// Copyright 2015-2024 The Khronos Group Inc. // // SPDX-License-Identifier: CC-BY-4.0 [[interfaces]] = Shader Interfaces When a pipeline is created, the set of shaders specified in the corresponding stext:VkPipelineCreateInfo structure are implicitly linked at a number of different interfaces. * <> * <> * <> ifdef::VK_EXT_shader_tile_image[] * <> endif::VK_EXT_shader_tile_image[] * <> ifdef::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] * <> endif::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] * <> ifdef::VK_NV_geometry_shader_passthrough[] * <> endif::VK_NV_geometry_shader_passthrough[] ifdef::VKSC_VERSION_1_0[] In Vulkan SC, the pipeline compilation process occurs <> using the implementation-provided pipeline cache compiler. The set of shaders being used to create a pipeline can: be specified using the pipeline JSON schema. endif::VKSC_VERSION_1_0[] This chapter describes valid uses for a set of SPIR-V decorations. Any other use of one of these decorations is invalid, with the exception that, when using SPIR-V versions 1.4 and earlier: code:Block, code:BufferBlock, code:Offset, code:ArrayStride, and code:MatrixStride can also decorate types and type members used by variables in the code:Private and code:Function storage classes. [NOTE] .Note ==== In this chapter, there are references to SPIR-V terms such as the code:MeshNV execution model. These terms will appear even in a build of the specification which does not support any extensions. This is as intended, since these terms appear in the unified SPIR-V specification without such qualifiers. ==== [[interfaces-iointerfaces]] == Shader Input and Output Interfaces When multiple stages are present in a pipeline, the outputs of one stage form an interface with the inputs of the next stage. When such an interface involves a shader, shader outputs are matched against the inputs of the next stage, and shader inputs are matched against the outputs of the previous stage. All the variables forming the shader input and output _interfaces_ are listed as operands to the code:OpEntryPoint instruction and are declared with the code:Input or code:Output storage classes, respectively, in the SPIR-V module. These generally form the interfaces between consecutive shader stages, regardless of any non-shader stages between the consecutive shader stages. There are two classes of variables that can: be matched between shader stages, built-in variables and user-defined variables. Each class has a different set of matching criteria. code:Output variables of a shader stage have undefined: values until the shader writes to them or uses the code:Initializer operand when declaring the variable. [[interfaces-iointerfaces-builtin]] === Built-in Interface Block Shader <> 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 code:BuiltIn decoration, * form object types as described in the <> section, and * be declared in a block whose top-level members are the built-ins. There must: be no more than one built-in interface block per shader per interface ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[] , except for the mesh output interface where there must: be at most one built-in interface block decorated with the code:PerPrimitiveEXT decoration and at most one built-in interface block without this decoration endif::VK_NV_mesh_shader,VK_EXT_mesh_shader[] . Built-ins must: not have any code:Location or code:Component decorations. [[interfaces-iointerfaces-user]] === User-defined Variable Interface The non-built-in variables listed by code:OpEntryPoint with the code:Input or code:Output storage class form the _user-defined variable interface_. These must: have <> or, recursively, composite types of such types. ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] If an implementation supports <>, components can: have a width of 16 bits. endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] These variables must: be identified with a code:Location decoration and can: also be identified with a code:Component decoration. [[interfaces-iointerfaces-matching]] === Interface Matching An output variable, block, or structure member in a given shader stage has an interface match with an input variable, block, or structure member in a subsequent shader stage if they both adhere to the following conditions: * They have equivalent decorations, other than: ifdef::VK_EXT_transform_feedback[] ** code:XfbBuffer, code:XfbStride, code:Offset, and code:Stream endif::VK_EXT_transform_feedback[] ** one is not decorated with code:Component and the other is declared with a code:Component of `0` ** <> ** code:RelaxedPrecision if one is an input variable and the other an output variable * Their types match as follows: ** if the input is declared in a tessellation control or geometry shader as an code:OpTypeArray with an code:Element code:Type equivalent to the code:OpType* declaration of the output, and neither is a structure member; or ifdef::VK_VERSION_1_3,VK_KHR_maintenance4[] ** if the <> feature is enabled, they are declared as code:OpTypeVector variables, and the output has a code:Component code:Count value higher than that of the input but the same code:Component code:Type; or endif::VK_VERSION_1_3,VK_KHR_maintenance4[] ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[] ** if the output is declared in a mesh shader as an code:OpTypeArray with an code:Element code:Type equivalent to the code:OpType* declaration of the input, and neither is a structure member; or endif::VK_NV_mesh_shader,VK_EXT_mesh_shader[] ifdef::VK_NV_fragment_shader_barycentric,VK_KHR_fragment_shader_barycentric[] ** if the input is decorated with code:PerVertexKHR, and is declared in a fragment shader as an code:OpTypeArray with an code:Element code:Type equivalent to the code:OpType* declaration of the output, and neither the input nor the output is a structure member; or endif::VK_NV_fragment_shader_barycentric,VK_KHR_fragment_shader_barycentric[] ** if in any other case they are declared with an equivalent code:OpType* declaration. * If both are structures and every member has an interface match. [NOTE] .Note ==== The word "`structure`" above refers to both variables that have an code:OpTypeStruct type and interface blocks (which are also declared as code:OpTypeStruct). ==== ifdef::VK_EXT_graphics_pipeline_library[] If the pipeline is compiled as separate graphics pipeline libraries and the <> limit is not supported, matches are not found if the <> differ between the last <> and the fragment shader stage. endif::VK_EXT_graphics_pipeline_library[] All input variables and blocks must: have an interface match in the preceding shader stage, except for built-in variables in fragment shaders. Shaders can: declare and write to output variables that are not declared or read by the subsequent stage. ifdef::VK_NV_geometry_shader_passthrough[] Matching rules for _passthrough geometry shaders_ are slightly different and are described in the <> section. endif::VK_NV_geometry_shader_passthrough[] The value of an input variable is undefined: if the preceding stage does not write to a matching output variable, as described above. [[interfaces-iointerfaces-locations]] === Location Assignment This section describes code:Location assignments for user-defined variables and how many code:Location slots are consumed by a given user-variable type. <>, some inputs and outputs have an additional level of arrayness relative to other shader inputs and outputs. This outer array level is removed from the type before considering how many code:Location slots the type consumes. The code:Location value specifies an interface slot comprised of a 32-bit four-component vector conveyed between stages. The code:Component specifies <> within these vector code:Location slots. Only types with widths of ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] 16, endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] 32 or 64 are supported in shader interfaces. Inputs and outputs of the following types consume a single interface code:Location: ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] * 16-bit scalar and vector types, and endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] * 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 code:Location slots. If a declared input or output is an array of size _n_ and each element takes _m_ code:Location slots, it will be assigned _m_ {times} _n_ consecutive code:Location slots starting with the specified code:Location. If the declared input or output is an _n_ {times} _m_ ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] 16-, endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] 32- or 64-bit matrix, it will be assigned multiple code:Location slots starting with the specified code:Location. The number of code:Location slots assigned for each matrix will be the same as for an _n_-element array of _m_-component vectors. An code:OpVariable with a structure type that is not a block must: be decorated with a code:Location. When an code:OpVariable with a structure type (either block or non-block) is decorated with a code:Location, the members in the structure type must: not be decorated with a code:Location. The code:OpVariable's members are assigned consecutive code:Location slots in declaration order, starting from the first member, which is assigned the code:Location decoration from the code:OpVariable. When a block-type code:OpVariable is declared without a code:Location decoration, each member in its structure type must: be decorated with a code:Location. Types nested deeper than the top-level members must: not have code:Location decorations. The code:Location slots consumed by block and structure members are determined by applying the rules above in a depth-first traversal of the instantiated members as though the structure or block member were declared as an input or output variable of the same type. Any two inputs listed as operands on the same code:OpEntryPoint must: not be assigned the same code:Location slot and code:Component word, either explicitly or implicitly. Any two outputs listed as operands on the same code:OpEntryPoint must: not be assigned the same code:Location slot and code:Component word, either explicitly or implicitly. The number of input and output code:Location slots available for a shader input or output interface is limited, and dependent on the shader stage as described in <>. All variables in both the <> and the <> count against these limits. Each effective code:Location must: have a value less than the number of code:Location slots available for the given interface, as specified in the "`Locations Available`" column in <>. [[interfaces-iointerfaces-limits]] .Shader Input and Output Locations [width="90%",cols="<6,<13",options="header"] |==== | Shader Interface | Locations Available | vertex input | pname:maxVertexInputAttributes | vertex output | pname:maxVertexOutputComponents / 4 | tessellation control input | pname:maxTessellationControlPerVertexInputComponents / 4 | tessellation control output | pname:maxTessellationControlPerVertexOutputComponents / 4 | tessellation evaluation input | pname:maxTessellationEvaluationInputComponents / 4 | tessellation evaluation output| pname:maxTessellationEvaluationOutputComponents / 4 | geometry input | pname:maxGeometryInputComponents / 4 | geometry output | pname:maxGeometryOutputComponents / 4 | fragment input | pname:maxFragmentInputComponents / 4 | fragment output | pname:maxFragmentOutputAttachments ifdef::VK_EXT_mesh_shader[] | mesh output | pname:maxMeshOutputComponents / 4 endif::VK_EXT_mesh_shader[] ifndef::VK_EXT_mesh_shader[] ifdef::VK_NV_mesh_shader[] // we forgot to add maxMeshOutputComponents | mesh output | pname:maxFragmentInputComponents / 4 endif::VK_NV_mesh_shader[] endif::VK_EXT_mesh_shader[] ifdef::VK_HUAWEI_cluster_culling_shader[] | cluster culling output | pname:maxOutputClusterCount endif::VK_HUAWEI_cluster_culling_shader[] |==== [[interfaces-iointerfaces-components]] === Component Assignment The code:Component decoration allows the code:Location to be more finely specified for scalars and vectors, down to the individual code:Component word within a code:Location slot that are consumed. The code:Component word within a code:Location are 0, 1, 2, and 3. A variable or block member starting at code:Component N will consume code:Component words N, N+1, N+2, ... up through its size. ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] For 16-, and 32-bit types, endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] ifndef::VK_VERSION_1_1,VK_KHR_16bit_storage[] For single precision types, endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] it is invalid if this sequence of code:Component words gets larger than 3. A scalar 64-bit type will consume two of these code:Component words in sequence, and a two-component 64-bit vector type will consume all four code:Component words available within a code:Location. A three- or four-component 64-bit vector type must: not specify a non-zero code:Component decoration. A three-component 64-bit vector type will consume all four code:Component words of the first code:Location and code:Component 0 and 1 of the second code:Location. This leaves code:Component 2 and 3 available for other component-qualified declarations. A scalar or two-component 64-bit data type must: not specify a code:Component decoration of 1 or 3. A code:Component decoration must: not be specified for any type that is not a scalar or vector. A four-component 64-bit data type will consume all four code:Component words of the first code:Location and all four code:Component words of the second code:Location. [[interfaces-vertexinput]] == 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 code:Location and code:Component decorations to the vertex input attributes specified in the pname:pVertexInputState member of the slink:VkGraphicsPipelineCreateInfo structure. The vertex shader input variables listed by code:OpEntryPoint with the code:Input storage class form the _vertex input interface_. These variables must: be identified with a code:Location decoration and can: also be identified with a code:Component decoration. For the purposes of interface matching: variables declared without a code:Component decoration are considered to have a code:Component decoration of zero. The number of available vertex input code:Location slots is given by the pname:maxVertexInputAttributes member of the sname:VkPhysicalDeviceLimits structure. See <> for details. All vertex shader inputs declared as above must: have a corresponding attribute and binding in the pipeline. [[interfaces-fragmentoutput]] == Fragment Output Interface When the fragment stage is present in a pipeline, the fragment shader outputs form an interface with the output attachments defined by a <>. The fragment shader output variables are matched by the code:Location and code:Component decorations to specified color attachments. The fragment shader output variables listed by code:OpEntryPoint with the code:Output storage class form the _fragment output interface_. These variables must: be identified with a code:Location decoration. They can: also be identified with a code:Component decoration and/or an code:Index decoration. For the purposes of interface matching: variables declared without a code:Component decoration are considered to have a code:Component decoration of zero, and variables declared without an code:Index decoration are considered to have an code:Index decoration of zero. A fragment shader output variable identified with a code:Location decoration of _i_ is associated with ifdef::VK_VERSION_1_3,VK_KHR_dynamic_rendering[] the color attachment indicated by slink:VkRenderingInfo::pname:pColorAttachments[_i_]. When using render pass objects, it is associated with endif::VK_VERSION_1_3,VK_KHR_dynamic_rendering[] the color attachment indicated by slink:VkSubpassDescription::pname:pColorAttachments[_i_]. Values are written to those attachments after passing through the blending unit as described in <>, if enabled. Locations are consumed as described in <>. The number of available fragment output code:Location slots is given by the pname:maxFragmentOutputAttachments member of the sname:VkPhysicalDeviceLimits structure. When an active fragment shader invocation finishes, the values of all fragment shader outputs are copied out and used as blend inputs or color attachments writes. If the invocation does not set a value for them, the input values to those blending or color attachment writes are undefined:. Components of the output variables are assigned as described in <>. Output code:Component words identified as 0, 1, 2, and 3 will be directed to the R, G, B, and A inputs to the blending unit, respectively, or to the output attachment if blending is disabled. If two variables are placed within the same code:Location, they must: have the same underlying type (floating-point or integer). code:Component words which do not correspond to any fragment shader output will also result in undefined: values for blending or color attachment writes. Fragment outputs identified with an code:Index of zero are directed to the first input of the blending unit associated with the corresponding code:Location. Outputs identified with an code:Index of one are directed to the second input of the corresponding blending unit. There must: be no output variable which has the same code:Location, code:Component, and code:Index as any other, either explicitly declared or implied. Output values written by a fragment shader must: be declared with either code:OpTypeFloat or code:OpTypeInt, and a code:Width of 32. ifdef::VK_VERSION_1_1,VK_KHR_16bit_storage[] If pname:storageInputOutput16 is supported, output values written by a fragment shader can: be also declared with either code:OpTypeFloat or code:OpTypeInt and a code:Width of 16. endif::VK_VERSION_1_1,VK_KHR_16bit_storage[] 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 <>; If the color attachment has an integer format, color values are assumed to be integers and converted to the bit-depth of the target. Any value that cannot be represented in the attachment's format is undefined:. For any other attachment format no conversion is performed. If the type of the values written by the fragment shader do not match the format of the corresponding color attachment, the resulting values are undefined: for those components. ifdef::VK_EXT_legacy_dithering[] [[interfaces-legacy-dithering]] == Legacy Dithering The application can: enable dithering to be applied to the color output of a subpass, by using the ename:VK_SUBPASS_DESCRIPTION_ENABLE_LEGACY_DITHERING_BIT_EXT ifndef::VK_VERSION_1_3,VK_KHR_dynamic_rendering[] flag. endif::VK_VERSION_1_3,VK_KHR_dynamic_rendering[] ifdef::VK_VERSION_1_3,VK_KHR_dynamic_rendering[] or the ename:VK_RENDERING_ENABLE_LEGACY_DITHERING_BIT_EXT flags. endif::VK_VERSION_1_3,VK_KHR_dynamic_rendering[] When dithering is enabled, the implementation may: modify the output color value [eq]#c# by one ULP. This modification must: only depend on the framebuffer coordinates [eq]#(x~f~,y~f~)# of the sample, as well as on the value of [eq]#c#. The exact details of the dithering algorithm are unspecified, including the algorithm itself, the formats dithering is applied to, and the stage in which it is applied. [NOTE] .Note ==== This extension is intended only for use by OpenGL emulation layers, and as such the dithering algorithm applied to the subpass should: be equivalent to the vendor's OpenGL implementation, if any. ==== endif::VK_EXT_legacy_dithering[] ifdef::VK_EXT_shader_tile_image[] [[interfaces-fragmenttileimage]] == Fragment Tile Image Interface When a fragment stage is present in a pipeline, the fragment shader tile image variables decorated with code:Location form an interface with the color attachments defined by the render pass instance. The fragment shader tile image variables are matched by code:Location decorations to the color attachments specified in the pname:pColorAttachments array of the slink:VkRenderingInfoKHR structure describing the render pass instance the fragment shader is executed in. The fragment shader variables listed by code:OpEntryPoint with the code:TileImageEXT storage class and a decoration of code:Location form the _fragment tile image interface_. These variables must: be declared with a type of code:OpTypeImage, and a code:Dim operand of code:TileImageDataEXT. The code:Component decoration is not supported for these variables. Reading from a tile image variable with a code:Location decoration of _i_ reads from the color attachment identified by the element of slink:VkRenderingInfoKHR::pname:pColorAttachments with a pname:location equal to _i_. If the tile image variable is declared as an array of size N, it consumes N consecutive tile image locations, starting with the index specified. There must: not be more than one tile image variable with the same code:Location whether explicitly declared or implied by an array declaration. The number of available tile image locations is the same as the number of available fragment output locations as given by the pname:maxFragmentOutputAttachments member of the sname:VkPhysicalDeviceLimits structure. The basic data type (floating-point, integer, unsigned integer) of the tile image variable must: match the basic format of the corresponding color attachment, or the values read from the tile image variables are undefined:. endif::VK_EXT_shader_tile_image[] [[interfaces-inputattachment]] == 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 code:InputAttachmentIndex decorations to the input attachments specified in the pname:pInputAttachments array of the slink:VkSubpassDescription structure describing the subpass that the fragment shader is executed in. The fragment shader subpass input variables with the code:UniformConstant storage class and a decoration of code:InputAttachmentIndex that are statically used by code:OpEntryPoint form the _fragment input attachment interface_. These variables must: be declared with a type of code:OpTypeImage, a code:Dim operand of code:SubpassData, an code:Arrayed operand of 0, and a code:Sampled operand of 2. The code:MS operand of the code:OpTypeImage must: be 0 if the pname:samples field of the corresponding slink:VkAttachmentDescription is ename:VK_SAMPLE_COUNT_1_BIT and ifdef::VK_EXT_multisampled_render_to_single_sampled[] <> is not enabled, and endif::VK_EXT_multisampled_render_to_single_sampled[] 1 otherwise. A subpass input variable identified with an code:InputAttachmentIndex decoration of _i_ reads from the input attachment indicated by pname:pInputAttachments[_i_] member of sname: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 code:InputAttachmentIndex whether explicitly declared or implied by an array declaration per image aspect. A multi-aspect image (e.g. a depth/stencil format) can: use the same input variable. The number of available input attachment indices is given by the pname:maxPerStageDescriptorInputAttachments member of the sname:VkPhysicalDeviceLimits structure. Variables identified with the code:InputAttachmentIndex must: only be used by a fragment stage. The <> of the subpass input must: match the format of the corresponding input attachment, or the values of subpass loads from these variables are undefined:. If the framebuffer attachment contains both depth and stencil aspects, the numeric format of the subpass input determines if depth or stencil aspect is accessed by the shader. See <> for more details. [[compatibility-inputattachment]] === Fragment Input Attachment Compatibility An input attachment that is statically accessed by a fragment shader must: be backed by a descriptor that is equivalent to the slink:VkImageView in the slink:VkFramebuffer, except for pname:subresourceRange.aspectMask. The pname:aspectMask must: be equal to the aspect accessed by the shader. ifdef::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-raypipeline]] == Ray Tracing Pipeline Interface Ray tracing pipelines may: have more stages than other pipelines with multiple instances of each stage and more dynamic interactions between