triangle and quad tessellation must be identical except for vertex and triangle order. For each triangle n1 produced by processing the first patch, there must be a triangle n2 produced when processing the second patch each of whose vertices has the same tessellation coordinates as one of the vertices in n1.
Rule 6 When processing two patches that are identical in all respects enumerated in rule 1 other than matching outer tessellation levels and/or vertex order, the set of interior triangles generated for triangle and quad tessellation must be identical in all respects except for vertex and triangle order. For each interior triangle n1 produced by processing the first patch, there must be a triangle n2 produced when processing the second patch each of whose vertices has the same tessellation coordinates as one of the vertices in n1. A triangle produced by the tessellator is considered an interior triangle if none of its vertices lie on an outer edge of the subdivided primitive.
Rule 7 For quad and triangle tessellation, the set of triangles connecting an inner and outer edge depends only on the inner and outer tessellation levels corresponding to that edge and the spacing decorations.
Rule 8 The value of all defined components of TessCoord
will be in
the range [0, 1].
Additionally, for any defined component x of TessCoord
, the results
of computing 1.0-x in a tessellation evaluation shader will be exact.
If any floating-point values in the range [0, 1] fail to satisfy this
property, such values must not be used as tessellation coordinate
components.
Glossary
The terms defined in this section are used consistently throughout this Specification and may be used with or without capitalization.
- Accessible (Descriptor Binding)
-
A descriptor binding is accessible to a shader stage if that stage is included in the
stageFlags
of the descriptor binding. Descriptors using that binding can only be used by stages in which they are accessible. - Acquire Operation (Resource)
-
An operation that acquires ownership of an image subresource or buffer range.
- Adjacent Vertex
-
A vertex in an adjacency primitive topology that is not part of a given primitive, but is accessible in geometry shaders.
- Aliased Range (Memory)
-
A range of a device memory allocation that is bound to multiple resources simultaneously.
- Allocation Scope
-
An association of a host memory allocation to a parent object or command, where the allocation’s lifetime ends before or at the same time as the parent object is freed or destroyed, or during the parent command.
- API Order
-
A set of ordering rules that govern how primitives in draw commands affect the framebuffer.
- Aspect (Image)
-
An image may contain multiple kinds, or aspects, of data for each pixel, where each aspect is used in a particular way by the pipeline and may be stored differently or separately from other aspects. For example, the color components of an image format make up the color aspect of the image, and may be used as a framebuffer color attachment. Some operations, like depth testing, operate only on specific aspects of an image. Others operations, like image/buffer copies, only operate on one aspect at a time.
- Attachment (Render Pass)
-
A zero-based integer index name used in render pass creation to refer to a framebuffer attachment that is accessed by one or more subpasses. The index also refers to an attachment description which includes information about the properties of the image view that will later be attached.
- Availability Operation
-
An operation that causes the values generated by specified memory write accesses to become available for future access.
- Available
-
A state of values written to memory that allows them to be made visible.
- Back-Facing
-
See Facingness.
- Batch
-
A single structure submitted to a queue as part of a queue submission command, describing a set of queue operations to execute.
- Backwards Compatibility
-
A given version of the API is backwards compatible with an earlier version if an application, relying only on valid behavior and functionality defined by the earlier specification, is able to correctly run against each version without any modification. This assumes no active attempt by that application to not run when it detects a different version.
- Full Compatibility
-
A given version of the API is fully compatible with another version if an application, relying only on valid behavior and functionality defined by either of those specifications, is able to correctly run against each version without any modification. This assumes no active attempt by that application to not run when it detects a different version.
- Binding (Memory)
-
An association established between a range of a resource object and a range of a memory object. These associations determine the memory locations affected by operations performed on elements of a resource object. Memory bindings are established using the vkBindBufferMemory command for non-sparse buffer objects, using the vkBindImageMemory command for non-sparse image objects, and using the vkQueueBindSparse command for sparse resources.
- Blend Constant
-
Four floating point (RGBA) values used as an input to blending.
- Blending
-
Arithmetic operations between a fragment color value and a value in a color attachment that produce a final color value to be written to the attachment.
- Buffer
-
A resource that represents a linear array of data in device memory. Represented by a VkBuffer object.
- Buffer View
-
An object that represents a range of a specific buffer, and state that controls how the contents are interpreted. Represented by a VkBufferView object.
- Built-In Variable
-
A variable decorated in a shader, where the decoration makes the variable take values provided by the execution environment or values that are generated by fixed-function pipeline stages.
- Built-In Interface Block
-
A block defined in a shader that contains only variables decorated with built-in decorations, and is used to match against other shader stages.
