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1// Copyright 2015-2021 The Khronos Group, Inc.
2//
3// SPDX-License-Identifier: CC-BY-4.0
4
5[[geometry]]
6= Geometry Shading
7
8The geometry shader operates on a group of vertices and their associated
9data assembled from a single input primitive, and emits zero or more output
10primitives and the group of vertices and their associated data required for
11each output primitive.
12Geometry shading is enabled when a geometry shader is included in the
13pipeline.
14
15
16[[geometry-input]]
17== Geometry Shader Input Primitives
18
19Each geometry shader invocation has access to all vertices in the primitive
20(and their associated data), which are presented to the shader as an array
21of inputs.
22
23The input primitive type expected by the geometry shader is specified with
24an code:OpExecutionMode instruction in the geometry shader, and must: match
25the incoming primitive type specified by either the pipeline's
26<<drawing-primitive-topologies, primitive topology>> if tessellation is
27inactive, or the <<tessellation, tessellation mode>> if tessellation is
28active, as follows:
29
30  * An input primitive type of code:InputPoints must: only be used with a
31    pipeline topology of ename:VK_PRIMITIVE_TOPOLOGY_POINT_LIST, or with a
32    tessellation shader specifying code:PointMode.
33    The input arrays always contain one element, as described by the
34    <<drawing-point-lists, point list topology>> or
35    <<tessellation-point-mode, tessellation in point mode>>.
36  * An input primitive type of code:InputLines must: only be used with a
37    pipeline topology of ename:VK_PRIMITIVE_TOPOLOGY_LINE_LIST or
38    ename:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, or with a tessellation shader
39    specifying code:IsoLines that does not specify code:PointMode.
40    The input arrays always contain two elements, as described by the
41    <<drawing-line-lists, line list topology>> or <<drawing-line-strips,
42    line strip topology>>, or by <<tessellation-isoline-tessellation,
43    isoline tessellation>>.
44  * An input primitive type of code:InputLinesAdjacency must: only be used
45    when tessellation is inactive, with a pipeline topology of
46    ename:VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY or
47    ename:VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY.
48    The input arrays always contain four elements, as described by the
49    <<drawing-line-lists-with-adjacency, line list with adjacency topology>>
50    or <<drawing-line-strips-with-adjacency, line strip with adjacency
51    topology>>.
52  * An input primitive type of code:Triangles must: only be used with a
53    pipeline topology of ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
54    ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, or
55    ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN; or with a tessellation shader
56    specifying code:Quads or code:Triangles that does not specify
57    code:PointMode.
58    The input arrays always contain three elements, as described by the
59    <<drawing-triangle-lists, triangle list topology>>,
60    <<drawing-triangle-strips, triangle strip topology>>, or
61    <<drawing-triangle-fans, triangle fan topology>>, or by
62    <<tessellation-triangle-tessellation, triangle>> or
63    <<tessellation-quad-tessellation, quad tessellation>>.
64    Vertices may: be in a different absolute order than specified by the
65    topology, but must: adhere to the specified winding order.
66  * An input primitive type of code:InputTrianglesAdjacency must: only be
67    used when tessellation is inactive, with a pipeline topology of
68    ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY or
69    ename:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY.
70    The input arrays always contain six elements, as described by the
71    <<drawing-triangle-lists-with-adjacency, triangle list with adjacency
72    topology>> or <<drawing-triangle-strips-with-adjacency, triangle strip
73    with adjacency topology>>.
74    Vertices may: be in a different absolute order than specified by the
75    topology, but must: adhere to the specified winding order, and the
76    vertices making up the main primitive must: still occur at the first,
77    third, and fifth index.
78
79[[geometry-output]]
80== Geometry Shader Output Primitives
81
82A geometry shader generates primitives in one of three output modes: points,
83line strips, or triangle strips.
84The primitive mode is specified in the shader using an code:OpExecutionMode
85instruction with the code:OutputPoints, code:OutputLineStrip or
86code:OutputTriangleStrip modes, respectively.
87Each geometry shader must: include exactly one output primitive mode.
88
89The vertices output by the geometry shader are assembled into points, lines,
90or triangles based on the output primitive type and the resulting primitives
91are then further processed as described in <<primsrast>>.
92If the number of vertices emitted by the geometry shader is not sufficient
93to produce a single primitive, vertices corresponding to incomplete
94primitives are not processed by subsequent pipeline stages.
95The number of vertices output by the geometry shader is limited to a maximum
96count specified in the shader.
97
98The maximum output vertex count is specified in the shader using an
99code:OpExecutionMode instruction with the mode set to code:OutputVertices
100and the maximum number of vertices that will be produced by the geometry
101shader specified as a literal.
102Each geometry shader must: specify a maximum output vertex count.
103
104
105[[geometry-invocations]]
106== Multiple Invocations of Geometry Shaders
107
108Geometry shaders can: be invoked more than one time for each input
109primitive.