the stages, but still have interface structures that obey the same general rules as interfaces between shader stages in other pipelines. The three types of inter-stage interface variables for ray tracing pipelines are: * Ray payloads containing data tracked for the entire lifetime of the ray. * Hit attributes containing data about a specific hit for the duration of its processing. * Callable data for passing data into and out of a callable shader. Ray payloads and callable data are used in explicit shader call instructions, so they have an incoming variant to distinguish the parameter passed to the invocation from any other payloads or data being used by subsequent shader call instructions. An interface structure used between stages must: match between the stages using it. Specifically: * The hit attribute structure read in an any-hit or closest hit shader must: be the same structure as the hit attribute structure written in the corresponding intersection shader in the same hit group. * The incoming callable data for a callable shader must: be the same structure as the callable data referenced by the execute callable instruction in the calling shader. * The ray payload for a shader invoked by a ray tracing command must: be the same structure for all shader stages using the payload for that ray. Any shader with an incoming ray payload, incoming callable data, or hit attribute must: only declare one variable of that type. .Ray Pipeline Shader Interface [width="90%",options="header"] |==== | Shader Stage | Ray Payload | Incoming Ray Payload | Hit Attribute | Callable Data | Incoming Callable Data | Ray Generation | r/w | | | r/w | | Intersection | | | r/w | | | Any-Hit | | r/w | r | | | Closest Hit | r/w | r/w | r | r/w | | Miss | r/w | r/w | | r/w | | Callable | | | | r/w | r/w |==== endif::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-resources]] == Shader Resource Interface When a shader stage accesses buffer or image resources, as described in the <> section, the shader resource variables must: be matched with the <> that is provided at pipeline creation time. The set of shader variables that form the _shader resource interface_ for a stage are the variables statically used by that stage's code:OpEntryPoint with a storage class of code:Uniform, code:UniformConstant, ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] code:StorageBuffer, endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] or code:PushConstant. For the fragment shader, this includes the <>. The shader resource interface consists of two sub-interfaces: the push constant interface and the descriptor set interface. [[interfaces-resources-pushconst]] === Push Constant Interface The shader variables defined with a storage class of code:PushConstant that are statically used by the shader entry points for the pipeline define the _push constant interface_. They must: be: * typed as code:OpTypeStruct, * identified with a code:Block decoration, and * laid out explicitly using the code:Offset, code:ArrayStride, and code:MatrixStride decorations as specified in <>. There must: be no more than one push constant block statically used per shader entry point. Each statically used member of a push constant block must: be placed at an code:Offset such that the entire member is entirely contained within the slink:VkPushConstantRange for each code:OpEntryPoint that uses it, and the pname:stageFlags for that range must: specify the appropriate elink:VkShaderStageFlagBits for that stage. The code:Offset decoration for any member of a push constant block must: not cause the space required for that member to extend outside the range [eq]#[0, pname:maxPushConstantsSize)#. Any member of a push constant block that is declared as an array must: only be accessed with _dynamically uniform_ indices. [[interfaces-resources-descset]] === Descriptor Set Interface The _descriptor set interface_ is comprised of the shader variables with the storage class of ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] code:StorageBuffer, endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] code:Uniform or code:UniformConstant (including the variables in the <>) that are statically used by the shader entry points for the pipeline. These variables must: have code:DescriptorSet and code:Binding decorations specified, which are assigned and matched with the sname:VkDescriptorSetLayout objects in the pipeline layout as described in <>. The code:Image code:Format of an code:OpTypeImage declaration must: not be *Unknown*, for variables which are used for code:OpImageRead, code:OpImageSparseRead, or code:OpImageWrite operations, except under the following conditions: * For code:OpImageWrite, if the image format is listed in the <> list and if the pname:shaderStorageImageWriteWithoutFormat feature is enabled and the shader module declares the code:StorageImageWriteWithoutFormat capability. ifdef::VK_VERSION_1_3,VK_KHR_format_feature_flags2[] * For code:OpImageWrite, if the image format supports ename:VK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT and the shader module declares the code:StorageImageWriteWithoutFormat capability. endif::VK_VERSION_1_3,VK_KHR_format_feature_flags2[] * For code:OpImageRead or code:OpImageSparseRead, if the image format is listed in the <> list and if the pname:shaderStorageImageReadWithoutFormat feature is enabled and the shader module declares the code:StorageImageReadWithoutFormat capability. ifdef::VK_VERSION_1_3,VK_KHR_format_feature_flags2[] * For code:OpImageRead or code:OpImageSparseRead, if the image format supports ename:VK_FORMAT_FEATURE_2_STORAGE_READ_WITHOUT_FORMAT_BIT and the shader module declares the code:StorageImageReadWithoutFormat capability. endif::VK_VERSION_1_3,VK_KHR_format_feature_flags2[] * For code:OpImageRead, if code:Dim is code:SubpassData (indicating a read from an input attachment). The code:Image code:Format of an code:OpTypeImage declaration must: not be *Unknown*, for variables which are used for code:OpAtomic* operations. Variables identified with the code:Uniform storage class are used to access transparent buffer backed resources. Such variables must: be: * typed as code:OpTypeStruct, or an array of this type, * identified with a code:Block or code:BufferBlock decoration, and * laid out explicitly using the code:Offset, code:ArrayStride, and code:MatrixStride decorations as specified in <>. ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] Variables identified with the code:StorageBuffer storage class are used to access transparent buffer backed resources. Such variables must: be: * typed as code:OpTypeStruct, or an array of this type, * identified with a code:Block decoration, and * laid out explicitly using the code:Offset, code:ArrayStride, and code:MatrixStride decorations as specified in <>. endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifndef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] The code:Offset decoration for any variable in a code:Block must: not cause the space required for that variable to extend outside the range [eq]#[0, pname:maxUniformBufferRange)#. The code:Offset decoration for any variable in a code:BufferBlock must: not cause the space required for that variable to extend outside the range [eq]#[0, pname:maxStorageBufferRange)#. endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] The code:Offset decoration for any member of a code:Block-decorated variable in the code:Uniform storage class must: not cause the space required for that variable to extend outside the range [eq]#[0, pname:maxUniformBufferRange)#. The code:Offset decoration for any member of a code:Block-decorated variable in the code:StorageBuffer storage class must: not cause the space required for that variable to extend outside the range [eq]#[0, pname:maxStorageBufferRange)#. endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifdef::VK_VERSION_1_3,VK_EXT_inline_uniform_block[] Variables identified with the code:Uniform storage class can: also be used to access transparent descriptor set backed resources when the variable is assigned to a descriptor set layout binding with a pname:descriptorType of ename:VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK. In this case the variable must: be typed as code:OpTypeStruct and cannot: be aggregated into arrays of that type. Further, the code:Offset decoration for any member of such a variable must: not cause the space required for that variable to extend outside the range [eq]#[0,pname:maxInlineUniformBlockSize)#. endif::VK_VERSION_1_3,VK_EXT_inline_uniform_block[] Variables identified with a storage class of code:UniformConstant and a decoration of code:InputAttachmentIndex must: be declared as described in <>. SPIR-V variables decorated with a descriptor set and binding that identify a <> can: have a type of code:OpTypeImage, code:OpTypeSampler (code:Sampled=1), or code:OpTypeSampledImage. Arrays of any of these types can: be indexed with _constant integral expressions_. The following features must: be enabled and capabilities must: be declared in order to index such arrays with dynamically uniform or non-uniform indices: * Storage images (except storage texel buffers and input attachments): ** Dynamically uniform: pname:shaderStorageImageArrayDynamicIndexing and code:StorageImageArrayDynamicIndexing ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] ** Non-uniform: pname:shaderStorageImageArrayNonUniformIndexing and code:StorageImageArrayNonUniformIndexing * Storage texel buffers: ** Dynamically uniform: pname:shaderStorageTexelBufferArrayDynamicIndexing and code:StorageTexelBufferArrayDynamicIndexing ** Non-uniform: pname:shaderStorageTexelBufferArrayNonUniformIndexing and code:StorageTexelBufferArrayNonUniformIndexing * Input attachments: ** Dynamically uniform: pname:shaderInputAttachmentArrayDynamicIndexing and code:InputAttachmentArrayDynamicIndexing ** Non-uniform: pname:shaderInputAttachmentArrayNonUniformIndexing and code:InputAttachmentArrayNonUniformIndexing endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] * Sampled images (except uniform texel buffers), samplers and combined image samplers: ** Dynamically uniform: pname:shaderSampledImageArrayDynamicIndexing and code:SampledImageArrayDynamicIndexing ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] ** Non-uniform: pname:shaderSampledImageArrayNonUniformIndexing and code:SampledImageArrayNonUniformIndexing * Uniform texel buffers: ** Dynamically uniform: pname:shaderUniformTexelBufferArrayDynamicIndexing and code:UniformTexelBufferArrayDynamicIndexing ** Non-uniform: pname:shaderUniformTexelBufferArrayNonUniformIndexing and code:UniformTexelBufferArrayNonUniformIndexing endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] * Uniform buffers: ** Dynamically uniform: pname:shaderUniformBufferArrayDynamicIndexing and code:UniformBufferArrayDynamicIndexing ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] ** Non-uniform: pname:shaderUniformBufferArrayNonUniformIndexing and code:UniformBufferArrayNonUniformIndexing endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] * Storage buffers: ** Dynamically uniform: pname:shaderStorageBufferArrayDynamicIndexing and code:StorageBufferArrayDynamicIndexing ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] ** Non-uniform: pname:shaderStorageBufferArrayNonUniformIndexing and code:StorageBufferArrayNonUniformIndexing endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] ifdef::VK_NV_ray_tracing,VK_KHR_acceleration_structure[] * Acceleration structures: ** Dynamically uniform: Always supported. ** Non-uniform: Always supported. endif::VK_NV_ray_tracing,VK_KHR_acceleration_structure[] ifdef::VK_QCOM_image_processing[] * <>: ** Dynamically uniform: Always supported. ** Non-uniform: Never supported. * <>: ** Dynamically uniform: Always supported. ** Non-uniform: Never supported. endif::VK_QCOM_image_processing[] ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] If an instruction loads from or stores to a resource (including atomics and image instructions) and the resource descriptor being accessed is not dynamically uniform, then the corresponding non-uniform indexing feature must: be enabled and the capability must: be declared. endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] If an instruction loads from or stores to a resource (including atomics and image instructions) and the resource descriptor being accessed is loaded from an array element with a non-constant index, then the corresponding dynamic ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or non-uniform endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] indexing feature must: be enabled and the capability must: be declared. ifdef::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[] If the combined image sampler enables sampler {YCbCr} ifndef::VK_EXT_fragment_density_map[] conversion, endif::VK_EXT_fragment_density_map[] ifdef::VK_EXT_fragment_density_map[] conversion or samples a <>, endif::VK_EXT_fragment_density_map[] it must: be indexed only by constant integral expressions when aggregated into arrays in shader code, irrespective of the pname:shaderSampledImageArrayDynamicIndexing feature. endif::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[] ifndef::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[] ifdef::VK_EXT_fragment_density_map[] If the combined image sampler samples a <>, it must: be indexed only by constant integral expressions when aggregated into arrays in shader code, irrespective of the pname:shaderSampledImageArrayDynamicIndexing feature. endif::VK_EXT_fragment_density_map[] endif::VK_VERSION_1_1,VK_KHR_sampler_ycbcr_conversion[] [[interfaces-resources-correspondence]] .Shader Resource and Descriptor Type Correspondence [width="90%",cols="<1,<2",options="header"] |==== | Resource type | Descriptor Type | sampler | ename:VK_DESCRIPTOR_TYPE_SAMPLER or ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER | sampled image | ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE or ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER | storage image | ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE | combined image sampler | ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER | uniform texel buffer | ename:VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER | storage texel buffer | ename:VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER | uniform buffer | ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER or ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC | storage buffer | ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER or ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC | input attachment | ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT ifdef::VK_VERSION_1_3,VK_EXT_inline_uniform_block[] | inline uniform block | ename:VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK endif::VK_VERSION_1_3,VK_EXT_inline_uniform_block[] ifdef::VK_NV_ray_tracing,VK_KHR_acceleration_structure[] | acceleration structure | ifdef::VK_KHR_acceleration_structure[ename:VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR] ifdef::VK_NV_ray_tracing+VK_KHR_acceleration_structure[or] ifdef::VK_NV_ray_tracing[ename:VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV] endif::VK_NV_ray_tracing,VK_KHR_acceleration_structure[] ifdef::VK_QCOM_image_processing[] | weight image | ename:VK_DESCRIPTOR_TYPE_SAMPLE_WEIGHT_IMAGE_QCOM | block matching image | ename:VK_DESCRIPTOR_TYPE_BLOCK_MATCH_IMAGE_QCOM endif::VK_QCOM_image_processing[] |==== [[interfaces-resources-storage-class-correspondence]] .Shader Resource and Storage Class Correspondence [width="100%",cols="<21%,<22%,<27%,<30%",options="header"] |==== | Resource type | Storage Class | Type^1^ | Decoration(s)^2^ | sampler | code:UniformConstant | code:OpTypeSampler | | sampled image | code:UniformConstant | code:OpTypeImage (code:Sampled=1)| | storage image | code:UniformConstant | code:OpTypeImage (code:Sampled=2) | | combined image sampler | code:UniformConstant | code:OpTypeSampledImage + code:OpTypeImage (code:Sampled=1) + code:OpTypeSampler | | uniform texel buffer | code:UniformConstant | code:OpTypeImage (code:Dim=code:Buffer, code:Sampled=1) | | storage texel buffer | code:UniformConstant | code:OpTypeImage (code:Dim=code:Buffer, code:Sampled=2) | | uniform buffer | code:Uniform | code:OpTypeStruct | code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride) ifndef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] | storage buffer | code:Uniform | code:OpTypeStruct | code:BufferBlock, code:Offset, (code:ArrayStride), (code:MatrixStride) endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] ifdef::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] .2+<.^| storage buffer | code:Uniform .2+<.^| code:OpTypeStruct | code:BufferBlock, code:Offset, (code:ArrayStride), (code:MatrixStride) | code:StorageBuffer | code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride) endif::VK_VERSION_1_1,VK_KHR_storage_buffer_storage_class[] | input attachment | code:UniformConstant | code:OpTypeImage (code:Dim=code:SubpassData, code:Sampled=2) | code:InputAttachmentIndex ifdef::VK_VERSION_1_3,VK_EXT_inline_uniform_block[] | inline uniform block | code:Uniform | code:OpTypeStruct | code:Block, code:Offset, (code:ArrayStride), (code:MatrixStride) endif::VK_VERSION_1_3,VK_EXT_inline_uniform_block[] ifdef::VK_NV_ray_tracing,VK_KHR_acceleration_structure[] | acceleration structure | code:UniformConstant | code:OpTypeAccelerationStructureKHR | endif::VK_NV_ray_tracing,VK_KHR_acceleration_structure[] ifdef::VK_QCOM_image_processing[] | sample weight image | code:UniformConstant | code:OpTypeImage (code:Depth=0, code:Dim=code:2D, + code:Arrayed=1, code:MS=0, code:Sampled=1) | code:WeightTextureQCOM | block matching image | code:UniformConstant | code:OpTypeImage (code:Depth=0, code:Dim=code:2D, + code:Arrayed=0, code:MS=0, code:Sampled=1) | code:BlockMatchTextureQCOM endif::VK_QCOM_image_processing[] |==== 1:: Where code:OpTypeImage is referenced, the code:Dim values code:Buffer and code:Subpassdata are only accepted where they are specifically referenced. They do not correspond to resource types where a generic code:OpTypeImage is specified. 2:: In addition to code:DescriptorSet and code:Binding. [[interfaces-resources-setandbinding]] === DescriptorSet and Binding Assignment A variable decorated with a code:DescriptorSet decoration of [eq]#s# and a code:Binding decoration of [eq]#b# indicates that this variable is associated with the slink:VkDescriptorSetLayoutBinding that has a pname:binding equal to [eq]#b# in pname:pSetLayouts[_s_] that was specified in slink:VkPipelineLayoutCreateInfo. code:DescriptorSet decoration values must: be between zero and pname:maxBoundDescriptorSets minus one, inclusive. code:Binding decoration values can: be any 32-bit unsigned integer value, as described in <>. Each descriptor set has its own binding name space. If the code:Binding decoration is used with an array, the entire array is assigned that binding value. The array must: be a single-dimensional array and size of the array must: be no larger than the number of descriptors in the binding. ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] If the array is runtime-sized, then array elements greater than or equal to the size of that binding in the bound descriptor set must: not be used. If the array is runtime-sized, the pname:runtimeDescriptorArray feature must: be enabled and the code:RuntimeDescriptorArray capability must: be declared. endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] ifndef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] The array must: not be runtime-sized. endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] The index of each element of the array is referred to as the _arrayElement_. For the purposes of interface matching and descriptor set <>, 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 <>. 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. ifdef::VK_EXT_mutable_descriptor_type,VK_VALVE_mutable_descriptor_type[] The ename:VK_DESCRIPTOR_TYPE_MUTABLE_EXT descriptor type counts as one individual resource and one for every unique resource limit per descriptor set type that is present in the associated binding's slink:VkMutableDescriptorTypeListEXT. If multiple descriptor types in slink:VkMutableDescriptorTypeListEXT map to the same resource limit, only one descriptor is consumed for purposes of computing resource limits. endif::VK_EXT_mutable_descriptor_type,VK_VALVE_mutable_descriptor_type[] The pipeline layout may: include descriptor sets and bindings which are not referenced by any variables statically used by the entry points for the shader stages in the binding's pname:stageFlags. However, if a variable assigned to a given code:DescriptorSet and code:Binding is statically used by the entry point for a shader stage, the pipeline layout must: contain a descriptor set layout binding in that descriptor set layout and for that binding number, and that binding's pname:stageFlags must: include the appropriate elink:VkShaderStageFlagBits for that stage. The variable must: be of a valid resource type determined by its SPIR-V type and storage class, as defined in <>. The descriptor set layout binding must: be of a corresponding descriptor type, as defined in <>. [NOTE] .Note ==== There are no limits on the number of shader variables that can have overlapping set and binding values in a shader; but which resources are <> has an impact. If any shader variable identifying a resource is <> in a shader, then the underlying descriptor bound at the declared set and binding must <> when the shader executes. If multiple shader variables are declared with the same set and binding values, and with the same underlying descriptor type, they can all be statically used within the same shader. However, accesses are not automatically synchronized, and code:Aliased decorations should be used to avoid data hazards (see https://registry.khronos.org/spir-v/specs/unified1/SPIRV.html#_a_id_aliasingsection_a_aliasing[section 2.18.2 Aliasing in the SPIR-V specification]). If multiple shader variables with the same set and binding values are declared in a single shader, but with different declared types, where any of those are not supported by the relevant bound descriptor, that shader can only be executed if the variables with the unsupported type are not statically used. A noteworthy example of using multiple statically-used shader variables sharing the same descriptor set and binding values is a descriptor of type ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER that has multiple corresponding shader variables in the code:UniformConstant storage class, where some could be code:OpTypeImage (code:Sampled=1), some could be code:OpTypeSampler, and some could be code:OpTypeSampledImage. ==== [[interfaces-resources-limits]] .Shader Resource Limits [width="80%",cols="<35,<23",options="header"] |==== | Resources per Stage | Resource Types .2+<.^| pname:maxPerStageDescriptorSamplers ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindSamplers endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] | sampler | combined image sampler ifndef::VK_QCOM_image_processing[] .3+<.^| pname:maxPerStageDescriptorSampledImages ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindSampledImages endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] | sampled image | combined image sampler | uniform texel buffer endif::VK_QCOM_image_processing[] ifdef::VK_QCOM_image_processing[] .5+<.^| pname:maxPerStageDescriptorSampledImages ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindSampledImages endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] | sampled image | combined image sampler | uniform texel buffer + | sample weight image | block matching image endif::VK_QCOM_image_processing[] .2+<.^| pname:maxPerStageDescriptorStorageImages ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindStorageImages endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] | storage image | storage texel buffer .2+<.