- Clip Coordinates
-
The homogeneous coordinate space that vertex positions (
Position
decoration) are written in by vertex processing stages. - Clip Distance
-
A built-in output from vertex processing stages that defines a clip half-space against which the primitive is clipped.
- Clip Volume
-
The intersection of the view volume with all clip half-spaces.
- Color Attachment
-
A subpass attachment point, or image view, that is the target of fragment color outputs and blending.
- Color Renderable Format
-
A VkFormat where
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
is set in theoptimalTilingFeatures
orlinearTilingFeatures
field of VkFormatProperties::optimalTilingFeatures returned by vkGetPhysicalDeviceFormatProperties, depending on the tiling used. - Color Sample Mask
-
A bitfield associated with a fragment, with one bit for each sample in the color attachment(s). Samples are considered to be covered based on the result of the Coverage Reduction stage. Uncovered samples do not write to color attachments.
- Combined Image Sampler
-
A descriptor type that includes both a sampled image and a sampler.
- Command Buffer
-
An object that records commands to be submitted to a queue. Represented by a VkCommandBuffer object.
- Command Pool
-
An object that command buffer memory is allocated from, and that owns that memory. Command pools aid multithreaded performance by enabling different threads to use different allocators, without internal synchronization on each use. Represented by a VkCommandPool object.
- Compatible Allocator
-
When allocators are compatible, allocations from each allocator can be freed by the other allocator.
- Compatible Image Formats
-
When formats are compatible, images created with one of the formats can have image views created from it using any of the compatible formats.
- Compatible Queues
-
Queues within a queue family. Compatible queues have identical properties.
- Component (Format)
-
A distinct part of a format. Depth, stencil, and color channels (e.g. R, G, B, A), are all separate components.
- Compressed Texel Block
-
An element of an image having a block-compressed format, comprising a rectangular block of texel values that are encoded as a single value in memory. Compressed texel blocks of a particular block-compressed format have a corresponding width, height, and depth that define the dimensions of these elements in units of texels, and a size in bytes of the encoding in memory.
- Coverage
-
A bitfield associated with a fragment, where each bit is associated to a rasterization sample. Samples are initially considered to be covered based on the result of rasterization, and then coverage can subsequently be turned on or off by other fragment operations or the fragment shader. Uncovered samples do not write to framebuffer attachments.
- Cull Distance
-
A built-in output from vertex processing stages that defines a cull half-space where the primitive is rejected if all vertices have a negative value for the same cull distance.
- Cull Volume
-
The intersection of the view volume with all cull half-spaces.
- Decoration (SPIR-V)
-
Auxiliary information such as built-in variables, stream numbers, invariance, interpolation type, relaxed precision, etc., added to variables or structure-type members through decorations.
- Depth/Stencil Attachment
-
A subpass attachment point, or image view, that is the target of depth and/or stencil test operations and writes.
- Depth/Stencil Format
-
A VkFormat that includes depth and/or stencil components.
- Depth/Stencil Image (or ImageView)
-
A VkImage (or VkImageView) with a depth/stencil format.
- Derivative Group
-
A set of fragment shader invocations that cooperate to compute derivatives, including implicit derivatives for sampled image operations.
- Descriptor
-
Information about a resource or resource view written into a descriptor set that is used to access the resource or view from a shader.
- Descriptor Binding
-
An entry in a descriptor set layout corresponding to zero or more descriptors of a single descriptor type in a set. Defined by a VkDescriptorSetLayoutBinding structure.
- Descriptor Pool
-
An object that descriptor sets are allocated from, and that owns the storage of those descriptor sets. Descriptor pools aid multithreaded performance by enabling different threads to use different allocators, without internal synchronization on each use. Represented by a VkDescriptorPool object.
- Descriptor Set
-
An object that resource descriptors are written into via the API, and that can be bound to a command buffer such that the descriptors contained within it can be accessed from shaders. Represented by a VkDescriptorSet object.
- Descriptor Set Layout
-
An object that defines the set of resources (types and counts) and their relative arrangement (in the binding namespace) within a descriptor set. Used when allocating descriptor sets and when creating pipeline layouts. Represented by a VkDescriptorSetLayout object.
- Device
-
The processor(s) and execution environment that perform tasks requested by the application via the Vulkan API.
- Device Memory
-
Memory accessible to the device. Represented by a VkDeviceMemory object.
- Device-Level Object
-
Logical device objects and their child objects For example, VkDevice, VkQueue, and VkCommandBuffer objects are device-level objects.
- Device-Local Memory
-
Memory that is connected to the device, and may be more performant for device access than host-local memory.
- Direct Drawing Commands
-
Drawing commands that take all their parameters as direct arguments to the command (and not sourced via structures in buffer memory as the indirect drawing commands). Includes vkCmdDraw, and vkCmdDrawIndexed.