110This is known as _geometry shader instancing_ and is requested by including
111an code:OpExecutionMode instruction with code:mode specified as
112code:Invocations and the number of invocations specified as an integer
113literal.
114
115In this mode, the geometry shader will execute at least [eq]#n# times for
116each input primitive, where [eq]#n# is the number of invocations specified
117in the code:OpExecutionMode instruction.
118The instance number is available to each invocation as a built-in input
119using code:InvocationId.
120
121
122[[geometry-ordering]]
123== Geometry Shader Primitive Ordering
124
125Limited guarantees are provided for the relative ordering of primitives
126produced by a geometry shader, as they pertain to <<drawing-primitive-order,
127primitive order>>.
128
129  * For instanced geometry shaders, the output primitives generated from
130    each input primitive are passed to subsequent pipeline stages using the
131    invocation number to order the primitives, from least to greatest.
132  * All output primitives generated from a given input primitive are passed
133    to subsequent pipeline stages before any output primitives generated
134    from subsequent input primitives.
135
136
137ifdef::VK_NV_geometry_shader_passthrough[]
138[[geometry-passthrough]]
139== Geometry Shader Passthrough
140
141A geometry shader that uses the code:PassthroughNV decoration on a variable
142in its input interface is considered a _passthrough geometry shader_.
143Output primitives in a passthrough geometry shader must: have the same
144topology as the input primitive and are not produced by emitting vertices.
145The vertices of the output primitive have two different types of attributes,
146per-vertex and per-primitive.
147Geometry shader input variables with code:PassthroughNV decoration are
148considered to produce per-vertex outputs, where values for each output
149vertex are copied from the corresponding input vertex.
150Any built-in or user-defined geometry shader outputs are considered
151per-primitive in a passthrough geometry shader, where a single output value
152is copied to all output vertices.
153
154The remainder of this section details the usage of the code:PassthroughNV
155decoration and modifications to the interface matching rules when using
156passthrough geometry shaders.
157
158
159[[geometry-passthrough-passthrough]]
160=== code:PassthroughNV Decoration
161
162Decorating a geometry shader input variable with the code:PassthroughNV
163decoration indicates that values of this input are copied through to the
164corresponding vertex of the output primitive.
165Input variables and block members which do not have the code:PassthroughNV
166decoration are consumed by the geometry shader without being passed through
167to subsequent stages.
168
169The code:PassthroughNV decoration must: only be used within a geometry
170shader.
171
172Any variable decorated with code:PassthroughNV must: be declared using the
173code:Input storage class.
174
175The code:PassthroughNV decoration must: not be used with any of:
176
177  * an input primitive type other than code:InputPoints, code:InputLines, or
178    code:Triangles, as specified by the mode for code:OpExecutionMode.
179  * an invocation count other than one, as specified by the code:Invocations
180    mode for code:OpExecutionMode.
181  * an code:OpEntryPoint which statically uses the code:OpEmitVertex or
182    code:OpEndPrimitive instructions.
183  * a variable decorated with the code:InvocationId built-in decoration.
184  * a variable decorated with the code:PrimitiveId built-in decoration that
185    is declared using the code:Input storage class.
186
187
188[[geometry-passthrough-interface]]
189=== Passthrough Interface Matching
190
191When a passthrough geometry shader is in use, the
192<<interfaces-iointerfaces-matching,Interface Matching>> rules involving the
193geometry shader input and output interfaces operate as described in this
194section.
195
196For the purposes of matching passthrough geometry shader inputs with outputs
197of the previous pipeline stages, the code:PassthroughNV decoration is
198ignored.
199
200For the purposes of matching the outputs of the geometry shader with
201subsequent pipeline stages, each input variable with the code:PassthroughNV
202decoration is considered to add an equivalent output variable with the same
203type, decoration (other than code:PassthroughNV), number, and declaration
204order on the output interface.
205The output variable declaration corresponding to an input variable decorated
206with code:PassthroughNV will be identical to the input declaration, except
207that the outermost array dimension of such variables is removed.
208The output block declaration corresponding to an input block decorated with
209code:PassthroughNV or having members decorated with code:PassthroughNV will
210be identical to the input declaration, except that the outermost array
211dimension of such declaration is removed.
212
213If an input block is decorated with code:PassthroughNV, the equivalent
214output block contains all the members of the input block.
215Otherwise, the equivalent output block contains only those input block
216members decorated with code:PassthroughNV.
217All members of the corresponding output block are assigned code:Location and
218code:Component decorations identical to those assigned to the corresponding
219input block members.
220
221Output variables and blocks generated from inputs decorated with
222code:PassthroughNV will only exist for the purposes of interface matching;
223these declarations are not available to geometry shader code or listed in
224the module interface.
225
226For the purposes of component counting, passthrough geometry shaders count
227all statically used input variable components declared with the
228code:PassthroughNV decoration as output components as well, since their
229values will be copied to the output primitive produced by the geometry
230shader.
231
232endif::VK_NV_geometry_shader_passthrough[]
233
234
235