^| pname:maxPerStageDescriptorUniformBuffers ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindUniformBuffers endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] | uniform buffer | uniform buffer dynamic .2+<.^| pname:maxPerStageDescriptorStorageBuffers ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindStorageBuffers endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] | storage buffer | storage buffer dynamic | pname:maxPerStageDescriptorInputAttachments ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindInputAttachments endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] | input attachment^1^ ifdef::VK_VERSION_1_3,VK_EXT_inline_uniform_block[] | pname:maxPerStageDescriptorInlineUniformBlocks ifdef::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] or pname:maxPerStageDescriptorUpdateAfterBindInlineUniformBlocks endif::VK_VERSION_1_2,VK_EXT_descriptor_indexing[] | inline uniform block endif::VK_VERSION_1_3,VK_EXT_inline_uniform_block[] ifdef::VK_NV_ray_tracing,VK_KHR_acceleration_structure[] | ifdef::VK_NV_ray_tracing[sname:VkPhysicalDeviceRayTracingPropertiesNV::pname:maxDescriptorSetAccelerationStructures] ifdef::VK_NV_ray_tracing+VK_KHR_acceleration_structure[or] ifdef::VK_KHR_acceleration_structure[] pname:maxPerStageDescriptorAccelerationStructures or pname:maxPerStageDescriptorUpdateAfterBindAccelerationStructures endif::VK_KHR_acceleration_structure[] | acceleration structure endif::VK_NV_ray_tracing,VK_KHR_acceleration_structure[] |==== 1:: Input attachments can: only be used in the fragment shader stage [[interfaces-resources-layout]] === Offset and Stride Assignment Certain objects must: be explicitly laid out using the code:Offset, code:ArrayStride, and code:MatrixStride, as described in https://registry.khronos.org/spir-v/specs/unified1/SPIRV.html#ShaderValidation[SPIR-V explicit layout validation rules]. All such layouts also must: conform to the following requirements. [NOTE] .Note ==== The numeric order of code:Offset decorations does not need to follow member declaration order. ==== [[interfaces-alignment-requirements]] *Alignment Requirements* There are different alignment requirements depending on the specific resources and on the features enabled on the device. Matrix types are defined in terms of arrays as follows: * A column-major matrix with [eq]#C# columns and [eq]#R# rows is equivalent to a [eq]#C# element array of vectors with [eq]#R# components. * A row-major matrix with [eq]#C# columns and [eq]#R# rows is equivalent to an [eq]#R# element array of vectors with [eq]#C# components. The _scalar alignment_ of the type of an code:OpTypeStruct member is defined recursively as follows: * A scalar of size [eq]#N# has a scalar alignment of [eq]#N#. * A vector type has a scalar alignment equal to that of its component type. * An array type has a scalar alignment equal to that of its element type. * A structure has a scalar alignment equal to the largest scalar alignment of any of its members. * A matrix type inherits _scalar alignment_ from the equivalent array declaration. The _base alignment_ of the type of an code:OpTypeStruct member is defined recursively as follows: * A scalar has a base alignment equal to its scalar alignment. * A two-component vector has a base alignment equal to twice its scalar alignment. * A three- or four-component vector has a base alignment equal to four times its scalar alignment. * An array has a base alignment equal to the base alignment of its element type. * A structure has a base alignment equal to the largest base alignment of any of its members. An empty structure has a base alignment equal to the size of the smallest scalar type permitted by the capabilities declared in the SPIR-V module. (e.g., for a 1 byte aligned empty struct in the code:StorageBuffer storage class, code:StorageBuffer8BitAccess or code:UniformAndStorageBuffer8BitAccess must: be declared in the SPIR-V module.) * A matrix type inherits _base alignment_ from the equivalent array declaration. The _extended alignment_ of the type of an code:OpTypeStruct member is similarly defined as follows: * A scalar or vector type has an extended alignment equal to its base alignment. * An array or structure type has an extended alignment equal to the largest extended alignment of any of its members, rounded up to a multiple of 16. * A matrix type inherits extended alignment from the equivalent array declaration. ifdef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] A member is defined to _improperly straddle_ if either of the following are true: * It is a vector with total size less than or equal to 16 bytes, and has code:Offset decorations placing its first byte at [eq]#F# and its last byte at [eq]#L#, where [eq]#floor(F / 16) != floor(L / 16)#. * It is a vector with total size greater than 16 bytes and has its code:Offset decorations placing its first byte at a non-integer multiple of 16. endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] [[interfaces-resources-standard-layout]] *Standard Buffer Layout* Every member of an code:OpTypeStruct that is required to be explicitly laid out must: be aligned according to the first matching rule as follows. If the struct is contained in pointer types of multiple storage classes, it must: satisfy the requirements for every storage class used to reference it. ifdef::VK_VERSION_1_2,VK_EXT_scalar_block_layout[] . If the code:scalarBlockLayout feature is enabled on the device and the storage class is code:Uniform, code:StorageBuffer, ifdef::VK_VERSION_1_2,VK_EXT_buffer_device_address,VK_KHR_buffer_device_address[] code:PhysicalStorageBuffer, endif::VK_VERSION_1_2,VK_EXT_buffer_device_address,VK_KHR_buffer_device_address[] ifdef::VK_KHR_ray_tracing_pipeline[] code:ShaderRecordBufferKHR, endif::VK_KHR_ray_tracing_pipeline[] or code:PushConstant then every member must: be aligned according to its scalar alignment. endif::VK_VERSION_1_2,VK_EXT_scalar_block_layout[] ifdef::VK_KHR_workgroup_memory_explicit_layout[] . If the code:workgroupMemoryExplicitLayoutScalarBlockLayout feature is enabled on the device and the storage class is code:Workgroup then every member must: be aligned according to its scalar alignment. endif::VK_KHR_workgroup_memory_explicit_layout[] ifdef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] . All vectors must: be aligned according to their scalar alignment. endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] ifdef::VK_VERSION_1_2,VK_KHR_uniform_buffer_standard_layout[] . If the pname:uniformBufferStandardLayout feature is not enabled on the device, then any endif::VK_VERSION_1_2,VK_KHR_uniform_buffer_standard_layout[] ifndef::VK_VERSION_1_2,VK_KHR_uniform_buffer_standard_layout[] . Any endif::VK_VERSION_1_2,VK_KHR_uniform_buffer_standard_layout[] member of an code:OpTypeStruct with a storage class of code:Uniform and a decoration of code:Block must: be aligned according to its extended alignment. . Every other member must: be aligned according to its base alignment. ifdef::VK_VERSION_1_2,VK_EXT_scalar_block_layout[] [NOTE] .Note ==== Even if scalar alignment is supported, it is generally more performant to use the _base alignment_. ==== endif::VK_VERSION_1_2,VK_EXT_scalar_block_layout[] The memory layout must: obey the following rules: * The code:Offset decoration of any member must: be a multiple of its alignment. * Any code:ArrayStride or code:MatrixStride decoration must: be a multiple of the alignment of the array or matrix as defined above. ifdef::VK_VERSION_1_2,VK_EXT_scalar_block_layout,VK_KHR_workgroup_memory_explicit_layout[] If one of the conditions below applies ifdef::VK_VERSION_1_2,VK_EXT_scalar_block_layout[] * The storage class is code:Uniform, code:StorageBuffer, ifdef::VK_VERSION_1_2,VK_EXT_buffer_device_address,VK_KHR_buffer_device_address[] code:PhysicalStorageBuffer, endif::VK_VERSION_1_2,VK_EXT_buffer_device_address,VK_KHR_buffer_device_address[] ifdef::VK_KHR_ray_tracing_pipeline[] code:ShaderRecordBufferKHR, endif::VK_KHR_ray_tracing_pipeline[] or code:PushConstant, and the code:scalarBlockLayout feature is not enabled on the device. endif::VK_VERSION_1_2,VK_EXT_scalar_block_layout[] ifdef::VK_KHR_workgroup_memory_explicit_layout[] * The storage class is code:Workgroup, and either the struct member is not part of a code:Block or the code:workgroupMemoryExplicitLayoutScalarBlockLayout feature is not enabled on the device. endif::VK_KHR_workgroup_memory_explicit_layout[] * The storage class is any other storage class. the memory layout must: also obey the following rules: endif::VK_VERSION_1_2,VK_EXT_scalar_block_layout,VK_KHR_workgroup_memory_explicit_layout[] ifdef::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] * Vectors must: not improperly straddle, as defined above. endif::VK_VERSION_1_1,VK_KHR_relaxed_block_layout[] * The code:Offset decoration of a member must: not place it between the end of a structure, an array or a matrix and the next multiple of the alignment of that structure, array or matrix. [NOTE] .Note ==== The *std430 layout* in GLSL satisfies these rules for types using the base alignment. The *std140 layout* satisfies the rules for types using the extended alignment. ==== [[interfaces-builtin-variables]] == Built-In Variables Built-in variables are accessed in shaders by declaring a variable decorated with a code:BuiltIn SPIR-V decoration. The meaning of each code: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. <>, some inputs and outputs have an additional level of arrayness relative to other shader inputs and outputs. This level of arrayness is not included in the type descriptions below, but must be included when declaring the built-in. ifdef::VK_NV_fragment_shader_barycentric,VK_KHR_fragment_shader_barycentric[] [[interfaces-builtin-variables-barycoordkhr]] [open,refpage='BaryCoordKHR',desc='Barycentric coordinates of a fragment',type='builtins'] -- :refpage: BaryCoordKHR code:BaryCoordKHR:: The code:BaryCoordKHR decoration can: be used to decorate a fragment shader input variable. This variable will contain a three-component floating-point vector with barycentric weights that indicate the location of the fragment relative to the screen-space locations of vertices of its primitive, obtained using perspective interpolation. .Valid Usage **** * [[VUID-{refpage}-BaryCoordKHR-04154]] The code:BaryCoordKHR decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordKHR-04155]] The variable decorated with code:BaryCoordKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordKHR-04156]] The variable decorated with code:BaryCoordKHR must: be declared as a three-component vector of 32-bit floating-point values **** -- endif::VK_NV_fragment_shader_barycentric,VK_KHR_fragment_shader_barycentric[] ifdef::VK_AMD_shader_explicit_vertex_parameter[] [open,refpage='BaryCoordNoPerspAMD',desc='Barycentric coordinates of a fragment center in screen-space',type='builtins'] -- :refpage: BaryCoordNoPerspAMD code:BaryCoordNoPerspAMD:: The code:BaryCoordNoPerspAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at the fragment's center. The K coordinate of the barycentric coordinates can: be derived given the identity I {plus} J {plus} K = 1.0. .Valid Usage **** * [[VUID-{refpage}-BaryCoordNoPerspAMD-04157]] The code:BaryCoordNoPerspAMD decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordNoPerspAMD-04158]] The variable decorated with code:BaryCoordNoPerspAMD must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordNoPerspAMD-04159]] The variable decorated with code:BaryCoordNoPerspAMD must: be declared as a two-component vector of 32-bit floating-point values **** -- endif::VK_AMD_shader_explicit_vertex_parameter[] ifdef::VK_NV_fragment_shader_barycentric,VK_KHR_fragment_shader_barycentric[] [[interfaces-builtin-variables-barycoordnoperspkhr]] [open,refpage='BaryCoordNoPerspKHR',desc='Barycentric coordinates of a fragment in screen-space',type='builtins'] -- :refpage: BaryCoordNoPerspKHR code:BaryCoordNoPerspKHR:: The code:BaryCoordNoPerspKHR decoration can: be used to decorate a fragment shader input variable. This variable will contain a three-component floating-point vector with barycentric weights that indicate the location of the fragment relative to the screen-space locations of vertices of its primitive, obtained using linear interpolation. .Valid Usage **** * [[VUID-{refpage}-BaryCoordNoPerspKHR-04160]] The code:BaryCoordNoPerspKHR decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordNoPerspKHR-04161]] The variable decorated with code:BaryCoordNoPerspKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordNoPerspKHR-04162]] The variable decorated with code:BaryCoordNoPerspKHR must: be declared as a three-component vector of 32-bit floating-point values **** -- endif::VK_NV_fragment_shader_barycentric,VK_KHR_fragment_shader_barycentric[] ifdef::VK_AMD_shader_explicit_vertex_parameter[] [open,refpage='BaryCoordNoPerspCentroidAMD',desc='Barycentric coordinates of a fragment centroid in screen-space',type='builtins'] -- :refpage: BaryCoordNoPerspCentroidAMD code:BaryCoordNoPerspCentroidAMD:: The code:BaryCoordNoPerspCentroidAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at the centroid. The K coordinate of the barycentric coordinates can: be derived given the identity I {plus} J {plus} K = 1.0. .Valid Usage **** * [[VUID-{refpage}-BaryCoordNoPerspCentroidAMD-04163]] The code:BaryCoordNoPerspCentroidAMD decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordNoPerspCentroidAMD-04164]] The variable decorated with code:BaryCoordNoPerspCentroidAMD must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordNoPerspCentroidAMD-04165]] The variable decorated with code:BaryCoordNoPerspCentroidAMD must: be declared as a three-component vector of 32-bit floating-point values **** -- [open,refpage='BaryCoordNoPerspSampleAMD',desc='Barycentric coordinates of a sample center in screen-space',type='builtins'] -- :refpage: BaryCoordNoPerspSampleAMD code:BaryCoordNoPerspSampleAMD:: The code:BaryCoordNoPerspSampleAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using linear interpolation at each covered sample. The K coordinate of the barycentric coordinates can: be derived given the identity I {plus} J {plus} K = 1.0. .Valid Usage **** * [[VUID-{refpage}-BaryCoordNoPerspSampleAMD-04166]] The code:BaryCoordNoPerspSampleAMD decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordNoPerspSampleAMD-04167]] The variable decorated with code:BaryCoordNoPerspSampleAMD must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordNoPerspSampleAMD-04168]] The variable decorated with code:BaryCoordNoPerspSampleAMD must: be declared as a two-component vector of 32-bit floating-point values **** -- [open,refpage='BaryCoordPullModelAMD',desc='Inverse barycentric coordinates of a fragment center',type='builtins'] -- :refpage: BaryCoordPullModelAMD code:BaryCoordPullModelAMD:: The code:BaryCoordPullModelAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain (1/W, 1/I, 1/J) evaluated at the fragment center and can: be used to calculate gradients and then interpolate I, J, and W at any desired sample location. .Valid Usage **** * [[VUID-{refpage}-BaryCoordPullModelAMD-04169]] The code:BaryCoordPullModelAMD decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordPullModelAMD-04170]] The variable decorated with code:BaryCoordPullModelAMD must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordPullModelAMD-04171]] The variable decorated with code:BaryCoordPullModelAMD must: be declared as a three-component vector of 32-bit floating-point values **** -- [open,refpage='BaryCoordSmoothAMD',desc='Barycentric coordinates of a fragment center',type='builtins'] -- :refpage: BaryCoordSmoothAMD code:BaryCoordSmoothAMD:: The code:BaryCoordSmoothAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at the fragment's center. The K coordinate of the barycentric coordinates can: be derived given the identity I {plus} J {plus} K = 1.0. .Valid Usage **** * [[VUID-{refpage}-BaryCoordSmoothAMD-04172]] The code:BaryCoordSmoothAMD decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordSmoothAMD-04173]] The variable decorated with code:BaryCoordSmoothAMD must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordSmoothAMD-04174]] The variable decorated with code:BaryCoordSmoothAMD must: be declared as a two-component vector of 32-bit floating-point values **** -- [open,refpage='BaryCoordSmoothCentroidAMD',desc='Barycentric coordinates of a fragment centroid',type='builtins'] -- :refpage: BaryCoordSmoothCentroidAMD code:BaryCoordSmoothCentroidAMD:: The code:BaryCoordSmoothCentroidAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at the centroid. The K coordinate of the barycentric coordinates can: be derived given the identity I {plus} J {plus} K = 1.0. .Valid Usage **** * [[VUID-{refpage}-BaryCoordSmoothCentroidAMD-04175]] The code:BaryCoordSmoothCentroidAMD decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordSmoothCentroidAMD-04176]] The variable decorated with code:BaryCoordSmoothCentroidAMD must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordSmoothCentroidAMD-04177]] The variable decorated with code:BaryCoordSmoothCentroidAMD must: be declared as a two-component vector of 32-bit floating-point values **** -- [open,refpage='BaryCoordSmoothSampleAMD',desc='Barycentric coordinates of a sample center',type='builtins'] -- :refpage: BaryCoordSmoothSampleAMD code:BaryCoordSmoothSampleAMD:: The code:BaryCoordSmoothSampleAMD decoration can: be used to decorate a fragment shader input variable. This variable will contain the (I,J) pair of the barycentric coordinates corresponding to the fragment evaluated using perspective interpolation at each covered sample. The K coordinate of the barycentric coordinates can: be derived given the identity I {plus} J {plus} K = 1.0. .Valid Usage **** * [[VUID-{refpage}-BaryCoordSmoothSampleAMD-04178]] The code:BaryCoordSmoothSampleAMD decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-BaryCoordSmoothSampleAMD-04179]] The variable decorated with code:BaryCoordSmoothSampleAMD must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaryCoordSmoothSampleAMD-04180]] The variable decorated with code:BaryCoordSmoothSampleAMD must: be declared as a two-component vector of 32-bit floating-point values **** -- endif::VK_AMD_shader_explicit_vertex_parameter[] ifdef::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[] [[interfaces-builtin-variables-baseinstance]] [open,refpage='BaseInstance',desc='First instance being rendered',type='builtins'] -- :refpage: BaseInstance code:BaseInstance:: Decorating a variable with the code:BaseInstance built-in will make that variable contain the integer value corresponding to the first instance that was passed to the command that invoked the current vertex shader invocation. code:BaseInstance is the pname:firstInstance parameter to a _direct drawing command_ or the pname:firstInstance member of a structure consumed by an _indirect drawing command_. .Valid Usage **** * [[VUID-{refpage}-BaseInstance-04181]] The code:BaseInstance decoration must: be used only within the code:Vertex {ExecutionModel} * [[VUID-{refpage}-BaseInstance-04182]] The variable decorated with code:BaseInstance must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaseInstance-04183]] The variable decorated with code:BaseInstance must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-basevertex]] [open,refpage='BaseVertex',desc='First vertex being rendered',type='builtins'] -- :refpage: BaseVertex code:BaseVertex:: Decorating a variable with the code:BaseVertex built-in will make that variable contain the integer value corresponding to the first vertex or vertex offset that was passed to the command that invoked the current vertex shader invocation. For _non-indexed drawing commands_, this variable is the pname:firstVertex parameter to a _direct drawing command_ or the pname:firstVertex member of the structure consumed by an _indirect drawing command_. For _indexed drawing commands_, this variable is the pname:vertexOffset parameter to a _direct drawing command_ or the pname:vertexOffset member of the structure consumed by an _indirect drawing command_. .Valid Usage **** * [[VUID-{refpage}-BaseVertex-04184]] The code:BaseVertex decoration must: be used only within the code:Vertex {ExecutionModel} * [[VUID-{refpage}-BaseVertex-04185]] The variable decorated with code:BaseVertex must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-BaseVertex-04186]] The variable decorated with code:BaseVertex must: be declared as a scalar 32-bit integer value **** -- endif::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[] [[interfaces-builtin-variables-clipdistance]] [open,refpage='ClipDistance',desc='Application-specified clip distances',type='builtins'] -- :refpage: ClipDistance code:ClipDistance:: Decorating a variable with the code:ClipDistance built-in decoration will make that variable contain the mechanism for controlling user clipping. code:ClipDistance is an array such that the i^th^ element of the array specifies the clip distance for plane i. A clip distance of 0 means the vertex is on the plane, a positive distance means the vertex is inside the clip half-space, and a negative distance means the vertex is outside the clip half-space. [NOTE] .Note ==== The array variable decorated with code:ClipDistance is explicitly sized by the shader. ==== [NOTE] .Note ==== In the last <>, 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 code:ClipDistance is then used by a fragment shader, code:ClipDistance contains these linearly interpolated values. ==== .Valid Usage **** * [[VUID-{refpage}-ClipDistance-04187]] The code:ClipDistance decoration must: be used only within the code:MeshEXT, code:MeshNV, code:Vertex, code:Fragment, code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} * [[VUID-{refpage}-ClipDistance-04188]] The variable decorated with code:ClipDistance within the code:MeshEXT, code:MeshNV, or code:Vertex {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-ClipDistance-04189]] The variable decorated with code:ClipDistance within the code:Fragment {ExecutionModel} must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-ClipDistance-04190]] The variable decorated with code:ClipDistance within the code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} must: not be declared in a {StorageClass} other than code:Input or code:Output * [[VUID-{refpage}-ClipDistance-04191]] The variable decorated with code:ClipDistance must: be declared as an array of 32-bit floating-point values **** -- ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-clipdistancepv]] [open,refpage='ClipDistancePerViewNV',desc='Application-specified clip distances per view',type='builtins'] -- :refpage: ClipDistancePerViewNV code:ClipDistancePerViewNV:: Decorating a variable with the code:ClipDistancePerViewNV built-in decoration will make that variable contain the per-view clip distances. The per-view clip distances have the same semantics as code:ClipDistance. .Valid Usage **** * [[VUID-{refpage}-ClipDistancePerViewNV-04192]] The code:ClipDistancePerViewNV decoration must: be used only within the code:MeshNV {ExecutionModel} * [[VUID-{refpage}-ClipDistancePerViewNV-04193]] The variable decorated with code:ClipDistancePerViewNV must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-ClipDistancePerViewNV-04194]] The variable decorated with code:ClipDistancePerViewNV must: also be decorated with the code:PerViewNV decoration * [[VUID-{refpage}-ClipDistancePerViewNV-04195]] The variable decorated with code:ClipDistancePerViewNV must: be declared as a two-dimensional array of 32-bit floating-point values **** -- endif::VK_NV_mesh_shader[] ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-clusteridhuawei]] [open,refpage='ClusterIDHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: ClusterIDHUAWEI code:ClusterIDHUAWEI:: The code:ClusterIDHUAWEI decoration can be used to decorate a cluster culling shader output variable,this variable will contain an integer value that specifies the id of cluster being rendered by this drawing command. When Cluster Culling Shader enable, code:ClusterIDHUAWEI will replace