vulkan-3.8.1: Bindings to the Vulkan graphics API.
Safe HaskellNone
LanguageHaskell2010

Vulkan.Extensions.VK_NV_fragment_shader_barycentric

Description

Name

VK_NV_fragment_shader_barycentric - device extension

VK_NV_fragment_shader_barycentric

Name String
VK_NV_fragment_shader_barycentric
Extension Type
Device extension
Registered Extension Number
204
Revision
1
Extension and Version Dependencies
  • Requires Vulkan 1.0
  • Requires VK_KHR_get_physical_device_properties2
Contact

Other Extension Metadata

Last Modified Date
2018-08-03
IP Status
No known IP claims.
Interactions and External Dependencies
Contributors
  • Pat Brown, NVIDIA
  • Daniel Koch, NVIDIA

Description

This extension adds support for the following SPIR-V extension in Vulkan:

The extension provides access to three additional fragment shader variable decorations in SPIR-V:

  • PerVertexNV, which indicates that a fragment shader input will not have interpolated values, but instead must be accessed with an extra array index that identifies one of the vertices of the primitive producing the fragment
  • BaryCoordNV, which indicates that the variable is a three-component floating-point vector holding barycentric weights for the fragment produced using perspective interpolation
  • BaryCoordNoPerspNV, which indicates that the variable is a three-component floating-point vector holding barycentric weights for the fragment produced using linear interpolation

When using GLSL source-based shader languages, the following variables from GL_NV_fragment_shader_barycentric maps to these SPIR-V built-in decorations:

  • in vec3 gl_BaryCoordNV;BaryCoordNV
  • in vec3 gl_BaryCoordNoPerspNV;BaryCoordNoPerspNV

GLSL variables declared using the __pervertexNV GLSL qualifier are expected to be decorated with PerVertexNV in SPIR-V.

New Structures

New Enum Constants

New Built-In Variables

New SPIR-V Decorations

New SPIR-V Capabilities

Issues

  1. The AMD_shader_explicit_vertex_parameter extension provides similar functionality. Why write a new extension, and how is this extension different?

RESOLVED: For the purposes of Vulkan/SPIR-V, we chose to implement a separate extension due to several functional differences.

First, the hardware supporting this extension can provide a three-component barycentric weight vector for variables decorated with BaryCoordNV, while variables decorated with BaryCoordSmoothAMD provide only two components. In some cases, it may be more efficient to explicitly interpolate an attribute via:

float value = (baryCoordNV.x * v[0].attrib +
               baryCoordNV.y * v[1].attrib +
               baryCoordNV.z * v[2].attrib);

instead of

float value = (baryCoordSmoothAMD.x * (v[0].attrib - v[2].attrib) +
               baryCoordSmoothAMD.y * (v[1].attrib - v[2].attrib) +
               v[2].attrib);

Additionally, the semantics of the decoration BaryCoordPullModelAMD do not appear to map to anything supported by the initial hardware implementation of this extension.

This extension provides a smaller number of decorations than the AMD extension, as we expect that shaders could derive variables decorated with things like BaryCoordNoPerspCentroidAMD with explicit attribute interpolation instructions. One other relevant difference is that explicit per-vertex attribute access using this extension does not require a constant vertex number.

  1. Why do the built-in SPIR-V decorations for this extension include two separate built-ins BaryCoordNV and BaryCoordNoPerspNV when a “no perspective” variable could be decorated with BaryCoordNV and NoPerspective?

RESOLVED: The SPIR-V extension for this feature chose to mirror the behavior of the GLSL extension, which provides two built-in variables. Additionally, it’s not clear that its a good idea (or even legal) to have two variables using the “same attribute”, but with different interpolation modifiers.

Version History

  • Revision 1, 2018-08-03 (Pat Brown)

    • Internal revisions

See Also

PhysicalDeviceFragmentShaderBarycentricFeaturesNV

Document Notes

For more information, see the Vulkan Specification

This page is a generated document. Fixes and changes should be made to the generator scripts, not directly.

Synopsis

Documentation

data PhysicalDeviceFragmentShaderBarycentricFeaturesNV Source #

VkPhysicalDeviceFragmentShaderBarycentricFeaturesNV - Structure describing barycentric support in fragment shaders that can be supported by an implementation

Members

The members of the PhysicalDeviceFragmentShaderBarycentricFeaturesNV structure describe the following features:

Description

See Barycentric Interpolation for more information.

If the PhysicalDeviceFragmentShaderBarycentricFeaturesNV structure is included in the pNext chain of PhysicalDeviceFeatures2, it is filled with values indicating whether the feature is supported. PhysicalDeviceFragmentShaderBarycentricFeaturesNV can also be included in the pNext chain of DeviceCreateInfo to enable features.

Valid Usage (Implicit)

See Also

Bool32, StructureType

Constructors

PhysicalDeviceFragmentShaderBarycentricFeaturesNV 

Fields

  • fragmentShaderBarycentric :: Bool

    fragmentShaderBarycentric indicates that the implementation supports the BaryCoordNV and BaryCoordNoPerspNV SPIR-V fragment shader built-ins and supports the PerVertexNV SPIR-V decoration on fragment shader input variables.

Instances

Instances details
Eq PhysicalDeviceFragmentShaderBarycentricFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_fragment_shader_barycentric

Show PhysicalDeviceFragmentShaderBarycentricFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_fragment_shader_barycentric

Storable PhysicalDeviceFragmentShaderBarycentricFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_fragment_shader_barycentric

FromCStruct PhysicalDeviceFragmentShaderBarycentricFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_fragment_shader_barycentric

ToCStruct PhysicalDeviceFragmentShaderBarycentricFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_fragment_shader_barycentric

Zero PhysicalDeviceFragmentShaderBarycentricFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_fragment_shader_barycentric

type NV_FRAGMENT_SHADER_BARYCENTRIC_EXTENSION_NAME = "VK_NV_fragment_shader_barycentric" Source #