- Dispatchable Handle
-
A handle of a pointer handle type which may be used by layers as part of intercepting API commands. The first argument to each Vulkan command is a dispatchable handle type.
- Dispatching Commands
-
Commands that provoke work using a compute pipeline. Includes vkCmdDispatch and vkCmdDispatchIndirect.
- Drawing Commands
-
Commands that provoke work using a graphics pipeline. Includes vkCmdDraw, vkCmdDrawIndexed, vkCmdDrawIndirect, and vkCmdDrawIndexedIndirect.
- Duration (Command)
-
The duration of a Vulkan command refers to the interval between calling the command and its return to the caller.
- Dynamic Storage Buffer
-
A storage buffer whose offset is specified each time the storage buffer is bound to a command buffer via a descriptor set.
- Dynamic Uniform Buffer
-
A uniform buffer whose offset is specified each time the uniform buffer is bound to a command buffer via a descriptor set.
- Dynamically Uniform
-
See Dynamically Uniform in section 2.2 “Terms” of the Khronos SPIR-V Specification.
- Element Size
-
The size (in bytes) used to store one element of an uncompressed format or the size (in bytes) used to store one block of a block-compressed format.
- Explicitly-Enabled Layer
-
A layer enabled by the application by adding it to the enabled layer list in vkCreateInstance or vkCreateDevice.
- Event
-
A synchronization primitive that is signaled when execution of previous commands complete through a specified set of pipeline stages. Events can be waited on by the device and polled by the host. Represented by a VkEvent object.
- Executable State (Command Buffer)
-
A command buffer that has ended recording commands and can be executed. See also Initial State and Recording State.
- Execution Dependency
-
A dependency that guarantees that certain pipeline stages' work for a first set of commands has completed execution before certain pipeline stages' work for a second set of commands begins execution. This is accomplished via pipeline barriers, subpass dependencies, events, or implicit ordering operations.
- Execution Dependency Chain
-
A sequence of execution dependencies that transitively act as a single execution dependency.
- Extension Scope
-
The set of objects and commands that can be affected by an extension. Extensions are either device scope or instance scope.
- External synchronization
-
A type of synchronization required of the application, where parameters defined to be externally synchronized must not be used simultaneously in multiple threads.
- Facingness (Polygon)
-
A classification of a polygon as either front-facing or back-facing, depending on the orientation (winding order) of its vertices.
- Facingness (Fragment)
-
A fragment is either front-facing or back-facing, depending on the primitive it was generated from. If the primitive was a polygon (regardless of polygon mode), the fragment inherits the facingness of the polygon. All other fragments are front-facing.
- Fence
-
A synchronization primitive that is signaled when a set of batches or sparse binding operations complete execution on a queue. Fences can be waited on by the host. Represented by a VkFence object.
- Flat Shading
-
A property of a vertex attribute that causes the value from a single vertex (the provoking vertex) to be used for all vertices in a primitive, and for interpolation of that attribute to return that single value unaltered.
- Fragment Input Attachment Interface
-
A fragment shader entry point’s variables with
UniformConstant
storage class and a decoration ofInputAttachmentIndex
, which receive values from input attachments. - Fragment Output Interface
-
A fragment shader entry point’s variables with
Output
storage class, which output to color and/or depth/stencil attachments. - Framebuffer
-
A collection of image views and a set of dimensions that, in conjunction with a render pass, define the inputs and outputs used by drawing commands. Represented by a VkFramebuffer object.
- Framebuffer Attachment
-
One of the image views used in a framebuffer.
- Framebuffer Coordinates
-
A coordinate system in which adjacent pixels' coordinates differ by 1 in x and/or y, with (0,0) in the upper left corner and pixel centers at half-integers.
- Framebuffer-Space
-
Operating with respect to framebuffer coordinates.
- Framebuffer-Local
-
A framebuffer-local dependency guarantees that only for a single framebuffer region, the first set of operations happens-before the second set of operations.
- Framebuffer-Global
-
A framebuffer-global dependency guarantees that for all framebuffer regions, the first set of operations happens-before the second set of operations.
- Framebuffer Region
-
A framebuffer region is a set of sample (x, y, layer, sample) coordinates that is a subset of the entire framebuffer.
- Front-Facing
-
See Facingness.
- Global Workgroup
-
A collection of local workgroups dispatched by a single dispatch command.
- Handle
-
An opaque integer or pointer value used to refer to a Vulkan object. Each object type has a unique handle type.
- Happen-after
-
A transitive, irreflexive and antisymmetric ordering relation between operations. An execution dependency with a source of A and a destination of B enforces that B happens-after A. The inverse relation of happens-before.