gl_DrawID pass to vertex shader for cluster-related information fetching. .Valid Usage **** * [[VUID-{refpage}-ClusterIDHUAWEI-07797]] The code:ClusterIDHUAWEI decoration must: be used only within the code:ClusterCullingHUAWEI {ExecutionModel} * [[VUID-{refpage}-ClusterIDHUAWEI-07798]] The variable decorated with code:ClusterIDHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-clustershadingratehuawei]] [open,refpage='ClusterShadingRateHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: ClusterShadingRateHUAWEI code:ClusterShadingRateHUAWEI:: The code:ClusterShadingRateHUAWEI decoration can be used to decorate a cluster culling shader output variable. This variable will contain an integer value specifying the shading rate of a rendering cluster. .Valid Usage **** * [[VUID-{refpage}-ClusterShadingRateHUAWEI-09448]] The code:ClusterShadingRateHUAWEI decoration must: be used only within the code:ClusterCullingHUAWEI {ExecutionModel} * [[VUID-{refpage}-ClusterShadingRateHUAWEI-09449]] The variable decorated with code:ClusterShadingRateHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-culldistance]] [open,refpage='CullDistance',desc='Application-specified cull distances',type='builtins'] -- :refpage: CullDistance code:CullDistance:: Decorating a variable with the code: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. [NOTE] .Note ==== In fragment shaders, the values of the code:CullDistance array are linearly interpolated across each primitive. ==== [NOTE] .Note ==== If code:CullDistance decorates an input variable, that variable will contain the corresponding value from the code:CullDistance decorated output variable from the previous shader stage. ==== .Valid Usage **** * [[VUID-{refpage}-CullDistance-04196]] The code:CullDistance decoration must: be used only within the code:MeshEXT, code:MeshNV, code:Vertex, code:Fragment, code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} * [[VUID-{refpage}-CullDistance-04197]] The variable decorated with code:CullDistance within the code:MeshEXT, code:MeshNV or code:Vertex {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-CullDistance-04198]] The variable decorated with code:CullDistance within the code:Fragment {ExecutionModel} must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-CullDistance-04199]] The variable decorated with code:CullDistance within the code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} must: not be declared using a {StorageClass} other than code:Input or code:Output * [[VUID-{refpage}-CullDistance-04200]] The variable decorated with code:CullDistance must: be declared as an array of 32-bit floating-point values **** -- ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-culldistancepv]] [open,refpage='CullDistancePerViewNV',desc='Application-specified cull distances per view',type='builtins'] -- :refpage: CullDistancePerViewNV code:CullDistancePerViewNV:: Decorating a variable with the code:CullDistancePerViewNV built-in decoration will make that variable contain the per-view cull distances. The per-view cull distances have the same semantics as code:CullDistance. .Valid Usage **** * [[VUID-{refpage}-CullDistancePerViewNV-04201]] The code:CullDistancePerViewNV decoration must: be used only within the code:MeshNV {ExecutionModel} * [[VUID-{refpage}-CullDistancePerViewNV-04202]] The variable decorated with code:CullDistancePerViewNV must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-CullDistancePerViewNV-04203]] The variable decorated with code:CullDistancePerViewNV must: also be decorated with the code:PerViewNV decoration * [[VUID-{refpage}-CullDistancePerViewNV-04204]] The variable decorated with code:CullDistancePerViewNV must: be declared as a two-dimensional array of 32-bit floating-point values **** -- endif::VK_NV_mesh_shader[] ifdef::VK_EXT_mesh_shader[] [[interfaces-builtin-variables-cullprimitive]] [open,refpage='CullPrimitiveEXT',desc='Application-specified culling state per primitive',type='builtins'] -- :refpage: CullPrimitiveEXT code:CullPrimitiveEXT:: Decorating a variable with the code:CullPrimitiveEXT built-in decoration will make that variable contain the culling state of output primitives. If the per-primitive boolean value is code:true, the primitive will be culled, if it is code:false it will not be culled. .Valid Usage **** * [[VUID-{refpage}-CullPrimitiveEXT-07034]] The code:CullPrimitiveEXT decoration must: be used only within the code:MeshEXT {ExecutionModel} * [[VUID-{refpage}-CullPrimitiveEXT-07035]] The variable decorated with code:CullPrimitiveEXT must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-CullPrimitiveEXT-07036]] The variable decorated with code:CullPrimitiveEXT must: be declared as an array of boolean values * [[VUID-{refpage}-CullPrimitiveEXT-07037]] The size of the array decorated with code:CullPrimitiveEXT must: match the value specified by code:OutputPrimitivesEXT * [[VUID-{refpage}-CullPrimitiveEXT-07038]] The variable decorated with code:CullPrimitiveEXT within the code:MeshEXT {ExecutionModel} must: also be decorated with the code:PerPrimitiveEXT decoration **** -- endif::VK_EXT_mesh_shader[] ifdef::VK_KHR_ray_tracing_pipeline,VK_KHR_ray_tracing_maintenance1[] [[interfaces-builtin-variables-cullmask]] [open,refpage='CullMaskKHR',desc='OpTrace specified ray cull mask',type='builtins'] -- :refpage: CullMaskKHR code:CullMaskKHR:: A variable decorated with the code:CullMaskKHR decoration will specify the cull mask of the ray being processed. The value is given by the `Cull Mask` parameter passed into one of the code:OpTrace* instructions. .Valid Usage **** * [[VUID-{refpage}-CullMaskKHR-06735]] The code:CullMaskKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, or code:MissKHR {ExecutionModel} * [[VUID-{refpage}-CullMaskKHR-06736]] The variable decorated with code:CullMaskKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-CullMaskKHR-06737]] The variable decorated with code:CullMaskKHR must: be declared as a scalar 32-bit integer value **** -- endif::VK_KHR_ray_tracing_pipeline,VK_KHR_ray_tracing_maintenance1[] ifdef::VK_NV_ray_tracing_motion_blur[] [[interfaces-builtin-variables-currentraytime]] [open,refpage='CurrentRayTimeNV',desc='Time value of a ray intersection',type='builtins'] -- :refpage: CurrentRayTimeNV code:CurrentRayTimeNV:: A variable decorated with the code:CurrentRayTimeNV decoration contains the time value passed in to code:OpTraceRayMotionNV which called this shader. .Valid Usage **** * [[VUID-{refpage}-CurrentRayTimeNV-04942]] The code:CurrentRayTimeNV decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, or code:MissKHR {ExecutionModel} * [[VUID-{refpage}-CurrentRayTimeNV-04943]] The variable decorated with code:CurrentRayTimeNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-CurrentRayTimeNV-04944]] The variable decorated with code:CurrentRayTimeNV must: be declared as a scalar 32-bit floating-point value **** -- endif::VK_NV_ray_tracing_motion_blur[] ifdef::VK_VERSION_1_1,VK_KHR_device_group[] [[interfaces-builtin-variables-deviceindex]] [open,refpage='DeviceIndex',desc='Index of the device executing the shader',type='builtins'] -- :refpage: DeviceIndex code:DeviceIndex:: The code:DeviceIndex decoration can: be applied to a shader input which will be filled with the device index of the physical device that is executing the current shader invocation. This value will be in the range latexmath:[[0,max(1,physicalDeviceCount))], where physicalDeviceCount is the pname:physicalDeviceCount member of slink:VkDeviceGroupDeviceCreateInfo. .Valid Usage **** * [[VUID-{refpage}-DeviceIndex-04205]] The variable decorated with code:DeviceIndex must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-DeviceIndex-04206]] The variable decorated with code:DeviceIndex must: be declared as a scalar 32-bit integer value **** -- endif::VK_VERSION_1_1,VK_KHR_device_group[] ifdef::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[] [[interfaces-builtin-variables-drawindex]] [open,refpage='DrawIndex',desc='Index of the current draw',type='builtins'] -- :refpage: DrawIndex code:DrawIndex:: Decorating a variable with the code:DrawIndex built-in will make that variable contain the integer value corresponding to the zero-based index of the draw that invoked the current ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[task, mesh, or] vertex shader invocation. For _indirect drawing commands_, code:DrawIndex begins at zero and increments by one for each draw executed. The number of draws is given by the pname:drawCount parameter. For _direct drawing commands_, ifdef::VK_EXT_multi_draw[] if flink:vkCmdDrawMultiEXT or flink:vkCmdDrawMultiIndexedEXT is used, this variable contains the integer value corresponding to the zero-based index of the draw. Otherwise endif::VK_EXT_multi_draw[] code:DrawIndex is always zero. code:DrawIndex is dynamically uniform. ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[] When task or mesh shaders are used, only the first active stage will have proper access to the variable. The value read by other stages is undefined:. endif::VK_NV_mesh_shader,VK_EXT_mesh_shader[] .Valid Usage **** * [[VUID-{refpage}-DrawIndex-04207]] The code:DrawIndex decoration must: be used only within the code:Vertex, code:MeshEXT, code:TaskEXT, code:MeshNV, or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-DrawIndex-04208]] The variable decorated with code:DrawIndex must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-DrawIndex-04209]] The variable decorated with code:DrawIndex must: be declared as a scalar 32-bit integer value **** -- endif::VK_VERSION_1_1,VK_KHR_shader_draw_parameters[] ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-firstindexhuawei]] [open,refpage='FirstIndexHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: FirstIndexHUAWEI code:FirstIndexHUAWEI:: The code:FirstIndexHUAWEI decoration can be used to decorate a cluster culling shader output variable,this indexed mode specific variable will contain an integer value that specifies the base index within the index buffer corresponding to a cluster. .Valid Usage **** * [[VUID-{refpage}-FirstIndexHUAWEI-07799]] The code:FirstIndexHUAWEI decoration must: be used only within the code:ClusterCullingHUAWEI {ExecutionModel} * [[VUID-{refpage}-FirstIndexHUAWEI-07800]] The variable decorated with code:FirstIndexHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-fragcoord]] [open,refpage='FragCoord',desc='Screen-space coordinate of the fragment center',type='builtins'] -- :refpage: FragCoord code:FragCoord:: Decorating a variable with the code:FragCoord built-in decoration will make that variable contain the framebuffer coordinate latexmath:[(x,y,z,\frac{1}{w})] of the fragment being processed. The [eq]#(x,y)# coordinate [eq]#(0,0)# is the upper left corner of the upper left pixel in the framebuffer. + When <> is enabled, the [eq]#x# and [eq]#y# components of code:FragCoord reflect the location of one of the samples corresponding to the shader invocation. + Otherwise, the [eq]#x# and [eq]#y# components of code:FragCoord reflect the location of the center of the fragment. + The [eq]#z# component of code:FragCoord is the interpolated depth value of the primitive. + The [eq]#w# component is the interpolated latexmath:[\frac{1}{w}]. + The code:Centroid interpolation decoration is ignored, but allowed, on code:FragCoord. .Valid Usage **** * [[VUID-{refpage}-FragCoord-04210]] The code:FragCoord decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-FragCoord-04211]] The variable decorated with code:FragCoord must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-FragCoord-04212]] The variable decorated with code:FragCoord must: be declared as a four-component vector of 32-bit floating-point values **** -- [[interfaces-builtin-variables-fragdepth]] [open,refpage='FragDepth',desc='Application-specified depth for depth testing',type='builtins'] -- :refpage: FragDepth code:FragDepth:: To have a shader supply a fragment-depth value, the shader must: declare the code:DepthReplacing execution mode. Such a shader's fragment-depth value will come from the variable decorated with the code:FragDepth built-in decoration. + This value will be used for any subsequent depth testing performed by the implementation or writes to the depth attachment. See <> for details. .Valid Usage **** * [[VUID-{refpage}-FragDepth-04213]] The code:FragDepth decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-FragDepth-04214]] The variable decorated with code:FragDepth must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-FragDepth-04215]] The variable decorated with code:FragDepth must: be declared as a scalar 32-bit floating-point value * [[VUID-{refpage}-FragDepth-04216]] If the shader dynamically writes to the variable decorated with code:FragDepth, the code:DepthReplacing {ExecutionMode} must: be declared **** -- ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-firstinstancehuawei]] [open,refpage='FirstInstanceHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: FirstInstanceHUAWEI code:FirstInstanceHUAWEI:: The code:FirstInstanceHUAWEI decoration can be used to decorate a cluster culling shader output variable,this variable will contain an integer value that specifies the instance ID of the first instance to draw. .Valid Usage **** * [[VUID-{refpage}-FirstInstanceHUAWEI-07801]] The code:FirstInstanceHUAWEI decoration must: be used only within the code:ClusterCullingHUAWEI {ExecutionModel} * [[VUID-{refpage}-FirstInstanceHUAWEI-07802]] The variable decorated with code:FirstInstanceHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-firstvertexhuawei]] [open,refpage='FirstVertexHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: FirstVertexHUAWEI code:FirstVertexHUAWEI:: The code:FirstVertexHUAWEI decoration can be used to decorate a cluster culling shader output variable,this non-indexed mode specific variable will contain an integer value that specifies the index of the first vertex in a cluster to draw. .Valid Usage **** * [[VUID-{refpage}-FirstVertexHUAWEI-07803]] The code:FirstVertexHUAWEI decoration must: be used only within the code:FirstVertexHUAWEI {ExecutionModel} * [[VUID-{refpage}-FirstVertexHUAWEI-07804]] The variable decorated with code:FirstVertexHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] ifdef::VK_EXT_fragment_density_map[] [[interfaces-builtin-variables-fraginvocationcount]] [open,refpage='FragInvocationCountEXT',desc='Number of fragment shader invocations for a fragment',type='builtins'] -- :refpage: FragInvocationCountEXT code:FragInvocationCountEXT:: Decorating a variable with the code:FragInvocationCountEXT built-in decoration will make that variable contain the maximum number of fragment shader invocations for the fragment, as determined by pname:minSampleShading. + If <> is not enabled, code:FragInvocationCountEXT will be filled with a value of 1. .Valid Usage **** * [[VUID-{refpage}-FragInvocationCountEXT-04217]] The code:FragInvocationCountEXT decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-FragInvocationCountEXT-04218]] The variable decorated with code:FragInvocationCountEXT must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-FragInvocationCountEXT-04219]] The variable decorated with code:FragInvocationCountEXT must: be declared as a scalar 32-bit integer value **** -- endif::VK_EXT_fragment_density_map[] ifdef::VK_EXT_fragment_density_map[] [[interfaces-builtin-variables-fragsize]] [open,refpage='FragSizeEXT',desc='Size of the screen-space area covered by the fragment',type='builtins'] -- :refpage: FragSizeEXT code:FragSizeEXT:: Decorating a variable with the code:FragSizeEXT built-in decoration will make that variable contain the dimensions in pixels of the <> that the fragment covers for that invocation. + If fragment density map is not enabled, code:FragSizeEXT will be filled with a value of [eq]#(1,1)#. .Valid Usage **** * [[VUID-{refpage}-FragSizeEXT-04220]] The code:FragSizeEXT decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-FragSizeEXT-04221]] The variable decorated with code:FragSizeEXT must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-FragSizeEXT-04222]] The variable decorated with code:FragSizeEXT must: be declared as a two-component vector of 32-bit integer values **** -- endif::VK_EXT_fragment_density_map[] ifdef::VK_EXT_shader_stencil_export[] [[interfaces-builtin-variables-fragstencilref]] [open,refpage='FragStencilRefEXT',desc='Application-specified stencil reference value used in stencil tests',type='builtins'] -- :refpage: FragStencilRefEXT code:FragStencilRefEXT:: Decorating a variable with the code:FragStencilRefEXT built-in decoration will make that variable contain the new stencil reference value for all samples covered by the fragment. This value will be used as the stencil reference value used in stencil testing. + To write to code:FragStencilRefEXT, a shader must: declare the code:StencilRefReplacingEXT execution mode. If a shader declares the code:StencilRefReplacingEXT execution mode and there is an execution path through the shader that does not set code:FragStencilRefEXT, then the fragment's stencil reference value is undefined: for executions of the shader that take that path. + Only the least significant *s* bits of the integer value of the variable decorated with code:FragStencilRefEXT are considered for stencil testing, where *s* is the number of bits in the stencil framebuffer attachment, and higher order bits are discarded. + See <> for more details. .Valid Usage **** * [[VUID-{refpage}-FragStencilRefEXT-04223]] The code:FragStencilRefEXT decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-FragStencilRefEXT-04224]] The variable decorated with code:FragStencilRefEXT must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-FragStencilRefEXT-04225]] The variable decorated with code:FragStencilRefEXT must: be declared as a scalar integer value **** -- endif::VK_EXT_shader_stencil_export[] ifdef::VK_NV_shading_rate_image[] [open,refpage='FragmentSizeNV',desc='Size of the screen-space area covered by the fragment',type='builtins'] -- :refpage: FragmentSizeNV code:FragmentSizeNV:: Decorating a variable with the code:FragmentSizeNV built-in decoration will make that variable contain the width and height of the fragment. .Valid Usage **** * [[VUID-{refpage}-FragmentSizeNV-04226]] The code:FragmentSizeNV decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-FragmentSizeNV-04227]] The variable decorated with code:FragmentSizeNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-FragmentSizeNV-04228]] The variable decorated with code:FragmentSizeNV must: be declared as a two-component vector of 32-bit integer values **** -- endif::VK_NV_shading_rate_image[] [[interfaces-builtin-variables-frontfacing]] [open,refpage='FrontFacing',desc='Front face determination of a fragment',type='builtins'] -- :refpage: FrontFacing code:FrontFacing:: Decorating a variable with the code: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 <> 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. .Valid Usage **** * [[VUID-{refpage}-FrontFacing-04229]] The code:FrontFacing decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-FrontFacing-04230]] The variable decorated with code:FrontFacing must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-FrontFacing-04231]] The variable decorated with code:FrontFacing must: be declared as a boolean value **** -- ifdef::VK_EXT_conservative_rasterization[] [[interfaces-builtin-variables-fullycoveredext]] [open,refpage='FullyCoveredEXT',desc='Indication of whether a fragment is fully covered',type='builtins'] -- :refpage: FullyCoveredEXT code:FullyCoveredEXT:: Decorating a variable with the code:FullyCoveredEXT built-in decoration will make that variable indicate whether the <> is fully covered by the generating primitive. This variable is non-zero if conservative rasterization is enabled and the current fragment area is fully covered by the generating primitive, and is zero if the fragment is not covered or partially covered, or conservative rasterization is disabled. .Valid Usage **** * [[VUID-{refpage}-FullyCoveredEXT-04232]] The code:FullyCoveredEXT decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-FullyCoveredEXT-04233]] The variable decorated with code:FullyCoveredEXT must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-FullyCoveredEXT-04234]] The variable decorated with code:FullyCoveredEXT must: be declared as a boolean value ifdef::VK_EXT_post_depth_coverage[] * [[VUID-{refpage}-conservativeRasterizationPostDepthCoverage-04235]] If sname:VkPhysicalDeviceConservativeRasterizationPropertiesEXT::pname:conservativeRasterizationPostDepthCoverage is not supported the code:PostDepthCoverage {ExecutionMode} must: not be declared, when a variable with the code:FullyCoveredEXT decoration is declared endif::VK_EXT_post_depth_coverage[] **** -- endif::VK_EXT_conservative_rasterization[] [[interfaces-builtin-variables-globalinvocationid]] [open,refpage='GlobalInvocationId',desc='Global invocation ID',type='builtins'] -- :refpage: GlobalInvocationId code:GlobalInvocationId:: Decorating a variable with the code: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 plus code:LocalInvocationId. .Valid Usage **** * [[VUID-{refpage}-GlobalInvocationId-04236]] The code:GlobalInvocationId decoration must: be used only within the code:GLCompute, code:MeshEXT, code:TaskEXT, code:MeshNV, or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-GlobalInvocationId-04237]] The variable decorated with code:GlobalInvocationId must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-GlobalInvocationId-04238]] The variable decorated with code:GlobalInvocationId must: be declared as a three-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-helperinvocation]] [open,refpage='HelperInvocation',desc='Indication of whether a fragment shader is a helper invocation',type='builtins'] -- :refpage: HelperInvocation code:HelperInvocation:: Decorating a variable with the code: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. [NOTE] .Note ==== It is very likely that a helper invocation will have a value of code:SampleMask fragment shader input value that is zero. ==== .Valid Usage **** * [[VUID-{refpage}-HelperInvocation-04239]] The code:HelperInvocation decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-HelperInvocation-04240]] The variable decorated with code:HelperInvocation must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-HelperInvocation-04241]] The variable decorated with code:HelperInvocation must: be declared as a boolean value **** -- ifdef::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-hitkind]] [open,refpage='HitKindKHR',desc='Kind of hit that triggered an any-hit or closest hit ray shader',type='builtins'] -- :refpage: HitKindKHR code:HitKindKHR:: A variable decorated with the code:HitKindKHR decoration will describe the intersection that triggered the execution of the current shader. The values are determined by the intersection shader. For user-defined intersection shaders this is the value that was passed to the "`Hit Kind`" operand of code:OpReportIntersectionKHR. For triangle intersection candidates, this will be one of code:HitKindFrontFacingTriangleKHR or code:HitKindBackFacingTriangleKHR. .Valid Usage **** * [[VUID-{refpage}-HitKindKHR-04242]] The code:HitKindKHR decoration must: be used only within the code:AnyHitKHR or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-HitKindKHR-04243]] The variable decorated with code:HitKindKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-HitKindKHR-04244]] The variable decorated with code:HitKindKHR must: be declared as a scalar 32-bit integer value **** -- ifdef::VK_NV_ray_tracing[] [[interfaces-builtin-variables-hitt]] [open,refpage='HitTNV',desc='T value of a ray intersection',type='builtins'] -- :refpage: HitTNV code:HitTNV:: A variable decorated with the code:HitTNV decoration is equivalent to a variable decorated with the code:RayTmaxKHR decoration. .Valid Usage **** * [[VUID-{refpage}-HitTNV-04245]] The code:HitTNV decoration must: be used only within the code:AnyHitNV or code:ClosestHitNV {ExecutionModel} * [[VUID-{refpage}-HitTNV-04246]] The