// Copyright 2022-2024 The Khronos Group Inc. // // SPDX-License-Identifier: CC-BY-4.0 include::{generated}/meta/{refprefix}VK_EXT_shader_tile_image.adoc[] === Other Extension Metadata *Last Modified Date*:: 2023-03-23 *IP Status*:: No known IP claims. *Interactions and External Dependencies*:: - This extension provides API support for https://raw.githubusercontent.com/KhronosGroup/GLSL/master/extensions/ext/GLSL_EXT_shader_tile_image.txt[`GL_EXT_shader_tile_image`] *Contributors*:: - Sandeep Kakarlapudi, Arm - Jan-Harald Fredriksen, Arm - James Fitzpatrick, Imagination - Andrew Garrard, Imagination - Jeff Leger, Qualcomm - Huilong Wang, Huawei - Graeme Leese, Broadcom - Hans-Kristian Arntzen, Valve - Tobias Hector, AMD - Jeff Bolz, NVIDIA - Shahbaz Youssefi, Google === Description This extension allows fragment shader invocations to read color, depth and stencil values at their pixel location in rasterization order. The functionality is only available when using dynamic render passes introduced by VK_KHR_dynamic_rendering. Example use cases are programmable blending and deferred shading. See <> for more information. include::{generated}/interfaces/VK_EXT_shader_tile_image.adoc[] === Issues None. === Examples Color read example. [source,c] ---- layout( location = 0 /* aliased to color attachment 0 */ ) tileImageEXT highp attachmentEXT color0; layout( location = 1 /* aliased to color attachment 1 */ ) tileImageEXT highp attachmentEXT color1; layout( location = 0 ) out vec4 fragColor; void main() { vec4 value = colorAttachmentReadEXT(color0) + colorAttachmentReadEXT(color1); fragColor = value; } ---- Depth & Stencil read example. [source,c] ---- void main() { // read sample 0: works for non-MSAA or MSAA targets highp float last_depth = depthAttachmentReadEXT(); lowp uint last_stencil = stencilAttachmentReadEXT(); //.. } ---- === Version History * Revision 1, 2023-03-23 (Sandeep Kakarlapudi) ** Initial version