- Happen-before
-
A transitive, irreflexive and antisymmetric ordering relation between operations. An execution dependency with a source of A and a destination of B enforces that A happens-before B. The inverse relation of happens-after.
- Helper Invocation
-
A fragment shader invocation that is created solely for the purposes of evaluating derivatives for use in non-helper fragment shader invocations, and which does not have side effects.
- Host
-
The processor(s) and execution environment that the application runs on, and that the Vulkan API is exposed on.
- Host Memory
-
Memory not accessible to the device, used to store implementation data structures.
- Host-Accessible Subresource
-
A buffer, or a linear image subresource in either the
VK_IMAGE_LAYOUT_PREINITIALIZED
orVK_IMAGE_LAYOUT_GENERAL
layout. Host-accessible subresources have a well-defined addressing scheme which can be used by the host. - Host-Local Memory
-
Memory that is not local to the device, and may be less performant for device access than device-local memory.
- Host-Visible Memory
-
Device memory that can be mapped on the host and can be read and written by the host.
- Identically Defined Objects
-
Objects of the same type where all arguments to their creation or allocation functions, with the exception of
pAllocator
, are-
Vulkan handles which refer to the same object or
-
identical scalar or enumeration values or
-
CPU pointers which point to an array of values or structures which also satisfy these three constraints.
-
- Image
-
A resource that represents a multi-dimensional formatted interpretation of device memory. Represented by a VkImage object.
- Image Subresource
-
A specific mipmap level and layer of an image.
- Image Subresource Range
-
A set of image subresources that are contiguous mipmap levels and layers.
- Image View
-
An object that represents an image subresource range of a specific image, and state that controls how the contents are interpreted. Represented by a VkImageView object.
- Immutable Sampler
-
A sampler descriptor provided at descriptor set layout creation time, and that is used for that binding in all descriptor sets allocated from the layout, and cannot be changed.
- Implicitly-Enabled Layer
-
A layer enabled by a loader-defined mechanism outside the Vulkan API, rather than explicitly by the application during instance or device creation.
- Index Buffer
-
A buffer bound via vkCmdBindIndexBuffer which is the source of index values used to fetch vertex attributes for a vkCmdDrawIndexed or vkCmdDrawIndexedIndirect command.
- Indexed Drawing Commands
-
Drawing commands which use an index buffer as the source of index values used to fetch vertex attributes for a drawing command. Includes vkCmdDrawIndexed, and vkCmdDrawIndexedIndirect.
- Indirect Commands
-
Drawing or dispatching commands that source some of their parameters from structures in buffer memory. Includes vkCmdDrawIndirect, vkCmdDrawIndexedIndirect, and vkCmdDispatchIndirect.
- Indirect Drawing Commands
-
Drawing commands that source some of their parameters from structures in buffer memory. Includes vkCmdDrawIndirect, and vkCmdDrawIndexedIndirect.
- Initial State (Command Buffer)
-
A command buffer that has not begun recording commands. See also Recorded State and Executable State.
- Input Attachment
-
A descriptor type that represents an image view, and supports unfiltered read-only access in a shader, only at the fragment’s location in the view.
- Instance
-
The top-level Vulkan object, which represents the application’s connection to the implementation. Represented by a VkInstance object.
- Instance-Level Object
-
High-level Vulkan objects, which are not logical devices, nor children of logical devices. For example, VkInstance and VkPhysicalDevice objects are instance-level objects.
- Internal Synchronization
-
A type of synchronization required of the implementation, where parameters not defined to be externally synchronized may require internal mutexing to avoid multithreaded race conditions.
- Invocation (Shader)
-
A single execution of an entry point in a SPIR-V module. For example, a single vertex’s execution of a vertex shader or a single fragment’s execution of a fragment shader.
- Invocation Group
-
A set of shader invocations that are executed in parallel and that must execute the same control flow path in order for control flow to be considered dynamically uniform.
- Linear Resource
-
A resource is linear if it is a VkBuffer, or a VkImage created with
VK_IMAGE_TILING_LINEAR
. A resource is non-linear if it is a VkImage created withVK_IMAGE_TILING_OPTIMAL
. - Local Workgroup
-
A collection of compute shader invocations invoked by a single dispatch command, which share shared memory and can synchronize with each other.
- Logical Device
-
An object that represents the application’s interface to the physical device. The logical device is the parent of most Vulkan objects. Represented by a VkDevice object.
- Logical Operation
-
Bitwise operations between a fragment color value and a value in a color attachment, that produce a final color value to be written to the attachment.
- Lost Device
-
A state that a logical device may be in as a result of hardware errors or other exceptional conditions.
- Mappable
-
See Host-Visible Memory.