variable decorated with code:HitTNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-HitTNV-04247]] The variable decorated with code:HitTNV must: be declared as a scalar 32-bit floating-point value **** -- endif::VK_NV_ray_tracing[] ifdef::VK_KHR_ray_tracing_position_fetch[] [[interfaces-builtin-variables-hittrianglevertexpositions]] [open,refpage='HitTriangleVertexPositionsKHR',desc='Vertices of an intersected triangle',type='builtins'] -- :refpage: HitTriangleVertexPositionsKHR code:HitTriangleVertexPositionsKHR:: A variable decorated with the code:HitTriangleVertexPositionsKHR decoration will specify the object space vertices of the triangle at the current intersection in application-provided order. The positions returned are transformed by the geometry transform, which is performed at standard <> precision, but without a specifically defined order of floating point operations to perform the matrix multiplication. .Valid Usage **** * [[VUID-{refpage}-HitTriangleVertexPositionsKHR-08747]] The code:HitTriangleVertexPositionsKHR decoration must: be used only within the code:AnyHitKHR or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-HitTriangleVertexPositionsKHR-08748]] The variable decorated with code:HitTriangleVertexPositionsKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-HitTriangleVertexPositionsKHR-08749]] The variable decorated with code:HitTriangleVertexPositionsKHR must: be declared as an array of three vectors of three 32-bit float values * [[VUID-{refpage}-HitTriangleVertexPositionsKHR-08750]] The variable decorated with code:HitTriangleVertexPositionsKHR must: be used only if the value of code:HitKindKHR is code:HitKindFrontFacingTriangleKHR or code:HitKindBackFacingTriangleKHR * [[VUID-{refpage}-None-08751]] The acceleration structure corresponding to the current intersection must: have been built with ename:VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_DATA_ACCESS_KHR **** -- endif::VK_KHR_ray_tracing_position_fetch[] [[interfaces-builtin-variables-incomingrayflags]] [open,refpage='IncomingRayFlagsKHR',desc='Flags used to trace a ray',type='builtins'] -- :refpage: IncomingRayFlagsKHR code:IncomingRayFlagsKHR:: A variable with the code:IncomingRayFlagsKHR decoration will contain the ray flags passed in to the trace call that invoked this particular shader. Setting pipeline flags on the raytracing pipeline must: not cause any corresponding flags to be set in variables with this decoration. .Valid Usage **** * [[VUID-{refpage}-IncomingRayFlagsKHR-04248]] The code:IncomingRayFlagsKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, or code:MissKHR {ExecutionModel} * [[VUID-{refpage}-IncomingRayFlagsKHR-04249]] The variable decorated with code:IncomingRayFlagsKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-IncomingRayFlagsKHR-04250]] The variable decorated with code:IncomingRayFlagsKHR must: be declared as a scalar 32-bit integer value **** -- ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-indexcounthuawei]] [open,refpage='IndexCountHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: IndexCountHUAWEI code:IndexCountHUAWEI:: The code:IndexCountHUAWEI decoration can be used to decorate a cluster culling shader output variable,this indexed mode specific variable will contain an integer value that specifies the number of indexed vertices in a cluster to draw. .Valid Usage **** * [[VUID-{refpage}-IndexCountHUAWEI-07805]] The code:IndexCountHUAWEI decoration must: be used only within the code:ClusterCullingHUAWEI {ExecutionModel} * [[VUID-{refpage}-IndexCountHUAWEI-07806]] The variable decorated with code:IndexCountHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-instancecounthuawei]] [open,refpage='InstanceCountHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: InstanceCountHUAWEI code:InstanceCountHUAWEI:: The code:InstanceCountHUAWEI decoration can be used to decorate a cluster culling shader output variable,this variable will contain an integer value that specifies the number of instance to draw in a cluster. .Valid Usage **** * [[VUID-{refpage}-InstanceCountHUAWEI-07807]] The code:InstanceCountHUAWEI decoration must: be used only within the code:ClusterCullingHUAWEI {ExecutionModel} * [[VUID-{refpage}-InstanceCountHUAWEI-07808]] The variable decorated with code:InstanceCountHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-instancecustomindex]] [open,refpage='InstanceCustomIndexKHR',desc='Custom index associated with an intersected instance',type='builtins'] -- :refpage: InstanceCustomIndexKHR code:InstanceCustomIndexKHR:: A variable decorated with the code:InstanceCustomIndexKHR decoration will contain the application-defined value of the instance that intersects the current ray. This variable contains the value that was specified in slink:VkAccelerationStructureInstanceKHR::pname:instanceCustomIndex for the current acceleration structure instance in the lower 24 bits and the upper 8 bits will be zero. .Valid Usage **** * [[VUID-{refpage}-InstanceCustomIndexKHR-04251]] The code:InstanceCustomIndexKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-InstanceCustomIndexKHR-04252]] The variable decorated with code:InstanceCustomIndexKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-InstanceCustomIndexKHR-04253]] The variable decorated with code:InstanceCustomIndexKHR must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-instanceid]] [open,refpage='InstanceId',desc='Id associated with an intersected instance',type='builtins'] -- :refpage: InstanceId code:InstanceId:: Decorating a variable in an intersection, any-hit, or closest hit shader with the code:InstanceId decoration will make that variable contain the index of the instance that intersects the current ray. .Valid Usage **** * [[VUID-{refpage}-InstanceId-04254]] The code:InstanceId decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-InstanceId-04255]] The variable decorated with code:InstanceId must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-InstanceId-04256]] The variable decorated with code:InstanceId must: be declared as a scalar 32-bit integer value **** -- endif::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-invocationid]] [open,refpage='InvocationId',desc='Invocation ID in a geometry or tessellation control shader',type='builtins'] -- :refpage: InvocationId code:InvocationId:: Decorating a variable with the code: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 <> declared in the shader minus one. If the instance count of the geometry shader is one or is not specified, then code:InvocationId will be zero. .Valid Usage **** * [[VUID-{refpage}-InvocationId-04257]] The code:InvocationId decoration must: be used only within the code:TessellationControl or code:Geometry {ExecutionModel} * [[VUID-{refpage}-InvocationId-04258]] The variable decorated with code:InvocationId must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-InvocationId-04259]] The variable decorated with code:InvocationId must: be declared as a scalar 32-bit integer value **** -- ifdef::VK_NV_shading_rate_image[] [open,refpage='InvocationsPerPixelNV',desc='Number of fragment shader invocations for the current pixel',type='builtins'] -- :refpage: InvocationsPerPixelNV code:InvocationsPerPixelNV:: Decorating a variable with the code:InvocationsPerPixelNV built-in decoration will make that variable contain the maximum number of fragment shader invocations per pixel, as derived from the effective shading rate for the fragment. If a primitive does not fully cover a pixel, the number of fragment shader invocations for that pixel may: be less than the value of code:InvocationsPerPixelNV. If the shading rate indicates a fragment covering multiple pixels, then code:InvocationsPerPixelNV will be one. .Valid Usage **** * [[VUID-{refpage}-InvocationsPerPixelNV-04260]] The code:InvocationsPerPixelNV decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-InvocationsPerPixelNV-04261]] The variable decorated with code:InvocationsPerPixelNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-InvocationsPerPixelNV-04262]] The variable decorated with code:InvocationsPerPixelNV must: be declared as a scalar 32-bit integer value **** -- endif::VK_NV_shading_rate_image[] [[interfaces-builtin-variables-instanceindex]] [open,refpage='InstanceIndex',desc='Index of an instance',type='builtins'] -- :refpage: InstanceIndex code:InstanceIndex:: Decorating a variable in a vertex shader with the code:InstanceIndex built-in decoration will make that variable contain the index of the instance that is being processed by the current vertex shader invocation. code:InstanceIndex begins at the pname:firstInstance parameter to flink:vkCmdDraw or flink:vkCmdDrawIndexed or at the pname:firstInstance member of a structure consumed by flink:vkCmdDrawIndirect or flink:vkCmdDrawIndexedIndirect. .Valid Usage **** * [[VUID-{refpage}-InstanceIndex-04263]] The code:InstanceIndex decoration must: be used only within the code:Vertex {ExecutionModel} * [[VUID-{refpage}-InstanceIndex-04264]] The variable decorated with code:InstanceIndex must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-InstanceIndex-04265]] The variable decorated with code:InstanceIndex must: be declared as a scalar 32-bit integer value **** -- ifdef::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-launchid]] [open,refpage='LaunchIdKHR',desc='Launch Id for ray shaders',type='builtins'] -- :refpage: LaunchIdKHR code:LaunchIdKHR:: A variable decorated with the code:LaunchIdKHR decoration will specify the index of the work item being processed. One work item is generated for each of the pname:width {times} pname:height {times} pname:depth items dispatched by a flink:vkCmdTraceRaysKHR command. All shader invocations inherit the same value for variables decorated with code:LaunchIdKHR. .Valid Usage **** * [[VUID-{refpage}-LaunchIdKHR-04266]] The code:LaunchIdKHR decoration must: be used only within the code:RayGenerationKHR, code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, code:MissKHR, or code:CallableKHR {ExecutionModel} * [[VUID-{refpage}-LaunchIdKHR-04267]] The variable decorated with code:LaunchIdKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-LaunchIdKHR-04268]] The variable decorated with code:LaunchIdKHR must: be declared as a three-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-launchsize]] [open,refpage='LaunchSizeKHR',desc='Launch dimensions for ray shaders',type='builtins'] -- :refpage: LaunchSizeKHR code:LaunchSizeKHR:: A variable decorated with the code:LaunchSizeKHR decoration will contain the pname:width, pname:height, and pname:depth dimensions passed to the flink:vkCmdTraceRaysKHR command that initiated this shader execution. The pname:width is in the first component, the pname:height is in the second component, and the pname:depth is in the third component. .Valid Usage **** * [[VUID-{refpage}-LaunchSizeKHR-04269]] The code:LaunchSizeKHR decoration must: be used only within the code:RayGenerationKHR, code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, code:MissKHR, or code:CallableKHR {ExecutionModel} * [[VUID-{refpage}-LaunchSizeKHR-04270]] The variable decorated with code:LaunchSizeKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-LaunchSizeKHR-04271]] The variable decorated with code:LaunchSizeKHR must: be declared as a three-component vector of 32-bit integer values **** -- endif::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-layer]] [open,refpage='Layer',desc='Layer index for layered rendering',type='builtins'] -- :refpage: Layer code:Layer:: + [open] ---- Decorating a variable with the code:Layer built-in decoration will make that variable contain the select layer of a multi-layer framebuffer attachment. In a ifdef::VK_VERSION_1_2,VK_EXT_shader_viewport_index_layer,VK_NV_viewport_array2[] ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[mesh,] vertex, tessellation evaluation, or endif::VK_VERSION_1_2,VK_EXT_shader_viewport_index_layer,VK_NV_viewport_array2[] geometry shader, any variable decorated with code:Layer can be written with the framebuffer layer index to which the primitive produced by that shader will be directed. ifdef::VK_VERSION_1_2,VK_EXT_shader_viewport_index_layer,VK_NV_viewport_array2[] The last active <> (in pipeline order) controls the code:Layer that is used. Outputs in previous shader stages are not used, even if the last stage fails to write the code:Layer. endif::VK_VERSION_1_2,VK_EXT_shader_viewport_index_layer,VK_NV_viewport_array2[] If the last active <> shader entry point's interface does not include a variable decorated with code:Layer, then the first layer is used. If a <> shader entry point's interface includes a variable decorated with code:Layer, it must: write the same value to code:Layer for all output vertices of a given primitive. If the code:Layer 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:. ifdef::VK_EXT_mesh_shader[] In a mesh shader this also applies when the code:Layer value is greater than or equal to the pname:maxMeshOutputLayers limit. endif::VK_EXT_mesh_shader[] ifdef::VK_NV_viewport_array2[] If a variable with the code:Layer decoration is also decorated with code:ViewportRelativeNV, then the code:ViewportIndex is added to the layer that is used for rendering and that is made available in the fragment shader. If the shader writes to a variable decorated code:ViewportMaskNV, then the layer selected has a different value for each viewport a primitive is rendered to. endif::VK_NV_viewport_array2[] In a fragment shader, a variable decorated with code:Layer contains the layer index of the primitive that the fragment invocation belongs to. ---- .Valid Usage **** * [[VUID-{refpage}-Layer-04272]] The code:Layer decoration must: be used only within the code:MeshEXT, code:MeshNV, code:Vertex, code:TessellationEvaluation, code:Geometry, or code:Fragment {ExecutionModel} ifdef::VK_VERSION_1_2[] * [[VUID-{refpage}-Layer-04273]] If the <> feature is not enabled then the code:Layer decoration must: be used only within the code:Geometry or code:Fragment {ExecutionModel} endif::VK_VERSION_1_2[] * [[VUID-{refpage}-Layer-04274]] The variable decorated with code:Layer within the code:MeshEXT, code:MeshNV, code:Vertex, code:TessellationEvaluation, or code:Geometry {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-Layer-04275]] The variable decorated with code:Layer within the code:Fragment {ExecutionModel} must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-Layer-04276]] The variable decorated with code:Layer must: be declared as a scalar 32-bit integer value * [[VUID-{refpage}-Layer-07039]] The variable decorated with code:Layer within the code:MeshEXT {ExecutionModel} must: also be decorated with the code:PerPrimitiveEXT decoration **** -- ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-layerpv]] [open,refpage='LayerPerViewNV',desc='Layer index per view for layered rendering',type='builtins'] -- :refpage: LayerPerViewNV code:LayerPerViewNV:: Decorating a variable with the code:LayerPerViewNV built-in decoration will make that variable contain the per-view layer information. The per-view layer has the same semantics as code:Layer, for each view. .Valid Usage **** * [[VUID-{refpage}-LayerPerViewNV-04277]] The code:LayerPerViewNV decoration must: be used only within the code:MeshNV {ExecutionModel} * [[VUID-{refpage}-LayerPerViewNV-04278]] The variable decorated with code:LayerPerViewNV must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-LayerPerViewNV-04279]] The variable decorated with code:LayerPerViewNV must: also be decorated with the code:PerViewNV decoration * [[VUID-{refpage}-LayerPerViewNV-04280]] The variable decorated with code:LayerPerViewNV must: be declared as an array of scalar 32-bit integer values **** -- endif::VK_NV_mesh_shader[] [[interfaces-builtin-variables-localinvocationid]] [open,refpage='LocalInvocationId',desc='Local invocation ID',type='builtins'] -- :refpage: LocalInvocationId code:LocalInvocationId:: Decorating a variable with the code:LocalInvocationId built-in decoration will make that variable contain the location of the current ifdef::VK_HUAWEI_cluster_culling_shader[cluster culling, ] ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[task, mesh, or] compute shader invocation within the local workgroup. Each component ranges from zero through to the size of the workgroup in that dimension minus one. [NOTE] .Note ==== If the size of the workgroup in a particular dimension is one, then the code:LocalInvocationId in that dimension will be zero. If the workgroup is effectively two-dimensional, then code:LocalInvocationId.z will be zero. If the workgroup is effectively one-dimensional, then both code:LocalInvocationId.y and code:LocalInvocationId.z will be zero. ==== .Valid Usage **** * [[VUID-{refpage}-LocalInvocationId-04281]] The code:LocalInvocationId decoration must: be used only within the code:GLCompute, code:MeshEXT, code:TaskEXT, code:MeshNV, or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-LocalInvocationId-04282]] The variable decorated with code:LocalInvocationId must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-LocalInvocationId-04283]] The variable decorated with code:LocalInvocationId must: be declared as a three-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-localinvocationindex]] [open,refpage='LocalInvocationIndex',desc='Linear local invocation index',type='builtins'] -- :refpage: LocalInvocationIndex code:LocalInvocationIndex:: Decorating a variable with the code:LocalInvocationIndex built-in decoration will make that variable contain a one-dimensional representation of code:LocalInvocationId. This is computed as: + [source,c++] ---- LocalInvocationIndex = LocalInvocationId.z * WorkgroupSize.x * WorkgroupSize.y + LocalInvocationId.y * WorkgroupSize.x + LocalInvocationId.x; ---- .Valid Usage **** * [[VUID-{refpage}-LocalInvocationIndex-04284]] The code:LocalInvocationIndex decoration must: be used only within the code:GLCompute, code:MeshEXT, code:TaskEXT, code:MeshNV, or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-LocalInvocationIndex-04285]] The variable decorated with code:LocalInvocationIndex must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-LocalInvocationIndex-04286]] The variable decorated with code:LocalInvocationIndex must: be declared as a scalar 32-bit integer value **** -- ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-meshviewcount]] [open,refpage='MeshViewCountNV',desc='Number of views processed by a mesh or task shader',type='builtins'] -- :refpage: MeshViewCountNV code:MeshViewCountNV:: Decorating a variable with the code:MeshViewCountNV built-in decoration will make that variable contain the number of views processed by the current mesh or task shader invocations. .Valid Usage **** * [[VUID-{refpage}-MeshViewCountNV-04287]] The code:MeshViewCountNV decoration must: be used only within the code:MeshNV or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-MeshViewCountNV-04288]] The variable decorated with code:MeshViewCountNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-MeshViewCountNV-04289]] The variable decorated with code:MeshViewCountNV must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-meshviewindices]] [open,refpage='MeshViewIndicesNV',desc='Indices of views processed by a mesh or task shader',type='builtins'] -- :refpage: MeshViewIndicesNV code:MeshViewIndicesNV:: Decorating a variable with the code:MeshViewIndicesNV built-in decoration will make that variable contain the mesh view indices. The mesh view indices is an array of values where each element holds the view number of one of the views being processed by the current mesh or task shader invocations. The values of array elements with indices greater than or equal to code:MeshViewCountNV are undefined:. If the value of code:MeshViewIndicesNV[i] is [eq]#j#, then any outputs decorated with code:PerViewNV will take on the value of array element [eq]#i# when processing primitives for view index [eq]#j#. .Valid Usage **** * [[VUID-{refpage}-MeshViewIndicesNV-04290]] The code:MeshViewIndicesNV decoration must: be used only within the code:MeshNV or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-MeshViewIndicesNV-04291]] The variable decorated with code:MeshViewIndicesNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-MeshViewIndicesNV-04292]] The variable decorated with code:MeshViewIndicesNV must: be declared as an array of scalar 32-bit integer values **** -- endif::VK_NV_mesh_shader[] ifdef::VK_VERSION_1_1[] [[interfaces-builtin-variables-numsubgroups]] [open,refpage='NumSubgroups',desc='Number of subgroups in a workgroup',type='builtins'] -- :refpage: NumSubgroups code:NumSubgroups:: Decorating a variable with the code:NumSubgroups built-in decoration will make that variable contain the number of subgroups in the local workgroup. .Valid Usage **** * [[VUID-{refpage}-NumSubgroups-04293]] The code:NumSubgroups decoration must: be used only within the code:GLCompute, code:MeshEXT, code:TaskEXT, code:MeshNV, or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-NumSubgroups-04294]] The variable decorated with code:NumSubgroups must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-NumSubgroups-04295]] The variable decorated with code:NumSubgroups must: be declared as a scalar 32-bit integer value **** -- endif::VK_VERSION_1_1[] [[interfaces-builtin-variables-numworkgroups]] [open,refpage='NumWorkgroups',desc='Number of workgroups in a dispatch',type='builtins'] -- :refpage: NumWorkgroups code:NumWorkgroups:: Decorating a variable with the code:NumWorkgroups built-in decoration will make that variable contain the number of local workgroups that are part of the dispatch that the invocation belongs to. Each component is equal to the values of the workgroup count parameters passed into the dispatching commands. .Valid Usage **** * [[VUID-{refpage}-NumWorkgroups-04296]] The code:NumWorkgroups decoration must: be used only within the code:GLCompute, code:MeshEXT, or code:TaskEXT {ExecutionModel} * [[VUID-{refpage}-NumWorkgroups-04297]] The variable decorated with code:NumWorkgroups must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-NumWorkgroups-04298]] The variable decorated with code:NumWorkgroups must: be declared as a three-component vector of 32-bit integer values **** -- ifdef::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-objectraydirection]] [open,refpage='ObjectRayDirectionKHR',desc='Ray direction in object space',type='builtins'] -- :refpage: ObjectRayDirectionKHR code:ObjectRayDirectionKHR:: A variable decorated with the code:ObjectRayDirectionKHR decoration will specify the direction of the ray being processed, in object space. .Valid Usage **** * [[VUID-{refpage}-ObjectRayDirectionKHR-04299]] The code:ObjectRayDirectionKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-ObjectRayDirectionKHR-04300]] The variable decorated with code:ObjectRayDirectionKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-ObjectRayDirectionKHR-04301]] The variable decorated with code:ObjectRayDirectionKHR must: be declared as a three-component vector of 32-bit floating-point values **** -- [[interfaces-builtin-variables-objectrayorigin]] [open,refpage='ObjectRayOriginKHR',desc='Ray origin in object space',type='builtins'] -- :refpage: ObjectRayOriginKHR code:ObjectRayOriginKHR:: A variable decorated with the code:ObjectRayOriginKHR decoration will specify the origin of the ray being processed, in object space. .Valid Usage **** * [[VUID-{refpage}-ObjectRayOriginKHR-04302]] The code:ObjectRayOriginKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-ObjectRayOriginKHR-04303]] The variable decorated with code:ObjectRayOriginKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-ObjectRayOriginKHR-04304]] The variable decorated with code:ObjectRayOriginKHR must: be declared as a three-component vector of 32-bit floating-point values **** -- [[interfaces-builtin-variables-objecttoworld]] [open,refpage='ObjectToWorldKHR',desc='Transformation matrix from object to world space',type='builtins'] -- :refpage: ObjectToWorldKHR code:ObjectToWorldKHR:: A variable decorated with the code:ObjectToWorldKHR decoration will contain the current object-to-world transformation matrix, which is determined by the instance of the current intersection. .Valid Usage **** * [[VUID-{refpage}-ObjectToWorldKHR-04305]] The code:ObjectToWorldKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-ObjectToWorldKHR-04306]] The variable decorated with code:ObjectToWorldKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-ObjectToWorldKHR-04307]] The variable decorated with code:ObjectToWorldKHR must: be declared as a matrix with four columns of three-component vectors of 32-bit floating-point values **** -- endif::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-patchvertices]] [open,refpage='PatchVertices',desc='Number of vertices in an input patch',type='builtins'] -- :refpage: PatchVertices code:PatchVertices:: Decorating a variable with the code:PatchVertices built-in decoration will make that variable contain the number of vertices in the input patch being processed by the shader. In a Tessellation Control Shader, this is the same as the name:patchControlPoints member of slink:VkPipelineTessellationStateCreateInfo. In a Tessellation Evaluation Shader, code:PatchVertices is equal to the tessellation control output patch size. When the same shader is used in different pipelines where the patch sizes are configured differently, the value of the code:PatchVertices variable will also differ. .Valid Usage **** * [[VUID-{refpage}-PatchVertices-04308]] The code:PatchVertices decoration must: be used only within the code:TessellationControl or code:TessellationEvaluation {ExecutionModel} * [[VUID-{refpage}-PatchVertices-04309]] The variable decorated with code:PatchVertices must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-PatchVertices-04310]] The variable decorated with code:PatchVertices must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-pointcoord]] [open,refpage='PointCoord',desc='Fragment coordinates in screen-space within a point primitive',type='builtins'] -- :refpage: PointCoord code:PointCoord:: Decorating a variable with the code: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 <>. If the primitive the fragment shader invocation belongs to is not a point, then the variable decorated with code:PointCoord contains an undefined: value. [NOTE] .Note ==== Depending on how the point is rasterized, code:PointCoord may: never reach [eq]#(0,0)# or [eq]#(1,1)#. ==== .Valid Usage **** * [[VUID-{refpage}-PointCoord-04311]] The code:PointCoord decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-PointCoord-04312]] The variable decorated with code:PointCoord must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-PointCoord-04313]] The variable decorated with code:PointCoord must: be declared as a two-component vector of 32-bit floating-point values **** -- [[interfaces-builtin-variables-pointsize]] [open,refpage='PointSize',desc='Size of a point primitive',type='builtins'] -- :refpage: PointSize code:PointSize:: Decorating a variable with the code:PointSize built-in decoration will make that variable contain the size of point primitives ifdef::VK_KHR_maintenance5[] or the final rasterization of polygons if <> is ename:VK_POLYGON_MODE_POINT when sname:VkPhysicalDeviceMaintenance5PropertiesKHR::pname:polygonModePointSize is set to ename:VK_TRUE endif::VK_KHR_maintenance5[] . The value written to the variable decorated with code:PointSize by the last <> in the pipeline is used as the framebuffer-space size of points produced by rasterization. ifdef::VK_KHR_maintenance5[] If <> is enabled and a value is not written to a variable decorated with code:PointSize, a value of 1.0 is used as the size of points. endif::VK_KHR_maintenance5[] [NOTE] .Note ==== When code:PointSize decorates a variable in the code:Input {StorageClass}, it contains the data written to the output variable decorated with code:PointSize from the previous shader stage. ==== .Valid Usage **** * [[VUID-{refpage}-PointSize-04314]] The code:PointSize decoration must: be used only within the code:MeshEXT, code:MeshNV, code:Vertex, code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} * [[VUID-{refpage}-PointSize-04315]] The variable decorated with code:PointSize within the code:MeshEXT, code:MeshNV, or code:Vertex {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PointSize-04316]] The variable decorated with code:PointSize within the code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} must: not be declared using a {StorageClass} other than code:Input or code:Output * [[VUID-{refpage}-PointSize-04317]] The variable decorated with code:PointSize must: be declared as a scalar 32-bit floating-point value **** -- [[interfaces-builtin-variables-position]] [open,refpage='Position',desc='Vertex position',type='builtins'] -- :refpage: Position code:Position:: Decorating a variable with the code:Position built-in decoration will make that variable contain the position of the current vertex. In the last <>, the value of the variable decorated with code:Position is used in subsequent primitive assembly, clipping, and rasterization operations. [NOTE] .Note ==== When code:Position decorates a variable in the code:Input {StorageClass}, it contains the data written to the output variable decorated with code:Position from the previous shader stage. ==== .Valid Usage **** * [[VUID-{refpage}-Position-04318]] The code:Position decoration must: be used only within the code:MeshEXT, code:MeshNV, code:Vertex, code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} * [[VUID-{refpage}-Position-04319]] The variable decorated with code:Position within the code:MeshEXT, code:MeshNV, or code:Vertex {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-Position-04320]] The variable decorated with code:Position within the code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} must: not be declared using a {StorageClass} other than code:Input or code:Output * [[VUID-{refpage}-Position-04321]] The variable decorated with code:Position must: be declared as a four-component vector of 32-bit floating-point values **** -- ifdef::VK_NVX_multiview_per_view_attributes[] [[interfaces-builtin-variables-positionperview]] [open,refpage='PositionPerViewNV',desc='Vertex position per view',type='builtins'] -- :refpage: PositionPerViewNV code:PositionPerViewNV:: Decorating a variable with the code:PositionPerViewNV built-in decoration will make that variable contain the position of the current vertex, for each view. + Elements of the array correspond to views in a multiview subpass, and those elements corresponding to views in the view mask of the subpass the shader is compiled against will be used as the position value for those views. For the final <> in the pipeline, values written to an output variable decorated with code:PositionPerViewNV are used in subsequent primitive assembly, clipping, and rasterization operations, as with code:Position. code:PositionPerViewNV output in an earlier <> is available as an input in the subsequent <>. + If a shader is compiled against a subpass that has the ename:VK_SUBPASS_DESCRIPTION_PER_VIEW_POSITION_X_ONLY_BIT_NVX bit set, then the position values for each view must: not differ in any component other than the X component. If the values do differ, one will be chosen in an implementation-dependent manner. .Valid Usage **** * [[VUID-{refpage}-PositionPerViewNV-04322]] The code:PositionPerViewNV decoration must: be used only within the code:MeshNV, code:Vertex, code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} * [[VUID-{refpage}-PositionPerViewNV-04323]] The variable decorated with code:PositionPerViewNV within the code:Vertex, or code:MeshNV {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PositionPerViewNV-04324]] The variable decorated with code:PositionPerViewNV within the code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} must: not be declared using a {StorageClass} other than code:Input or code:Output * [[VUID-{refpage}-PositionPerViewNV-04325]] The variable decorated with code:PositionPerViewNV must: be declared as an array of four-component vector of 32-bit floating-point values with at least as many elements as the maximum view in the subpass's view mask plus one * [[VUID-{refpage}-PositionPerViewNV-04326]] The array variable decorated with code:PositionPerViewNV must: only be indexed by a constant or specialization constant **** -- endif::VK_NVX_multiview_per_view_attributes[] ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-primitivecount]] [open,refpage='PrimitiveCountNV',desc='Number of primitives output by a mesh shader',type='builtins'] -- :refpage: PrimitiveCountNV code:PrimitiveCountNV:: + Decorating a variable with the code:PrimitiveCountNV decoration will make that variable contain the primitive count. The primitive count specifies the number of primitives in the output mesh produced by the mesh shader that will be processed by subsequent pipeline stages. .Valid Usage **** * [[VUID-{refpage}-PrimitiveCountNV-04327]] The code:PrimitiveCountNV decoration must: be used only within the code:MeshNV {ExecutionModel} * [[VUID-{refpage}-PrimitiveCountNV-04328]] The variable decorated with code:PrimitiveCountNV must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PrimitiveCountNV-04329]] The variable decorated with code:PrimitiveCountNV must: be declared as a scalar 32-bit integer value **** -- endif::VK_NV_mesh_shader[] [[interfaces-builtin-variables-primitiveid]] [open,refpage='PrimitiveId',desc='Primitive ID',type='builtins'] -- :refpage: PrimitiveId code:PrimitiveId:: Decorating a variable with the code:PrimitiveId built-in decoration will make that variable contain the index of the current primitive. + The index of the first primitive generated by a drawing command is zero, and the index is incremented after every individual point, line, or triangle primitive is processed. + For triangles drawn as points or line segments (see <>), the primitive index is incremented only once, even if multiple points or lines are eventually drawn. + Variables decorated with code:PrimitiveId are reset to zero between each instance drawn. + Restarting a primitive topology using primitive restart has no effect on the value of variables decorated with code:PrimitiveId. + In tessellation control and tessellation evaluation shaders, it will contain the index of the patch within the current set of rendering primitives that corresponds to the shader invocation. + In a geometry shader, it will contain the number of primitives presented as input to the shader since the current set of rendering primitives was started. + In a fragment shader, it will contain the primitive index written by the ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[] mesh shader if a mesh shader is present, or the primitive index written by the endif::VK_NV_mesh_shader,VK_EXT_mesh_shader[] 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. ifdef::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] + In an intersection, any-hit, or closest hit shader, it will contain the index within the geometry of the triangle or bounding box being processed. endif::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [NOTE] .Note ==== When the code:PrimitiveId decoration is applied to an output variable in the ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[mesh shader or] geometry shader, the resulting value is seen through the code:PrimitiveId decorated input variable in the fragment shader. The fragment shader using code:PrimitiveId will need to declare either the ifdef::VK_NV_mesh_shader[code:MeshShadingNV,] ifdef::VK_EXT_mesh_shader[code:MeshShadingEXT,] code:Geometry or code:Tessellation capability to satisfy the requirement SPIR-V has to use code:PrimitiveId. ==== .Valid Usage **** * [[VUID-{refpage}-PrimitiveId-04330]] The code:PrimitiveId decoration must: be used only within the code:MeshEXT, code:MeshNV, code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, code:TessellationControl, code:TessellationEvaluation, code:Geometry, or code:Fragment {ExecutionModel} * [[VUID-{refpage}-Fragment-04331]] If pipeline contains both the code:Fragment and code:Geometry {ExecutionModel} and a variable decorated with code:PrimitiveId is read from code:Fragment shader, then the code:Geometry shader must: write to the output variables decorated with code:PrimitiveId in all execution paths * [[VUID-{refpage}-Fragment-04332]] If pipeline contains both the code:Fragment and code:MeshEXT or code:MeshNV {ExecutionModel} and a variable decorated with code:PrimitiveId is read from code:Fragment shader, then the code:MeshEXT or code:MeshNV shader must: write to the output variables decorated with code:PrimitiveId in all execution paths * [[VUID-{refpage}-Fragment-04333]] If code:Fragment {ExecutionModel} contains a variable decorated with code:PrimitiveId, then either the code:MeshShadingEXT, code:MeshShadingNV, code:Geometry or code:Tessellation capability must: also be declared * [[VUID-{refpage}-PrimitiveId-04334]] The variable decorated with code:PrimitiveId within the code:TessellationControl, code:TessellationEvaluation, code:Fragment, code:IntersectionKHR, code:AnyHitKHR, or code:ClosestHitKHR {ExecutionModel} must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-PrimitiveId-04335]] The variable decorated with code:PrimitiveId within the code:Geometry {ExecutionModel} must: be declared using the code:Input or code:Output {StorageClass} * [[VUID-{refpage}-PrimitiveId-04336]] The variable decorated with code:PrimitiveId within the code:MeshEXT or code:MeshNV {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PrimitiveId-04337]] The variable decorated with code:PrimitiveId must: be declared as a scalar 32-bit integer value * [[VUID-{refpage}-PrimitiveId-07040]] The variable decorated with code:PrimitiveId within the code:MeshEXT {ExecutionModel} must: also be decorated with the code:PerPrimitiveEXT decoration **** -- ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-primitiveindices]] [open,refpage='PrimitiveIndicesNV',desc='Indices of primitives in a mesh shader',type='builtins'] -- :refpage: PrimitiveIndicesNV code:PrimitiveIndicesNV:: + Decorating a variable with the code:PrimitiveIndicesNV decoration will make that variable contain the output array of vertex index values. Depending on the output primitive type declared using the execution mode, the indices are split into groups of one (code:OutputPoints), two (code:OutputLinesNV), or three (code:OutputTrianglesNV) indices and each group generates a primitive. .Valid Usage **** * [[VUID-{refpage}-PrimitiveIndicesNV-04338]] The code:PrimitiveIndicesNV decoration must: be used only within the code:MeshNV {ExecutionModel} * [[VUID-{refpage}-PrimitiveIndicesNV-04339]] The variable decorated with code:PrimitiveIndicesNV must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PrimitiveIndicesNV-04340]] The variable decorated with code:PrimitiveIndicesNV must: be declared as an array of scalar 32-bit integer values * [[VUID-{refpage}-PrimitiveIndicesNV-04341]] All index values of the array decorated with code:PrimitiveIndicesNV must: be in the range [eq]#[0, N-1]#, where [eq]#N# is the value specified by the code:OutputVertices {ExecutionMode} * [[VUID-{refpage}-OutputPoints-04342]] If the {ExecutionMode} is code:OutputPoints, then the array decorated with code:PrimitiveIndicesNV must: be the size of the value specified by code:OutputPrimitivesNV * [[VUID-{refpage}-OutputLinesNV-04343]] If the {ExecutionMode} is code:OutputLinesNV, then the array decorated with code:PrimitiveIndicesNV must: be the size of two times the value specified by code:OutputPrimitivesNV * [[VUID-{refpage}-OutputTrianglesNV-04344]] If the {ExecutionMode} is code:OutputTrianglesNV, then the array decorated with code:PrimitiveIndicesNV must: be the size of three times the value specified by code:OutputPrimitivesNV **** -- endif::VK_NV_mesh_shader[] ifdef::VK_EXT_mesh_shader[] [[interfaces-builtin-variables-primitivepointindices]] [open,refpage='PrimitivePointIndicesEXT',desc='Indices of point primitives in a mesh shader',type='builtins'] -- :refpage: PrimitivePointIndicesEXT code:PrimitivePointIndicesEXT:: + Decorating a variable with the code:PrimitivePointIndicesEXT decoration will make that variable contain the output array of vertex index values for point primitives. .Valid Usage **** * [[VUID-{refpage}-PrimitivePointIndicesEXT-07041]] The code:PrimitivePointIndicesEXT decoration must: be used only within the code:MeshEXT {ExecutionModel} * [[VUID-{refpage}-PrimitivePointIndicesEXT-07042]] The code:PrimitivePointIndicesEXT decoration must: be used with the code:OutputPoints {ExecutionMode} * [[VUID-{refpage}-PrimitivePointIndicesEXT-07043]] The variable decorated with code:PrimitivePointIndicesEXT must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PrimitivePointIndicesEXT-07044]] The variable decorated with code:PrimitivePointIndicesEXT must: be declared as an array of scalar 32-bit integer values * [[VUID-{refpage}-PrimitivePointIndicesEXT-07045]] All index values of the array decorated with code:PrimitivePointIndicesEXT must: be in the range [eq]#[0, N-1]#, where [eq]#N# is the value specified by the code:OutputVertices {ExecutionMode} * [[VUID-{refpage}-PrimitivePointIndicesEXT-07046]] The size of the array decorated with code:PrimitivePointIndicesEXT must: match the value specified by code:OutputPrimitivesEXT **** -- [[interfaces-builtin-variables-primitivelineindices]] [open,refpage='PrimitiveLineIndicesEXT',desc='Indices of line primitives in a mesh shader',type='builtins'] -- :refpage: PrimitiveLineIndicesEXT code:PrimitiveLineIndicesEXT:: + Decorating a variable with the code:PrimitiveLineIndicesEXT decoration will make that variable contain the output array of vertex index values for line primitives. .Valid Usage **** * [[VUID-{refpage}-PrimitiveLineIndicesEXT-07047]] The code:PrimitiveLineIndicesEXT decoration must: be used only within the code:MeshEXT {ExecutionModel} * [[VUID-{refpage}-PrimitiveLineIndicesEXT-07048]] The code:PrimitiveLineIndicesEXT decoration must: be used with the code:OutputLinesEXT {ExecutionMode} * [[VUID-{refpage}-PrimitiveLineIndicesEXT-07049]] The variable decorated with code:PrimitiveLineIndicesEXT must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PrimitiveLineIndicesEXT-07050]] The variable decorated with code:PrimitiveLineIndicesEXT must: be declared as an array of two component vector 32-bit integer values * [[VUID-{refpage}-PrimitiveLineIndicesEXT-07051]] All index values of the array decorated with code:PrimitiveLineIndicesEXT must: be in the range [eq]#[0, N-1]#, where [eq]#N# is the value specified by the code:OutputVertices {ExecutionMode} * [[VUID-{refpage}-PrimitiveLineIndicesEXT-07052]] The size of the array decorated with code:PrimitiveLineIndicesEXT must: match the value specified by code:OutputPrimitivesEXT **** -- [[interfaces-builtin-variables-primitivetriangleindices]] [open,refpage='PrimitiveTriangleIndicesEXT',desc='Indices of triangle primitives in a mesh shader',type='builtins'] -- :refpage: PrimitiveTriangleIndicesEXT code:PrimitiveTriangleIndicesEXT:: + Decorating a variable with the code:PrimitiveTriangleIndicesEXT decoration will make that variable contain the output array of vertex index values for triangle primitives. .Valid Usage **** * [[VUID-{refpage}-PrimitiveTriangleIndicesEXT-07053]] The code:PrimitiveTriangleIndicesEXT decoration must: be used only within the code:MeshEXT {ExecutionModel} * [[VUID-{refpage}-PrimitiveTriangleIndicesEXT-07054]] The code:PrimitiveTriangleIndicesEXT decoration must: be used with the code:OutputTrianglesEXT {ExecutionMode} * [[VUID-{refpage}-PrimitiveTriangleIndicesEXT-07055]] The variable decorated with code:PrimitiveTriangleIndicesEXT must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PrimitiveTriangleIndicesEXT-07056]] The variable decorated with code:PrimitiveTriangleIndicesEXT must: be declared as an array of three component vector 32-bit integer values * [[VUID-{refpage}-PrimitiveTriangleIndicesEXT-07057]] All index values of the array decorated with code:PrimitiveTriangleIndicesEXT must: be in the range [eq]#[0, N-1]#, where [eq]#N# is the value specified by the code:OutputVertices {ExecutionMode} * [[VUID-{refpage}-PrimitiveTriangleIndicesEXT-07058]] The size of the array decorated with code:PrimitiveTriangleIndicesEXT must: match the value specified by code:OutputPrimitivesEXT **** -- endif::VK_EXT_mesh_shader[] ifdef::VK_KHR_fragment_shading_rate[] [[interfaces-builtin-variables-primitiveshadingrate]] [open,refpage='PrimitiveShadingRateKHR',desc='Primitive contribution to fragment shading rate',type='builtins'] -- :refpage: PrimitiveShadingRateKHR code:PrimitiveShadingRateKHR:: Decorating a variable with the code:PrimitiveShadingRateKHR built-in decoration will make that variable contain the <>. + The value written to the variable decorated with code:PrimitiveShadingRateKHR by the last <> in the pipeline is used as the <>. Outputs in previous shader stages are ignored. + If the last active <> shader entry point's interface does not include a variable decorated with code:PrimitiveShadingRateKHR, then it is as if the shader specified a fragment shading rate value of 0, indicating a horizontal and vertical rate of 1 pixel. + If a shader has code:PrimitiveShadingRateKHR in the output interface and there is an execution path through the shader that does not write to it, its value is undefined: for executions of the shader that take that path. .Valid Usage **** * [[VUID-{refpage}-PrimitiveShadingRateKHR-04484]] The code:PrimitiveShadingRateKHR decoration must: be used only within the code:MeshEXT, code:MeshNV, code:Vertex, or code:Geometry {ExecutionModel} * [[VUID-{refpage}-PrimitiveShadingRateKHR-04485]] The variable decorated with code:PrimitiveShadingRateKHR must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-PrimitiveShadingRateKHR-04486]] The variable decorated with code:PrimitiveShadingRateKHR must: be declared as a scalar 32-bit integer value * [[VUID-{refpage}-PrimitiveShadingRateKHR-04487]] The value written to code:PrimitiveShadingRateKHR must: include no more than one of code:Vertical2Pixels and code:Vertical4Pixels * [[VUID-{refpage}-PrimitiveShadingRateKHR-04488]] The value written to code:PrimitiveShadingRateKHR must: include no more than one of code:Horizontal2Pixels and code:Horizontal4Pixels * [[VUID-{refpage}-PrimitiveShadingRateKHR-04489]] The value written to code:PrimitiveShadingRateKHR must: not have any bits set other than those defined by *Fragment Shading Rate Flags* enumerants in the SPIR-V specification * [[VUID-{refpage}-PrimitiveShadingRateKHR-07059]] The variable decorated with code:PrimitiveShadingRateKHR within the code:MeshEXT {ExecutionModel} must: also be decorated with the code:PerPrimitiveEXT decoration **** -- endif::VK_KHR_fragment_shading_rate[] ifdef::VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-raygeometryindex]] [open,refpage='RayGeometryIndexKHR',desc='Geometry index in a ray shader',type='builtins'] -- :refpage: RayGeometryIndexKHR code:RayGeometryIndexKHR:: A variable decorated with the code:RayGeometryIndexKHR decoration will contain the <> for the acceleration structure geometry currently being shaded. .Valid Usage **** * [[VUID-{refpage}-RayGeometryIndexKHR-04345]] The code:RayGeometryIndexKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-RayGeometryIndexKHR-04346]] The variable decorated with code:RayGeometryIndexKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-RayGeometryIndexKHR-04347]] The variable decorated with code:RayGeometryIndexKHR must: be declared as a scalar 32-bit integer value **** -- endif::VK_KHR_ray_tracing_pipeline[] ifdef::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-raytmax]] [open,refpage='RayTmaxKHR',desc='Maximum T value of a ray',type='builtins'] -- :refpage: RayTmaxKHR code:RayTmaxKHR:: A variable decorated with the code:RayTmaxKHR decoration will contain the parametric [eq]#t~max~# value of the ray being processed. The value is independent of the space in which the ray origin and direction exist. The value is