- Memory Dependency
-
A memory dependency is an execution dependency which includes availability and visibility operations such that:
-
The first set of operations happens-before the availability operation
-
The availability operation happens-before the visibility operation
-
The visibility operation happens-before the second set of operations
-
- Memory Heap
-
A region of memory from which device memory allocations can be made.
- Memory Type
-
An index used to select a set of memory properties (e.g. mappable, cached) for a device memory allocation.
- Mip Tail Region
-
The set of mipmap levels of a sparse residency texture that are too small to fill a sparse block, and that must all be bound to memory collectively and opaquely.
- Non-Dispatchable Handle
-
A handle of an integer handle type. Handle values may not be unique, even for two objects of the same type.
- Non-Indexed Drawing Commands
-
Drawing commands for which the vertex attributes are sourced in linear order from the vertex input attributes for a drawing command (i.e. they do not use an index buffer). Includes vkCmdDraw, and vkCmdDrawIndirect.
- Normalized
-
A value that is interpreted as being in the range [0,1] as a result of being implicitly divided by some other value.
- Normalized Device Coordinates
-
A coordinate space after perspective division is applied to clip coordinates, and before the viewport transformation converts to framebuffer coordinates.
- Overlapped Range (Aliased Range)
-
The aliased range of a device memory allocation that intersects a given image subresource of an image or range of a buffer.
- Ownership (Resource)
-
If an entity (e.g. a queue family) has ownership of a resource, access to that resource is well-defined for access by that entity.
- Packed Format
-
A format whose components are stored as a single data element in memory, with their relative locations defined within that element.
- Physical Device
-
An object that represents a single device in the system. Represented by a VkPhysicalDevice object.
- Pipeline
-
An object that controls how graphics or compute work is executed on the device. A pipeline includes one or more shaders, as well as state controlling any non-programmable stages of the pipeline. Represented by a VkPipeline object.
- Pipeline Barrier
-
An execution and/or memory dependency recorded as an explicit command in a command buffer, that forms a dependency between the previous and subsequent commands.
- Pipeline Cache
-
An object that can be used to collect and retrieve information from pipelines as they are created, and can be populated with previously retrieved information in order to accelerate pipeline creation. Represented by a VkPipelineCache object.
- Pipeline Layout
-
An object that defines the set of resources (via a collection of descriptor set layouts) and push constants used by pipelines that are created using the layout. Used when creating a pipeline and when binding descriptor sets and setting push constant values. Represented by a VkPipelineLayout object.
- Pipeline Stage
-
A logically independent execution unit that performs some of the operations defined by an action command.
pNext
Chain-
A set of structures chained together through their
pNext
members. - Point Sampling (Rasterization)
-
A rule that determines whether a fragment sample location is covered by a polygon primitive by testing whether the sample location is in the interior of the polygon in framebuffer-space, or on the boundary of the polygon according to the tie-breaking rules.
- Presentable image
-
A
VkImage
object obtained from asname
:VkSwapchainKHR used to present to aVkSurfaceKHR
object. - Preserve Attachment
-
One of a list of attachments in a subpass description that is not read or written by the subpass, but that is read or written on earlier and later subpasses and whose contents must be preserved through this subpass.
- Primary Command Buffer
-
A command buffer that can execute secondary command buffers, and can be submitted directly to a queue.
- Primitive Topology
-
State that controls how vertices are assembled into primitives, e.g. as lists of triangles, strips of lines, etc..
- Provoking Vertex
-
The vertex in a primitive from which flat shaded attribute values are taken. This is generally the “first” vertex in the primitive, and depends on the primitive topology.
- Push Constants
-
A small bank of values writable via the API and accessible in shaders. Push constants allow the application to set values used in shaders without creating buffers or modifying and binding descriptor sets for each update.
- Push Constant Interface
-
The set of variables with
PushConstant
storage class that are statically used by a shader entry point, and which receive values from push constant commands. - Query Pool
-
An object that contains a number of query entries and their associated state and results. Represented by a VkQueryPool object.
- Queue
-
An object that executes command buffers and sparse binding operations on a device. Represented by a VkQueue object.
- Queue Family
-
A set of queues that have common properties and support the same functionality, as advertised in VkQueueFamilyProperties.
- Queue Operation
-
A unit of work to be executed by a specific queue on a device, submitted via a queue submission command. Each queue submission command details the specific queue operations that occur as a result of calling that command. Queue operations typically include work that is specific to each command, and synchronization tasks.
- Queue Submission
-
Zero or more batches and an optional fence to be signaled, passed to a command for execution on a queue. See the Devices and Queues chapter for more information.
- Recording State (Command Buffer)
-
A command buffer that is ready to record commands. See also Initial State and Executable State.
- Release Operation (Resource)
-
An operation that releases ownership of an image subresource or buffer range.
- Render Pass
-
An object that represents a set of framebuffer attachments and phases of rendering using those attachments. Represented by a VkRenderPass object.
- Render Pass Instance
-
A use of a render pass in a command buffer.
- Required Extensions
-
Extensions which must be enabled to use a specific enabled extension (see Extension Dependencies).
- Reset (Command Buffer)
-
Resetting a command buffer discards any previously recorded commands and puts a command buffer in the initial state.
- Residency Code
-
An integer value returned by sparse image instructions, indicating whether any sparse unbound texels were accessed.
- Resolve Attachment
-
A subpass attachment point, or image view, that is the target of a multisample resolve operation from the corresponding color attachment at the end of the subpass.
- Retired Swapchain
-
A swapchain that has been used as the
oldSwapchain
parameter to vkCreateSwapchainKHR. Images cannot be acquired from a retired swapchain, however images that were acquired (but not presented) before the swapchain was retired can be presented. - Sampled Image
-
A descriptor type that represents an image view, and supports filtered (sampled) and unfiltered read-only acccess in a shader.
- Sampler
-
An object that contains state that controls how sampled image data is sampled (or filtered) when accessed in a shader. Also a descriptor type describing the object. Represented by a VkSampler object.
- Secondary Command Buffer
-
A command buffer that can be executed by a primary command buffer, and must not be submitted directly to a queue.
- Self-Dependency
-
A subpass dependency from a subpass to itself, i.e. with
srcSubpass
equal todstSubpass
. A self-dependency is not automatically performed during a render pass instance, rather a subset of it can be performed via vkCmdPipelineBarrier during the subpass. - Semaphore
-
A synchronization primitive that supports signal and wait operations, and can be used to synchronize operations within a queue or across queues. Represented by a VkSemaphore object.
- Shader
-
Instructions selected (via an entry point) from a shader module, which are executed in a shader stage.
- Shader Code
-
A stream of instructions used to describe the operation of a shader.
- Shader Module
-
A collection of shader code, potentially including several functions and entry points, that is used to create shaders in pipelines. Represented by a VkShaderModule object.
- Shader Stage
-
A stage of the graphics or compute pipeline that executes shader code.
- Side Effect
-
A store to memory or atomic operation on memory from a shader invocation.
- Sparse Block
-
An element of a sparse resource that can be independently bound to memory. Sparse blocks of a particular sparse resource have a corresponding size in bytes that they use in the bound memory.
- Sparse Image Block
-
A sparse block in a sparse partially-resident image. In addition to the sparse block size in bytes, sparse image blocks have a corresponding width, height, and depth that define the dimensions of these elements in units of texels or compressed texel blocks, the latter being used in case of sparse images having a block-compressed format.
- Sparse Unbound Texel
-
A texel read from a region of a sparse texture that does not have memory bound to it.
- Static Use
-
An object in a shader is statically used by a shader entry point if any function in the entry point’s call tree contains an instruction using the object. Static use is used to constrain the set of descriptors used by a shader entry point.
- Storage Buffer
-
A descriptor type that represents a buffer, and supports reads, writes, and atomics in a shader.
- Storage Image
-
A descriptor type that represents an image view, and supports unfiltered loads, stores, and atomics in a shader.
- Storage Texel Buffer
-
A descriptor type that represents a buffer view, and supports unfiltered, formatted reads, writes, and atomics in a shader.
- Subpass
-
A phase of rendering within a render pass, that reads and writes a subset of the attachments.
- Subpass Dependency
-
An execution and/or memory dependency between two subpasses described as part of render pass creation, and automatically performed between subpasses in a render pass instance. A subpass dependency limits the overlap of execution of the pair of subpasses, and can provide guarantees of memory coherence between accesses in the subpasses.
- Subpass Description
-
Lists of attachment indices for input attachments, color attachments, depth/stencil attachment, resolve attachments, and preserve attachments used by the subpass in a render pass.
- Subset (Self-Dependency)
-
A subset of a self-dependency is a pipeline barrier performed during the subpass of the self-dependency, and whose stage masks and access masks each contain a subset of the bits set in the identically named mask in the self-dependency.
- Texel Coordinate System
-
One of three coordinate systems (normalized, unnormalized, integer) that define how texel coordinates are interpreted in an image or a specific mipmap level of an image.
- Uniform Texel Buffer
-
A descriptor type that represents a buffer view, and supports unfiltered, formatted, read-only access in a shader.
- Uniform Buffer
-
A descriptor type that represents a buffer, and supports read-only access in a shader.
- Unnormalized
-
A value that is interpreted according to its conventional interpretation, and is not normalized.