initialized to the parameter passed into the <> instruction. + The [eq]#t~max~# value changes throughout the lifetime of the ray that produced the intersection. In the closest hit shader, the value reflects the closest distance to the intersected primitive. In the any-hit shader, it reflects the distance to the primitive currently being intersected. In the intersection shader, it reflects the distance to the closest primitive intersected so far or the initial value. The value can change in the intersection shader after calling code:OpReportIntersectionKHR if the corresponding any-hit shader does not ignore the intersection. In a miss shader, the value is identical to the parameter passed into the <> instruction. .Valid Usage **** * [[VUID-{refpage}-RayTmaxKHR-04348]] The code:RayTmaxKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, or code:MissKHR {ExecutionModel} * [[VUID-{refpage}-RayTmaxKHR-04349]] The variable decorated with code:RayTmaxKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-RayTmaxKHR-04350]] The variable decorated with code:RayTmaxKHR must: be declared as a scalar 32-bit floating-point value **** -- [[interfaces-builtin-variables-raytmin]] [open,refpage='RayTminKHR',desc='Minimum T value of a ray',type='builtins'] -- :refpage: RayTminKHR code:RayTminKHR:: A variable decorated with the code:RayTminKHR decoration will contain the parametric [eq]#t~min~# value of the ray being processed. The value is independent of the space in which the ray origin and direction exist. The value is the parameter passed into the <> instruction. + The [eq]#t~min~# value remains constant for the duration of the ray query. .Valid Usage **** * [[VUID-{refpage}-RayTminKHR-04351]] The code:RayTminKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, or code:MissKHR {ExecutionModel} * [[VUID-{refpage}-RayTminKHR-04352]] The variable decorated with code:RayTminKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-RayTminKHR-04353]] The variable decorated with code:RayTminKHR must: be declared as a scalar 32-bit floating-point value **** -- endif::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-sampleid]] [open,refpage='SampleId',desc='Sample ID within a fragment',type='builtins'] -- :refpage: SampleId code:SampleId:: Decorating a variable with the code:SampleId built-in decoration will make that variable contain the <> for the current fragment shader invocation. code: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 with code:SampleId, <> is considered enabled with a pname:minSampleShading value of 1.0. .Valid Usage **** * [[VUID-{refpage}-SampleId-04354]] The code:SampleId decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-SampleId-04355]] The variable decorated with code:SampleId must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SampleId-04356]] The variable decorated with code:SampleId must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-samplemask]] [open,refpage='SampleMask',desc='Coverage mask for a fragment shader invocation',type='builtins'] -- :refpage: SampleMask code:SampleMask:: Decorating a variable with the code:SampleMask built-in decoration will make any variable contain the <> for the current fragment shader invocation. + A variable in the code:Input storage class decorated with code:SampleMask 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. code: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 [eq]#32 {times} M {plus} B#. + A variable in the code:Output storage class decorated with code:SampleMask is an array of integers forming a bit array in a manner similar to an input variable decorated with code:SampleMask, but where each bit represents coverage as computed by the shader. This computed code:SampleMask is combined with the generated coverage mask in the <> operation. + Variables decorated with code:SampleMask must: be either an unsized array, or explicitly sized to be no larger than the implementation-dependent maximum sample-mask (as an array of 32-bit elements), determined by the maximum number of samples. + If a fragment shader entry point's interface includes an output variable decorated with code:SampleMask, the sample mask will be undefined: for any array elements of any fragment shader invocations that fail to assign a value. If a fragment shader entry point's interface does not include an output variable decorated with code:SampleMask, the sample mask has no effect on the processing of a fragment. .Valid Usage **** * [[VUID-{refpage}-SampleMask-04357]] The code:SampleMask decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-SampleMask-04358]] The variable decorated with code:SampleMask must: be declared using the code:Input or code:Output {StorageClass} * [[VUID-{refpage}-SampleMask-04359]] The variable decorated with code:SampleMask must: be declared as an array of 32-bit integer values **** -- [[interfaces-builtin-variables-sampleposition]] [open,refpage='SamplePosition',desc='Position of a shaded sample',type='builtins'] -- :refpage: SamplePosition code:SamplePosition:: Decorating a variable with the code: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 [eq]#(0,0)# and the bottom right of the pixel is considered to be at coordinate [eq]#(1,1)#. ifdef::VK_EXT_fragment_density_map[] // Markup here is weird. To get all these paragraphs indented properly for // the keyword, the '+' connector must be *inside* ifdefs w/o blank lines. + If the render pass has a fragment density map attachment, the variable will instead contain the sub-fragment position of the sample being shaded. The top left of the fragment is considered to be at coordinate [eq]#(0,0)# and the bottom right of the fragment is considered to be at coordinate [eq]#(1,1)# for any fragment area. endif::VK_EXT_fragment_density_map[] + If a fragment shader entry point's interface includes an input variable decorated with code:SamplePosition, <> is considered enabled with a pname:minSampleShading value of 1.0. ifdef::VK_EXT_sample_locations[] + If the current pipeline uses <> the value of any variable decorated with the code:SamplePosition built-in decoration is undefined:. endif::VK_EXT_sample_locations[] .Valid Usage **** * [[VUID-{refpage}-SamplePosition-04360]] The code:SamplePosition decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-SamplePosition-04361]] The variable decorated with code:SamplePosition must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SamplePosition-04362]] The variable decorated with code:SamplePosition must: be declared as a two-component vector of 32-bit floating-point values **** -- ifdef::VK_KHR_fragment_shading_rate[] [[interfaces-builtin-variables-shadingratekhr]] [open,refpage='ShadingRateKHR',desc='Shading rate of a fragment',type='builtins'] -- :refpage: ShadingRateKHR code:ShadingRateKHR:: Decorating a variable with the code:ShadingRateKHR built-in decoration will make that variable contain the <> for the current fragment invocation. .Valid Usage **** * [[VUID-{refpage}-ShadingRateKHR-04490]] The code:ShadingRateKHR decoration must: be used only within the code:Fragment {ExecutionModel} * [[VUID-{refpage}-ShadingRateKHR-04491]] The variable decorated with code:ShadingRateKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-ShadingRateKHR-04492]] The variable decorated with code:ShadingRateKHR must: be declared as a scalar 32-bit integer value **** -- endif::VK_KHR_fragment_shading_rate[] ifdef::VK_NV_shader_sm_builtins[] [[interfaces-builtin-variables-smcountnv]] [open,refpage='SMCountNV',desc='Number of SMs on the device',type='builtins'] -- :refpage: SMCountNV code:SMCountNV:: Decorating a variable with the code:SMCountNV built-in decoration will make that variable contain the number of SMs on the device. .Valid Usage **** * [[VUID-{refpage}-SMCountNV-04363]] The variable decorated with code:SMCountNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SMCountNV-04364]] The variable decorated with code:SMCountNV must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-smidnv]] [open,refpage='SMIDNV',desc='SM ID on which a shader invocation is running',type='builtins'] -- :refpage: SMIDNV code:SMIDNV:: Decorating a variable with the code:SMIDNV built-in decoration will make that variable contain the ID of the SM on which the current shader invocation is running. This variable is in the range [eq]#[0, code:SMCountNV-1]#. .Valid Usage **** * [[VUID-{refpage}-SMIDNV-04365]] The variable decorated with code:SMIDNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SMIDNV-04366]] The variable decorated with code:SMIDNV must: be declared as a scalar 32-bit integer value **** -- endif::VK_NV_shader_sm_builtins[] ifdef::VK_VERSION_1_1[] [[interfaces-builtin-variables-subgroupid]] [open,refpage='SubgroupId',desc='Subgroup ID ',type='builtins'] -- :refpage: SubgroupId code:SubgroupId:: + Decorating a variable with the code:SubgroupId built-in decoration will make that variable contain the index of the subgroup within the local workgroup. This variable is in range [0, code:NumSubgroups-1]. .Valid Usage **** * [[VUID-{refpage}-SubgroupId-04367]] The code:SubgroupId decoration must: be used only within the code:GLCompute, code:MeshEXT, code:TaskEXT, code:MeshNV, or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-SubgroupId-04368]] The variable decorated with code:SubgroupId must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SubgroupId-04369]] The variable decorated with code:SubgroupId must: be declared as a scalar 32-bit integer value **** -- endif::VK_VERSION_1_1[] ifdef::VK_VERSION_1_1,VK_EXT_shader_subgroup_ballot[] [[interfaces-builtin-variables-sgeq]] [open,refpage='SubgroupEqMask',desc='Mask of shader invocations in a subgroup with the same subgroup local invocation ID',type='builtins'] -- :refpage: SubgroupEqMask code:SubgroupEqMask:: + Decorating a variable with the code:SubgroupEqMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bit corresponding to the code:SubgroupLocalInvocationId is set in the variable decorated with code:SubgroupEqMask. All other bits are set to zero. + code:SubgroupEqMaskKHR is an alias of code:SubgroupEqMask. .Valid Usage **** * [[VUID-{refpage}-SubgroupEqMask-04370]] The variable decorated with code:SubgroupEqMask must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SubgroupEqMask-04371]] The variable decorated with code:SubgroupEqMask must: be declared as a four-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-sgge]] [open,refpage='SubgroupGeMask',desc='Mask of shader invocations in a subgroup with the same or higher subgroup local invocation ID',type='builtins'] -- :refpage: SubgroupGeMask code:SubgroupGeMask:: + Decorating a variable with the code:SubgroupGeMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bits corresponding to the invocations greater than or equal to code:SubgroupLocalInvocationId through code:SubgroupSize-1 are set in the variable decorated with code:SubgroupGeMask. All other bits are set to zero. + code:SubgroupGeMaskKHR is an alias of code:SubgroupGeMask. .Valid Usage **** * [[VUID-{refpage}-SubgroupGeMask-04372]] The variable decorated with code:SubgroupGeMask must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SubgroupGeMask-04373]] The variable decorated with code:SubgroupGeMask must: be declared as a four-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-sggt]] [open,refpage='SubgroupGtMask',desc='Mask of shader invocations in a subgroup with a higher subgroup local invocation ID',type='builtins'] -- :refpage: SubgroupGtMask code:SubgroupGtMask:: + Decorating a variable with the code:SubgroupGtMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bits corresponding to the invocations greater than code:SubgroupLocalInvocationId through code:SubgroupSize-1 are set in the variable decorated with code:SubgroupGtMask. All other bits are set to zero. + code:SubgroupGtMaskKHR is an alias of code:SubgroupGtMask. .Valid Usage **** * [[VUID-{refpage}-SubgroupGtMask-04374]] The variable decorated with code:SubgroupGtMask must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SubgroupGtMask-04375]] The variable decorated with code:SubgroupGtMask must: be declared as a four-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-sgle]] [open,refpage='SubgroupLeMask',desc='Mask of shader invocations in a subgroup with the same or lower subgroup local invocation ID',type='builtins'] -- :refpage: SubgroupLeMask code:SubgroupLeMask:: + Decorating a variable with the code:SubgroupLeMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bits corresponding to the invocations less than or equal to code:SubgroupLocalInvocationId are set in the variable decorated with code:SubgroupLeMask. All other bits are set to zero. + code:SubgroupLeMaskKHR is an alias of code:SubgroupLeMask. .Valid Usage **** * [[VUID-{refpage}-SubgroupLeMask-04376]] The variable decorated with code:SubgroupLeMask must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SubgroupLeMask-04377]] The variable decorated with code:SubgroupLeMask must: be declared as a four-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-sglt]] [open,refpage='SubgroupLtMask',desc='Mask of shader invocations in a subgroup with a lower subgroup local invocation ID',type='builtins'] -- :refpage: SubgroupLtMask code:SubgroupLtMask:: + Decorating a variable with the code:SubgroupLtMask builtin decoration will make that variable contain the _subgroup mask_ of the current subgroup invocation. The bits corresponding to the invocations less than code:SubgroupLocalInvocationId are set in the variable decorated with code:SubgroupLtMask. All other bits are set to zero. + code:SubgroupLtMaskKHR is an alias of code:SubgroupLtMask. .Valid Usage **** * [[VUID-{refpage}-SubgroupLtMask-04378]] The variable decorated with code:SubgroupLtMask must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SubgroupLtMask-04379]] The variable decorated with code:SubgroupLtMask must: be declared as a four-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-sgli]] [open,refpage='SubgroupLocalInvocationId',desc='ID of the invocation within a subgroup',type='builtins'] -- :refpage: SubgroupLocalInvocationId code:SubgroupLocalInvocationId:: + Decorating a variable with the code:SubgroupLocalInvocationId builtin decoration will make that variable contain the index of the invocation within the subgroup. This variable is in range [0,code:SubgroupSize-1]. ifdef::VK_VERSION_1_3,VK_EXT_subgroup_size_control[] + If ename:VK_PIPELINE_SHADER_STAGE_CREATE_REQUIRE_FULL_SUBGROUPS_BIT is specified, ifdef::VK_VERSION_1_3[] or if pname:module declares SPIR-V version 1.6 or higher, and the local workgroup size in the X dimension of the pname:stage is a multiple of <>, endif::VK_VERSION_1_3[] full subgroups are enabled for that pipeline stage. When full subgroups are enabled, subgroups must: be launched with all invocations active, i.e., there is an active invocation with code:SubgroupLocalInvocationId for each value in range [0,code:SubgroupSize-1]. endif::VK_VERSION_1_3,VK_EXT_subgroup_size_control[] [NOTE] .Note ==== There is no direct relationship between code:SubgroupLocalInvocationId and code:LocalInvocationId or code:LocalInvocationIndex. ifdef::VK_VERSION_1_3,VK_EXT_subgroup_size_control[] If the pipeline ifdef::VK_EXT_shader_object[] or shader object endif::VK_EXT_shader_object[] was created with full subgroups applications can compute their own local invocation index to serve the same purpose: [eq]#index = code:SubgroupLocalInvocationId + code:SubgroupId {times} code:SubgroupSize# If full subgroups are not enabled, some subgroups may be dispatched with inactive invocations that do not correspond to a local workgroup invocation, making the value of [eq]#index# unreliable. endif::VK_VERSION_1_3,VK_EXT_subgroup_size_control[] ==== ifdef::VK_VERSION_1_3[] [NOTE] .Note ==== ename:VK_PIPELINE_SHADER_STAGE_CREATE_REQUIRE_FULL_SUBGROUPS_BIT ifndef::VK_EXT_shader_object[] is endif::VK_EXT_shader_object[] ifdef::VK_EXT_shader_object[] and ename:VK_SHADER_CREATE_REQUIRE_FULL_SUBGROUPS_BIT_EXT are endif::VK_EXT_shader_object[] effectively deprecated when compiling SPIR-V 1.6 shaders, as this behavior is the default for Vulkan with SPIR-V 1.6. This is more aligned with developer expectations, and avoids applications unexpectedly breaking in the future. ==== endif::VK_VERSION_1_3[] .Valid Usage **** * [[VUID-{refpage}-SubgroupLocalInvocationId-04380]] The variable decorated with code:SubgroupLocalInvocationId must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SubgroupLocalInvocationId-04381]] The variable decorated with code:SubgroupLocalInvocationId must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-sgs]] [open,refpage='SubgroupSize',desc='Size of a subgroup',type='builtins'] -- :refpage: SubgroupSize code:SubgroupSize:: + Decorating a variable with the code:SubgroupSize builtin decoration will make that variable contain the implementation-dependent <>. This value must: be a power-of-two integer. + ifdef::VK_VERSION_1_3,VK_EXT_subgroup_size_control[] If the pipeline was created with the ename:VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT flag set, ifdef::VK_EXT_shader_object[] or the shader object was created with the ename:VK_SHADER_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT_EXT flag set, endif::VK_EXT_shader_object[] ifdef::VK_VERSION_1_3[] or the SPIR-V pname:module is at least version 1.6, endif::VK_VERSION_1_3[] the code:SubgroupSize decorated variable will contain the subgroup size for each subgroup that gets dispatched. This value must: be between <> and <> and must: be uniform with <>. The value may: vary across a single draw call, and for fragment shaders may: vary across a single primitive. In compute dispatches, code:SubgroupSize must: be uniform with <>. + If the pipeline was created with a chained slink:VkPipelineShaderStageRequiredSubgroupSizeCreateInfo structure, ifdef::VK_EXT_shader_object[] or the shader object was created with a chained slink:VkShaderRequiredSubgroupSizeCreateInfoEXT structure, endif::VK_EXT_shader_object[] the code:SubgroupSize decorated variable will match <>. + If ifdef::VK_VERSION_1_3[] SPIR-V pname:module is less than version 1.6 and endif::VK_VERSION_1_3[] the pipeline was not created with the ename:VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT flag set and no slink:VkPipelineShaderStageRequiredSubgroupSizeCreateInfo structure was chained, ifdef::VK_EXT_shader_object[] and the shader was not created with the ename:VK_SHADER_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT_EXT flag set and no slink:VkShaderRequiredSubgroupSizeCreateInfoEXT structure was chained, endif::VK_EXT_shader_object[] the endif::VK_VERSION_1_3,VK_EXT_subgroup_size_control[] ifndef::VK_VERSION_1_3,VK_EXT_subgroup_size_control[] The endif::VK_VERSION_1_3,VK_EXT_subgroup_size_control[] variable decorated with code:SubgroupSize will match <>. + The maximum number of invocations that an implementation can support per subgroup is 128. ifdef::VK_VERSION_1_3[] [NOTE] .Note ==== The old behavior for code:SubgroupSize is considered deprecated as certain compute algorithms cannot be easily implemented without the guarantees of ename:VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT and ename:VK_PIPELINE_SHADER_STAGE_CREATE_REQUIRE_FULL_SUBGROUPS_BIT. ==== endif::VK_VERSION_1_3[] .Valid Usage **** * [[VUID-{refpage}-SubgroupSize-04382]] The variable decorated with code:SubgroupSize must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-SubgroupSize-04383]] The variable decorated with code:SubgroupSize must: be declared as a scalar 32-bit integer value **** -- endif::VK_VERSION_1_1,VK_EXT_shader_subgroup_ballot[] ifdef::VK_NV_mesh_shader[] [[interfaces-builtin-variables-taskcount]] [open,refpage='TaskCountNV',desc='Number of mesh shader workgroups that will be generated',type='builtins'] -- :refpage: TaskCountNV code:TaskCountNV:: + Decorating a variable with the code:TaskCountNV decoration will make that variable contain the task count. The task count specifies the number of subsequent mesh shader workgroups that get generated upon completion of the task shader. .Valid Usage **** * [[VUID-{refpage}-TaskCountNV-04384]] The code:TaskCountNV decoration must: be used only within the code:TaskNV {ExecutionModel} * [[VUID-{refpage}-TaskCountNV-04385]] The variable decorated with code:TaskCountNV must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-TaskCountNV-04386]] The variable decorated with code:TaskCountNV must: be declared as a scalar 32-bit integer value **** -- endif::VK_NV_mesh_shader[] [[interfaces-builtin-variables-tesscoord]] [open,refpage='TessCoord',desc='Barycentric coordinate of a tessellated vertex within a patch',type='builtins'] -- :refpage: TessCoord code:TessCoord:: Decorating a variable with the code:TessCoord built-in decoration will make that variable contain the three-dimensional [eq]#(u,v,w)# barycentric coordinate of the tessellated vertex within the patch. [eq]#u#, [eq]#v#, and [eq]#w# are in the range [eq]#[0,1]# and vary linearly across the primitive being subdivided. For the tessellation modes of code:Quads or code:IsoLines, the third component is always zero. .Valid Usage **** * [[VUID-{refpage}-TessCoord-04387]] The code:TessCoord decoration must: be used only within the code:TessellationEvaluation {ExecutionModel} * [[VUID-{refpage}-TessCoord-04388]] The variable decorated with code:TessCoord must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-TessCoord-04389]] The variable decorated with code:TessCoord must: be declared as a three-component vector of 32-bit floating-point values **** -- [[interfaces-builtin-variables-tesslevelouter]] [open,refpage='TessLevelOuter',desc='Outer tessellation levels',type='builtins'] -- :refpage: TessLevelOuter code:TessLevelOuter:: Decorating a variable with the code: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 code:TessLevelOuter can: be written to, controlling the tessellation factors for the resulting patch. These values are used by the tessellator to control primitive tessellation and can: be read by tessellation evaluation shaders. + In tessellation evaluation shaders, the variable decorated with code:TessLevelOuter can: read the values written by the tessellation control shader. .Valid Usage **** * [[VUID-{refpage}-TessLevelOuter-04390]] The code:TessLevelOuter decoration must: be used only within the code:TessellationControl or code:TessellationEvaluation {ExecutionModel} * [[VUID-{refpage}-TessLevelOuter-04391]] The variable decorated with code:TessLevelOuter within the code:TessellationControl {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-TessLevelOuter-04392]] The variable decorated with code:TessLevelOuter within the code:TessellationEvaluation {ExecutionModel} must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-TessLevelOuter-04393]] The variable decorated with code:TessLevelOuter must: be declared as an array of size four, containing 32-bit floating-point values **** -- [[interfaces-builtin-variables-tesslevelinner]] [open,refpage='TessLevelInner',desc='Inner tessellation levels',type='builtins'] -- :refpage: TessLevelInner code:TessLevelInner:: Decorating a variable with the code: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 code:TessLevelInner can: be written to, controlling the tessellation factors for the resulting patch. These values are used by the tessellator to control primitive tessellation and can: be read by tessellation evaluation shaders. + In tessellation evaluation shaders, the variable decorated with code:TessLevelInner can: read the values written by the tessellation control shader. .Valid Usage **** * [[VUID-{refpage}-TessLevelInner-04394]] The code:TessLevelInner decoration must: be used only within the code:TessellationControl or code:TessellationEvaluation {ExecutionModel} * [[VUID-{refpage}-TessLevelInner-04395]] The variable decorated with code:TessLevelInner within the code:TessellationControl {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-TessLevelInner-04396]] The variable decorated with code:TessLevelInner within the code:TessellationEvaluation {ExecutionModel} must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-TessLevelInner-04397]] The