- User-Defined Variable Interface
-
A shader entry point’s variables with
Input
orOutput
storage class that are not built-in variables. - Vertex Input Attribute
-
A graphics pipeline resource that produces input values for the vertex shader by reading data from a vertex input binding and converting it to the attribute’s format.
- Vertex Input Binding
-
A graphics pipeline resource that is bound to a buffer and includes state that affects addressing calculations within that buffer.
- Vertex Input Interface
-
A vertex shader entry point’s variables with
Input
storage class, which receive values from vertex input attributes. - Vertex Processing Stages
-
A set of shader stages that comprises the vertex shader, tessellation control shader, tessellation evaluation shader, and geometry shader stages.
- View Volume
-
A subspace in homogeneous coordinates, corresponding to post-projection x and y values between -1 and +1, and z values between 0 and +1.
- Viewport Transformation
-
A transformation from normalized device coordinates to framebuffer coordinates, based on a viewport rectangle and depth range.
- Visibility Operation
-
An operation that causes available values to become visible to specified memory accesses.
- Visible
-
A state of values written to memory that allows them to be accessed by a set of operations.
Common Abbreviations
Abbreviations and acronyms are sometimes used in the Specification and the API where they are considered clear and commonplace, and are defined here:
- Src
-
Source
- Dst
-
Destination
- Min
-
Minimum
- Max
-
Maximum
- Rect
-
Rectangle
- Info
-
Information
- LOD
-
Level of Detail
- ID
-
Identifier
- UUID
-
Universally Unique Identifier
- Op
-
Operation
- R
-
Red color component
- G
-
Green color component
- B
-
Blue color component
- A
-
Alpha color component
Prefixes
Prefixes are used in the API to denote specific semantic meaning of Vulkan names, or as a label to avoid name clashes, and are explained here:
- VK/Vk/vk
-
Vulkan namespace
All types, commands, enumerants and defines in this specification are prefixed with these two characters. - PFN/pfn
-
Function Pointer
Denotes that a type is a function pointer, or that a variable is of a pointer type. - p
-
Pointer
Variable is a pointer. - vkCmd
-
Commands that record commands in command buffers
These API commands do not result in immediate processing on the device. Instead, they record the requested action in a command buffer for execution when the command buffer is submitted to a queue. - s
-
Structure
Used to denote theVK_STRUCTURE_TYPE*
member of each structure insType
Appendix F: Credits
Vulkan 1.0 is the result of contributions from many people and companies participating in the Khronos Vulkan Working Group, as well as input from the Vulkan Advisory Panel.
Members of the Working Group, including the company that they represented at the time of their contributions, are listed below. Some specific contributions made by individuals are listed together with their name.
-
Adam Jackson, Red Hat
-
Adam Śmigielski, Mobica
-
Alex Bourd, Qualcomm Technologies, Inc.
-
Alexander Galazin, ARM
-
Allen Hux, Intel
-
Alon Or-bach, Samsung Electronics (WSI technical sub-group chair)
-
Andrew Cox, Samsung Electronics
-
Andrew Garrard, Samsung Electronics (format wrangler)
-
Andrew Poole, Samsung Electronics
-
Andrew Rafter, Samsung Electronics
-
Andrew Richards, Codeplay Software Ltd.
-
Andrew Woloszyn, Google
-
Antoine Labour, Google
-
Aras Pranckevičius, Unity
-
Ashwin Kolhe, NVIDIA
-
Ben Bowman, Imagination Technologies
-
Benj Lipchak
-
Bill Hollings, The Brenwill Workshop
-
Bill Licea-Kane, Qualcomm Technologies, Inc.
-
Brent E. Insko, Intel
-
Brian Ellis, Qualcomm Technologies, Inc.
-
Cass Everitt, Oculus VR
-
Cemil Azizoglu, Canonical
-
Chad Versace, Intel
-
Chang-Hyo Yu, Samsung Electronics
-
Chia-I Wu, LunarG
-
Chris Frascati, Qualcomm Technologies, Inc.
-
Christophe Riccio, Unity
-
Cody Northrop, LunarG
-
Courtney Goeltzenleuchter, LunarG
-
Damien Leone, NVIDIA
-
Dan Baker, Oxide Games
-
Dan Ginsburg, Valve
-
Daniel Johnston, Intel
-
Daniel Koch, NVIDIA (Shader Interfaces; Features, Limits, and Formats)
-
Daniel Rakos, AMD
-
David Airlie, Red Hat
-
David Neto, Google
-
David Mao, AMD
-
David Yu, Pixar
-
Dominik Witczak, AMD
-
Frank (LingJun) Chen, Qualcomm Technologies, Inc.