variable decorated with code:TessLevelInner must: be declared as an array of size two, containing 32-bit floating-point values **** -- ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-vertexcounthuawei]] [open,refpage='VertexCountHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: VertexCountHUAWEI code:VertexCountHUAWEI:: The code:VertexCountHUAWEI decoration can be used to decorate a cluster culling shader output variable,this non-indexed mode specific variable will contain an integer value that specifies the number of vertices in a cluster to draw. .Valid Usage **** * [[VUID-{refpage}-VertexCountHUAWEI-07809]] The code:VertexCountHUAWEI decoration must: be used only within the code:ClusterCullingHUAWEI {ExecutionModel} * [[VUID-{refpage}-VertexCountHUAWEI-07810]] The variable decorated with code:VertexCountHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-vertexindex]] [open,refpage='VertexIndex',desc='Vertex index of a shader invocation',type='builtins'] -- :refpage: VertexIndex code:VertexIndex:: Decorating a variable with the code: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 the pname:firstVertex parameter to flink:vkCmdDraw or the pname:firstVertex member of a structure consumed by flink: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 the pname:vertexOffset parameter to flink:vkCmdDrawIndexed or the pname:vertexOffset member of the structure consumed by flink:vkCmdDrawIndexedIndirect. [NOTE] .Note ==== code:VertexIndex starts at the same starting value for each instance. ==== .Valid Usage **** * [[VUID-{refpage}-VertexIndex-04398]] The code:VertexIndex decoration must: be used only within the code:Vertex {ExecutionModel} * [[VUID-{refpage}-VertexIndex-04399]] The variable decorated with code:VertexIndex must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-VertexIndex-04400]] The variable decorated with code:VertexIndex must: be declared as a scalar 32-bit integer value **** -- ifdef::VK_HUAWEI_cluster_culling_shader[] [[interfaces-builtin-variables-vertexoffsethuawei]] [open,refpage='VertexOffsetHUAWEI',desc='cluster culling shader output variable',type='builtins'] -- :refpage: VertexOffsetHUAWEI code:VertexOffsetHUAWEI:: The code:VertexOffsetHUAWEI decoration can be used to decorate a cluster culling shader output variable,this indexed mode specific variable will contain an integer value that specifies a offset value added to the vertex index of a cluster before indexing into the vertex buffer. .Valid Usage **** * [[VUID-{refpage}-VertexOffsetHUAWEI-07811]] The code:VertexOffsetHUAWEI decoration must: be used only within the code:ClusterCullingHUAWEI {ExecutionModel} * [[VUID-{refpage}-VertexOffsetHUAWEI-07812]] The variable decorated with code:VertexOffsetHUAWEI must: be declared as a scalar 32-bit integer value **** -- endif::VK_HUAWEI_cluster_culling_shader[] ifdef::VK_VERSION_1_1,VK_KHR_multiview[] [[interfaces-builtin-variables-viewindex]] [open,refpage='ViewIndex',desc='View index of a shader invocation',type='builtins'] -- :refpage: ViewIndex code:ViewIndex:: The code:ViewIndex decoration can: be applied to a shader input which will be filled with the index of the view that is being processed by the current shader invocation. + If multiview is enabled in the render pass, this value will be one of the bits set in the view mask of the subpass the pipeline is compiled against. If multiview is not enabled in the render pass, this value will be zero. .Valid Usage **** * [[VUID-{refpage}-ViewIndex-04401]] The code:ViewIndex decoration must: be used only within the code:MeshEXT, code:Vertex, code:Geometry, code:TessellationControl, code:TessellationEvaluation or code:Fragment {ExecutionModel} * [[VUID-{refpage}-ViewIndex-04402]] The variable decorated with code:ViewIndex must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-ViewIndex-04403]] The variable decorated with code:ViewIndex must: be declared as a scalar 32-bit integer value **** -- endif::VK_VERSION_1_1,VK_KHR_multiview[] [[interfaces-builtin-variables-viewportindex]] [open,refpage='ViewportIndex',desc='Viewport index used',type='builtins'] -- :refpage: ViewportIndex code:ViewportIndex:: Decorating a variable with the code:ViewportIndex built-in decoration will make that variable contain the index of the viewport. + In a ifdef::VK_VERSION_1_2,VK_EXT_shader_viewport_index_layer,VK_NV_viewport_array2[] ifdef::VK_NV_mesh_shader,VK_EXT_mesh_shader[mesh,] vertex, tessellation evaluation, or endif::VK_VERSION_1_2,VK_EXT_shader_viewport_index_layer,VK_NV_viewport_array2[] geometry shader, the variable decorated with code: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 ifndef::VK_NV_scissor_exclusive[] viewport transform and endif::VK_NV_scissor_exclusive[] ifdef::VK_NV_scissor_exclusive[] viewport transform, scissor rectangle, and exclusive endif::VK_NV_scissor_exclusive[] scissor rectangle. ifdef::VK_VERSION_1_2,VK_EXT_shader_viewport_index_layer,VK_NV_viewport_array2[] + The last active _<>_ (in pipeline order) controls the code:ViewportIndex that is used. Outputs in previous shader stages are not used, even if the last stage fails to write the code:ViewportIndex. endif::VK_VERSION_1_2,VK_EXT_shader_viewport_index_layer,VK_NV_viewport_array2[] + If the last active <> shader entry point's interface does not include a variable decorated with code:ViewportIndex ifdef::VK_QCOM_multiview_per_view_viewports[] , and if <> is not enabled, endif::VK_QCOM_multiview_per_view_viewports[] then the first viewport is used. If a <> shader entry point's interface includes a variable decorated with code:ViewportIndex, it must: write the same value to code:ViewportIndex for all output vertices of a given primitive. + In a fragment shader, the variable decorated with code:ViewportIndex contains the viewport index of the primitive that the fragment invocation belongs to. ifdef::VK_QCOM_multiview_per_view_viewports[] + If <> is enabled, and if the last active <> shader entry point's interface does not include a variable decorated with code:ViewportIndex, then the value of code:ViewIndex is used as an index to select the viewport transform and scissor rectangle, and the value of code:ViewportIndex in the fragment shader is undefined::. endif::VK_QCOM_multiview_per_view_viewports[] .Valid Usage **** * [[VUID-{refpage}-ViewportIndex-04404]] The code:ViewportIndex decoration must: be used only within the code:MeshEXT, code:MeshNV, code:Vertex, code:TessellationEvaluation, code:Geometry, or code:Fragment {ExecutionModel} ifdef::VK_VERSION_1_2[] * [[VUID-{refpage}-ViewportIndex-04405]] If the <> feature is not enabled then the code:ViewportIndex decoration must: be used only within the code:Geometry or code:Fragment {ExecutionModel} endif::VK_VERSION_1_2[] * [[VUID-{refpage}-ViewportIndex-04406]] The variable decorated with code:ViewportIndex within the code:MeshEXT, code:MeshNV, code:Vertex, code:TessellationEvaluation, or code:Geometry {ExecutionModel} must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-ViewportIndex-04407]] The variable decorated with code:ViewportIndex within the code:Fragment {ExecutionModel} must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-ViewportIndex-04408]] The variable decorated with code:ViewportIndex must: be declared as a scalar 32-bit integer value * [[VUID-{refpage}-ViewportIndex-07060]] The variable decorated with code:ViewportIndex within the code:MeshEXT {ExecutionModel} must: also be decorated with the code:PerPrimitiveEXT decoration **** -- ifdef::VK_NV_viewport_array2[] [[interfaces-builtin-variables-viewportmask]] [open,refpage='ViewportMaskNV',desc='Mask of the viewports used',type='builtins'] -- :refpage: ViewportMaskNV code:ViewportMaskNV:: Decorating a variable with the code:ViewportMaskNV built-in decoration will make that variable contain the viewport mask. + In a ifdef::VK_NV_mesh_shader[] mesh, endif::VK_NV_mesh_shader[] vertex, tessellation evaluation, or geometry shader, the variable decorated with code:ViewportMaskNV can be written to with the mask of which viewports the primitive produced by that shader will directed. + The code:ViewportMaskNV variable must: be an array that has [eq]#{lceil}(sname:VkPhysicalDeviceLimits::pname:maxViewports / 32){rceil}# elements. When a shader writes to this variable, bit B of element M controls whether a primitive is emitted to viewport [eq]#32 {times} M {plus} B#. The viewports indicated by the mask are used to select the ifndef::VK_NV_scissor_exclusive[] viewport transform and endif::VK_NV_scissor_exclusive[] ifdef::VK_NV_scissor_exclusive[] viewport transform, scissor rectangle, and exclusive endif::VK_NV_scissor_exclusive[] scissor rectangle that a primitive will be transformed by. + The last active _<>_ (in pipeline order) controls the code:ViewportMaskNV that is used. Outputs in previous shader stages are not used, even if the last stage fails to write the code:ViewportMaskNV. When code:ViewportMaskNV is written by the final <>, any variable decorated with code:ViewportIndex in the fragment shader will have the index of the viewport that was used in generating that fragment. + If a <> shader entry point's interface includes a variable decorated with code:ViewportMaskNV, it must: write the same value to code:ViewportMaskNV for all output vertices of a given primitive. .Valid Usage **** * [[VUID-{refpage}-ViewportMaskNV-04409]] The code:ViewportMaskNV decoration must: be used only within the code:Vertex, code:MeshNV, code:TessellationEvaluation, or code:Geometry {ExecutionModel} * [[VUID-{refpage}-ViewportMaskNV-04410]] The variable decorated with code:ViewportMaskNV must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-ViewportMaskNV-04411]] The variable decorated with code:ViewportMaskNV must: be declared as an array of 32-bit integer values **** -- endif::VK_NV_viewport_array2[] ifdef::VK_NVX_multiview_per_view_attributes+VK_NV_viewport_array2[] [[interfaces-builtin-variables-viewportmaskperview]] [open,refpage='ViewportMaskPerViewNV',desc='Mask of viewports broadcast to per view',type='builtins'] -- :refpage: ViewportMaskPerViewNV code:ViewportMaskPerViewNV:: Decorating a variable with the code:ViewportMaskPerViewNV built-in decoration will make that variable contain the mask of viewports primitives are broadcast to, for each view. + The value written to an element of code:ViewportMaskPerViewNV in the last <> is a bitmask indicating which viewports the primitive will be directed to. The primitive will be broadcast to the viewport corresponding to each non-zero bit of the bitmask, and that viewport index is used to select the ifndef::VK_NV_scissor_exclusive[] viewport transform and endif::VK_NV_scissor_exclusive[] ifdef::VK_NV_scissor_exclusive[] viewport transform, scissor rectangle, and exclusive endif::VK_NV_scissor_exclusive[] scissor rectangle, for each view. The same values must: be written to all vertices in a given primitive, or else the set of viewports used for that primitive is undefined:. + Elements of the array correspond to views in a multiview subpass, and those elements corresponding to views in the view mask of the subpass the shader is compiled against will be used as the viewport mask value for those views. code:ViewportMaskPerViewNV output in an earlier <> is not available as an input in the subsequent <>. + Although code:ViewportMaskNV is an array, code:ViewportMaskPerViewNV is not a two-dimensional array. Instead, code:ViewportMaskPerViewNV is limited to 32 viewports. .Valid Usage **** * [[VUID-{refpage}-ViewportMaskPerViewNV-04412]] The code:ViewportMaskPerViewNV decoration must: be used only within the code:Vertex, code:MeshNV, code:TessellationControl, code:TessellationEvaluation, or code:Geometry {ExecutionModel} * [[VUID-{refpage}-ViewportMaskPerViewNV-04413]] The variable decorated with code:ViewportMaskPerViewNV must: be declared using the code:Output {StorageClass} * [[VUID-{refpage}-ViewportMaskPerViewNV-04414]] The variable decorated with code:ViewportMaskPerViewNV must: be declared as an array of 32-bit integer values * [[VUID-{refpage}-ViewportMaskPerViewNV-04415]] The array decorated with code:ViewportMaskPerViewNV must: be a size less than or equal to 32 * [[VUID-{refpage}-ViewportMaskPerViewNV-04416]] The array decorated with code:ViewportMaskPerViewNV must: be a size greater than the maximum view in the subpass's view mask * [[VUID-{refpage}-ViewportMaskPerViewNV-04417]] The array variable decorated with code:ViewportMaskPerViewNV must: only be indexed by a constant or specialization constant **** -- endif::VK_NVX_multiview_per_view_attributes+VK_NV_viewport_array2[] ifdef::VK_NV_shader_sm_builtins[] [[interfaces-builtin-variables-warpspersmnv]] [open,refpage='WarpsPerSMNV',desc='Number of warps per SM',type='builtins'] -- :refpage: WarpsPerSMNV code:WarpsPerSMNV:: Decorating a variable with the code:WarpsPerSMNV built-in decoration will make that variable contain the maximum number of warps executing on a SM. .Valid Usage **** * [[VUID-{refpage}-WarpsPerSMNV-04418]] The variable decorated with code:WarpsPerSMNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-WarpsPerSMNV-04419]] The variable decorated with code:WarpsPerSMNV must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-warpidnv]] [open,refpage='WarpIDNV',desc='Warp ID within an SM of a shader invocation',type='builtins'] -- :refpage: WarpIDNV code:WarpIDNV:: Decorating a variable with the code:WarpIDNV built-in decoration will make that variable contain the ID of the warp on a SM on which the current shader invocation is running. This variable is in the range [eq]#[0, code:WarpsPerSMNV-1]#. .Valid Usage **** * [[VUID-{refpage}-WarpIDNV-04420]] The variable decorated with code:WarpIDNV must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-WarpIDNV-04421]] The variable decorated with code:WarpIDNV must: be declared as a scalar 32-bit integer value **** -- endif::VK_NV_shader_sm_builtins[] [[interfaces-builtin-variables-workgroupid]] [open,refpage='WorkgroupId',desc='Workgroup ID of a shader',type='builtins'] -- :refpage: WorkgroupId code:WorkgroupId:: Decorating a variable with the code: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 [eq]#base {plus} count# value, based on the parameters passed into the dispatching commands. .Valid Usage **** * [[VUID-{refpage}-WorkgroupId-04422]] The code:WorkgroupId decoration must: be used only within the code:GLCompute, code:MeshEXT, code:TaskEXT, code:MeshNV, or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-WorkgroupId-04423]] The variable decorated with code:WorkgroupId must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-WorkgroupId-04424]] The variable decorated with code:WorkgroupId must: be declared as a three-component vector of 32-bit integer values **** -- [[interfaces-builtin-variables-workgroupsize]] [open,refpage='WorkgroupSize',desc='Size of a workgroup',type='builtins'] -- :refpage: WorkgroupSize code:WorkgroupSize:: ifdef::VK_VERSION_1_3[] [NOTE] .Note ==== SPIR-V 1.6 deprecated code:WorkgroupSize in favor of using the code:LocalSizeId Execution Mode instead. Support for code:LocalSizeId was added with `apiext:VK_KHR_maintenance4` and promoted to core in Version 1.3. ==== endif::VK_VERSION_1_3[] Decorating an object with the code:WorkgroupSize built-in decoration will make that object contain the dimensions of a local workgroup. If an object is decorated with the code:WorkgroupSize decoration, this takes precedence over any code:LocalSize ifdef::VK_VERSION_1_3,VK_KHR_maintenance4[or code:LocalSizeId] execution mode. .Valid Usage **** * [[VUID-{refpage}-WorkgroupSize-04425]] The code:WorkgroupSize decoration must: be used only within the code:GLCompute, code:MeshEXT, code:TaskEXT, code:MeshNV, or code:TaskNV {ExecutionModel} * [[VUID-{refpage}-WorkgroupSize-04426]] The variable decorated with code:WorkgroupSize must: be a specialization constant or a constant * [[VUID-{refpage}-WorkgroupSize-04427]] The variable decorated with code:WorkgroupSize must: be declared as a three-component vector of 32-bit integer values **** -- ifdef::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] [[interfaces-builtin-variables-worldraydirection]] [open,refpage='WorldRayDirectionKHR',desc='Ray direction in world space',type='builtins'] -- :refpage: WorldRayDirectionKHR code:WorldRayDirectionKHR:: A variable decorated with the code:WorldRayDirectionKHR decoration will specify the direction of the ray being processed, in world space. The value is the parameter passed into the <> instruction. .Valid Usage **** * [[VUID-{refpage}-WorldRayDirectionKHR-04428]] The code:WorldRayDirectionKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, or code:MissKHR {ExecutionModel} * [[VUID-{refpage}-WorldRayDirectionKHR-04429]] The variable decorated with code:WorldRayDirectionKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-WorldRayDirectionKHR-04430]] The variable decorated with code:WorldRayDirectionKHR must: be declared as a three-component vector of 32-bit floating-point values **** -- [[interfaces-builtin-variables-worldrayorigin]] [open,refpage='WorldRayOriginKHR',desc='Ray origin in world space',type='builtins'] -- :refpage: WorldRayOriginKHR code:WorldRayOriginKHR:: A variable decorated with the code:WorldRayOriginKHR decoration will specify the origin of the ray being processed, in world space. The value is the parameter passed into the <> instruction. .Valid Usage **** * [[VUID-{refpage}-WorldRayOriginKHR-04431]] The code:WorldRayOriginKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, code:ClosestHitKHR, or code:MissKHR {ExecutionModel} * [[VUID-{refpage}-WorldRayOriginKHR-04432]] The variable decorated with code:WorldRayOriginKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-WorldRayOriginKHR-04433]] The variable decorated with code:WorldRayOriginKHR must: be declared as a three-component vector of 32-bit floating-point values **** -- [[interfaces-builtin-variables-worldtoobject]] [open,refpage='WorldToObjectKHR',desc='Transformation matrix from world to object space',type='builtins'] -- :refpage: WorldToObjectKHR code:WorldToObjectKHR:: A variable decorated with the code:WorldToObjectKHR decoration will contain the current world-to-object transformation matrix, which is determined by the instance of the current intersection. .Valid Usage **** * [[VUID-{refpage}-WorldToObjectKHR-04434]] The code:WorldToObjectKHR decoration must: be used only within the code:IntersectionKHR, code:AnyHitKHR, or code:ClosestHitKHR {ExecutionModel} * [[VUID-{refpage}-WorldToObjectKHR-04435]] The variable decorated with code:WorldToObjectKHR must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-WorldToObjectKHR-04436]] The variable decorated with code:WorldToObjectKHR must: be declared as a matrix with four columns of three-component vectors of 32-bit floating-point values **** -- endif::VK_NV_ray_tracing,VK_KHR_ray_tracing_pipeline[] ifdef::VK_ARM_shader_core_builtins[] [[interfaces-builtin-variables-corecountarm]] [open,refpage='CoreCountARM',desc='Number of cores on the device',type='builtins'] -- :refpage: CoreCountARM code:CoreCountARM:: Decorating a variable with the code:CoreCountARM built-in decoration will make that variable contain the number of cores on the device. .Valid Usage **** * [[VUID-{refpage}-CoreCountARM-07595]] The variable decorated with code:CoreCountARM must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-CoreCountARM-07596]] The variable decorated with code:CoreCountARM must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-coremaxidarm]] [open,refpage='CoreMaxIDARM',desc='Max core ID that can be observed on the device running the invovation reading CoreMaxIDARM',type='builtins'] -- :refpage: CoreMaxIDARM code:CoreMaxIDARM:: Decorating a variable with the code:CoreMaxIDARM built-in decoration will make that variable contain the max ID of any shader core on the device on which the current shader invocation is running. .Valid Usage **** * [[VUID-{refpage}-CoreMaxIDARM-07597]] The variable decorated with code:CoreMaxIDARM must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-CoreMaxIDARM-07598]] The variable decorated with code:CoreMaxIDARM must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-coreidarm]] [open,refpage='CoreIDARM',desc='Core ID on which a shader invocation is running',type='builtins'] -- :refpage: CoreIDARM code:CoreIDARM:: Decorating a variable with the code:CoreIDARM built-in decoration will make that variable contain the ID of the core on which the current shader invocation is running. This variable is in the range [eq]#[0, code:CoreMaxIDARM]#. .Valid Usage **** * [[VUID-{refpage}-CoreIDARM-07599]] The variable decorated with code:CoreIDARM must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-CoreIDARM-07600]] The variable decorated with code:CoreIDARM must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-warpmaxidarm]] [open,refpage='WarpMaxIDARM',desc='Max ID for a warp on the core running a shader invovation',type='builtins'] -- :refpage: WarpMaxIDARM code:WarpMaxIDARM:: Decorating a variable with the code:WarpMaxIDARM built-in decoration will make that variable contain the maximum warp ID for the core on which the current invocation is running. .Valid Usage **** * [[VUID-{refpage}-WarpMaxIDARM-07601]] The variable decorated with code:WarpMaxIDARM must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-WarpMaxIDARM-07602]] The variable decorated with code:WarpMaxIDARM must: be declared as a scalar 32-bit integer value **** -- [[interfaces-builtin-variables-warpidarm]] [open,refpage='WarpIDARM',desc='Warp ID within a core of a shader invocation',type='builtins'] -- :refpage: WarpIDARM code:WarpIDARM:: Decorating a variable with the code:WarpIDARM built-in decoration will make that variable contain the ID of the warp on a core on which the current shader invocation is running. This variable is in the range [eq]#[0, code:WarpMaxIDARM]#. .Valid Usage **** * [[VUID-{refpage}-WarpIDARM-07603]] The variable decorated with code:WarpIDARM must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-WarpIDARM-07604]] The variable decorated with code:WarpIDARM must: be declared as a scalar 32-bit integer value **** -- endif::VK_ARM_shader_core_builtins[] ifdef::VK_AMDX_shader_enqueue[] [[interfaces-builtin-variables-coalescedinputcountamd]] [open,refpage='CoalescedInputCountAMDX',desc='Number of inputs coalesced for a coalescing node in a work graph',type='builtins'] -- :refpage: CoalescedInputCountAMDX code:CoalescedInputCountAMDX:: Decorating a variable with the code:CoalescedInputCountAMDX built-in decoration will make that variable contain the number of node dispatches that the implementation coalesced into the input for the current shader. This variable will take a value in the range [eq]#[1, arraySize)#, where [eq]#arraySize# is the maximum size of the input payload array for the shader. .Valid Usage **** * [[VUID-{refpage}-CoalescedInputCountAMDX-09172]] The variable decorated with code:CoalescedInputCountAMDX must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-CoalescedInputCountAMDX-09173]] If a variable is decorated with code:CoalescedInputCountAMDX, the code:CoalescingAMDX execution mode must: be declared * [[VUID-{refpage}-CoalescedInputCountAMDX-09174]] The variable decorated with code:CoalescedInputCountAMDX must: be declared as a scalar 32-bit integer value **** -- [open,refpage='ShaderIndexAMDX',desc='Index assigned to the shader within the workgraph',type='builtins'] -- :refpage: ShaderIndexAMDX code:ShaderIndexAMDX:: Decorating a variable with the code:ShaderIndexAMDX built-in decoration will make that variable contain the index of the shader specified when it was compiled, either via slink:VkPipelineShaderStageNodeCreateInfoAMDX::pname:index or by the code:ShaderIndexAMDX execution mode. .Valid Usage **** * [[VUID-{refpage}-ShaderIndexAMDX-09175]] The variable decorated with code:ShaderIndexAMDX must: be declared using the code:Input {StorageClass} * [[VUID-{refpage}-ShaderIndexAMDX-09176]] The variable decorated with code:ShaderIndexAMDX must: be declared as a scalar 32-bit integer value **** -- endif::VK_AMDX_shader_enqueue[]