-
Fred Liao, Mediatek
-
Gabe Dagani, Freescale
-
Graeme Leese, Broadcom
-
Graham Connor, Imagination Technologies
-
Graham Sellers, AMD
-
Hwanyong Lee, Kyungpook National University
-
Ian Elliott, LunarG
-
Ian Romanick, Intel
-
James Jones, NVIDIA
-
James Hughes, Oculus VR
-
Jan Hermes, Continental Corporation
-
Jan-Harald Fredriksen, ARM
-
Jason Ekstrand, Intel
-
Jeff Bolz, NVIDIA (extensive contributions, exhaustive review and rewrites for technical correctness)
-
Jeff Juliano, NVIDIA
-
Jeff Vigil, Qualcomm Technologies, Inc.
-
Jens Owen, LunarG
-
Jeremy Hayes, LunarG
-
Jesse Barker, Unity
-
Jesse Hall, Google
-
Johannes van Waveren, Oculus VR
-
John Kessenich, Google (SPIR-V and GLSL for Vulkan spec author)
-
John McDonald, Valve
-
Jon Ashburn, LunarG
-
Jon Leech, Independent (XML toolchain, normative language, release wrangler)
-
Jonas Gustavsson, Sony Mobile
-
Jonathan Hamilton, Imagination Technologies
-
Jungwoo Kim, Samsung Electronics
-
Kenneth Benzie, Codeplay Software Ltd.
-
Kerch Holt, NVIDIA (SPIR-V technical sub-group chair)
-
Kristian Kristensen, Intel
-
Krzysztof Iwanicki, Samsung Electronics
-
Larry Seiler, Intel
-
Lutz Latta, Lucasfilm
-
Maria Rovatsou, Codeplay Software Ltd.
-
Mark Callow
-
Mark Lobodzinski, LunarG
-
Mateusz Przybylski, Intel
-
Mathias Heyer, NVIDIA
-
Mathias Schott, NVIDIA
-
Maxim Lukyanov, Samsung Electronics
-
Maurice Ribble, Qualcomm Technologies, Inc.
-
Michael Lentine, Google
-
Michael Worcester, Imagination Technologies
-
Michal Pietrasiuk, Intel
-
Mika Isojarvi, Google
-
Mike Stroyan, LunarG
-
Minyoung Son, Samsung Electronics
-
Mitch Singer, AMD
-
Mythri Venugopal, Samsung Electronics
-
Naveen Leekha, Google
-
Neil Henning, Codeplay Software Ltd.
-
Neil Trevett, NVIDIA
-
Nick Penwarden, Epic Games
-
Niklas Smedberg, Unity
-
Norbert Nopper, Freescale
-
Pat Brown, NVIDIA
-
Patrick Doane, Blizzard Entertainment
-
Peter Lohrmann, Valve
-
Pierre Boudier, NVIDIA
-
Pierre-Loup A. Griffais, Valve
-
Piers Daniell, NVIDIA (dynamic state, copy commands, memory types)
-
Piotr Bialecki, Intel
-
Prabindh Sundareson, Samsung Electronics
-
Pyry Haulos, Google (Vulkan conformance test subcommittee chair)
-
Ray Smith, ARM
-
Rob Stepinski, Transgaming
-
Robert J. Simpson, Qualcomm Technologies, Inc.
-
Rolando Caloca Olivares, Epic Games
-
Roy Ju, Mediatek
-
Rufus Hamede, Imagination Technologies
-
Sean Ellis, ARM
-
Sean Harmer, KDAB
-
Shannon Woods, Google
-
Slawomir Cygan, Intel
-
Slawomir Grajewski, Intel
-
Stefanus Du Toit, Google
-
Steve Hill, Broadcom
-
Steve Viggers, Core Avionics & Industrial Inc.
-
Stuart Smith, Imagination Technologies
-
Tim Foley, Intel
-
Timo Suoranta, AMD
-
Timothy Lottes, AMD
-
Tobias Hector, Imagination Technologies (validity language and toolchain)
-
Tobin Ehlis, LunarG
-
Tom Olson, ARM (working group chair)
-
Tomasz Kubale, Intel
-
Tony Barbour, LunarG
-
Wayne Lister, Imagination Technologies
-
Yanjun Zhang, Vivante
-
Zhenghong Wang, Mediatek
In addition to the Working Group, the Vulkan Advisory Panel members provided important real-world usage information and advice that helped guide design decisions.
Administrative support to the Working Group was provided by members of Gold Standard Group, including Andrew Riegel, Elizabeth Riegel, Glenn Fredericks, Kathleen Mattson and Michelle Clark. Technical support was provided by James Riordon, webmaster of Khronos.org and OpenGL.org.