1// Copyright (c) 2015-2018 Khronos Group. This work is licensed under a 2// Creative Commons Attribution 4.0 International License; see 3// http://creativecommons.org/licenses/by/4.0/ 4 5[[shaders]] 6= Shaders 7 8A shader specifies programmable operations that execute for each vertex, 9control point, tessellated vertex, primitive, fragment, or workgroup in the 10corresponding stage(s) of the graphics and compute pipelines. 11 12Graphics pipelines include vertex shader execution as a result of 13<<drawing,primitive assembly>>, followed, if enabled, by tessellation 14control and evaluation shaders operating on 15<<drawing-primitive-topologies-patches,patches>>, geometry shaders, if 16enabled, operating on primitives, and fragment shaders, if present, 17operating on fragments generated by <<primsrast,Rasterization>>. 18In this specification, vertex, tessellation control, tessellation evaluation 19and geometry shaders are collectively referred to as vertex processing 20stages and occur in the logical pipeline before rasterization. 21The fragment shader occurs logically after rasterization. 22 23Only the compute shader stage is included in a compute pipeline. 24Compute shaders operate on compute invocations in a workgroup. 25 26Shaders can: read from input variables, and read from and write to output 27variables. 28Input and output variables can: be used to transfer data between shader 29stages, or to allow the shader to interact with values that exist in the 30execution environment. 31Similarly, the execution environment provides constants that describe 32capabilities. 33 34Shader variables are associated with execution environment-provided inputs 35and outputs using _built-in_ decorations in the shader. 36The available decorations for each stage are documented in the following 37subsections. 38 39 40[[shader-modules]] 41== Shader Modules 42 43[open,refpage='VkShaderModule',desc='Opaque handle to a shader module object',type='handles'] 44-- 45 46_Shader modules_ contain _shader code_ and one or more entry points. 47Shaders are selected from a shader module by specifying an entry point as 48part of <<pipelines,pipeline>> creation. 49The stages of a pipeline can: use shaders that come from different modules. 50The shader code defining a shader module must: be in the SPIR-V format, as 51described by the <<spirvenv,Vulkan Environment for SPIR-V>> appendix. 52 53Shader modules are represented by sname:VkShaderModule handles: 54 55include::../api/handles/VkShaderModule.txt[] 56 57-- 58 59[open,refpage='vkCreateShaderModule',desc='Creates a new shader module object',type='protos'] 60-- 61 62To create a shader module, call: 63 64include::../api/protos/vkCreateShaderModule.txt[] 65 66 * pname:device is the logical device that creates the shader module. 67 * pname:pCreateInfo is a pointer to an instance of the 68 sname:VkShaderModuleCreateInfo structure. 69 * pname:pAllocator controls host memory allocation as described in the 70 <<memory-allocation, Memory Allocation>> chapter. 71 * pname:pShaderModule points to a slink:VkShaderModule handle in which the 72 resulting shader module object is returned. 73 74Once a shader module has been created, any entry points it contains can: be 75used in pipeline shader stages as described in <<pipelines-compute,Compute 76Pipelines>> and <<pipelines-graphics,Graphics Pipelines>>. 77 78ifdef::VK_NV_glsl_shader[] 79If the shader stage fails to compile ename:VK_ERROR_INVALID_SHADER_NV will 80be generated and the compile log will be reported back to the application by 81`<<VK_EXT_debug_report>>` if enabled. 82endif::VK_NV_glsl_shader[] 83 84include::../validity/protos/vkCreateShaderModule.txt[] 85-- 86 87[open,refpage='VkShaderModuleCreateInfo',desc='Structure specifying parameters of a newly created shader module',type='structs'] 88-- 89 90The sname:VkShaderModuleCreateInfo structure is defined as: 91 92include::../api/structs/VkShaderModuleCreateInfo.txt[] 93 94 * pname:sType is the type of this structure. 95 * pname:pNext is `NULL` or a pointer to an extension-specific structure. 96 * pname:flags is reserved for future use. 97 * pname:codeSize is the size, in bytes, of the code pointed to by 98 pname:pCode. 99 * pname:pCode points to code that is used to create the shader module. 100 The type and format of the code is determined from the content of the 101 memory addressed by pname:pCode. 102 103.Valid Usage 104**** 105 * [[VUID-VkShaderModuleCreateInfo-codeSize-01085]] 106 pname:codeSize must: be greater than 0 107ifndef::VK_NV_glsl_shader[] 108 * [[VUID-VkShaderModuleCreateInfo-codeSize-01086]] 109 pname:codeSize must: be a multiple of 4 110 * [[VUID-VkShaderModuleCreateInfo-pCode-01087]] 111 pname:pCode must: point to valid SPIR-V code, formatted and packed as 112 described by the <<spirv-spec,Khronos SPIR-V Specification>> 113 * [[VUID-VkShaderModuleCreateInfo-pCode-01088]] 114 pname:pCode must: adhere to the validation rules described by the 115 <<spirvenv-module-validation, Validation Rules within a Module>> section 116 of the <<spirvenv-capabilities,SPIR-V Environment>> appendix 117endif::VK_NV_glsl_shader[] 118ifdef::VK_NV_glsl_shader[] 119 * [[VUID-VkShaderModuleCreateInfo-pCode-01376]] 120 If pname:pCode points to SPIR-V code, pname:codeSize must: be a multiple 121 of 4 122 * [[VUID-VkShaderModuleCreateInfo-pCode-01377]] 123 pname:pCode must: point to either valid SPIR-V code, formatted and 124 packed as described by the <<spirv-spec,Khronos SPIR-V Specification>> 125 or valid GLSL code which must: be written to the +GL_KHR_vulkan_glsl+ 126 extension specification 127 * [[VUID-VkShaderModuleCreateInfo-pCode-01378]] 128 If pname:pCode points to SPIR-V code, that code must: adhere to the 129 validation rules described by the <<spirvenv-module-validation, 130 Validation Rules within a Module>> section of the 131 <<spirvenv-capabilities,SPIR-V Environment>> appendix 132 * [[VUID-VkShaderModuleCreateInfo-pCode-01379]] 133 If pname:pCode points to GLSL code, it must: be valid GLSL code written 134 to the +GL_KHR_vulkan_glsl+ GLSL extension specification 135endif::VK_NV_glsl_shader[] 136 * [[VUID-VkShaderModuleCreateInfo-pCode-01089]] 137 pname:pCode must: declare the code:Shader capability for SPIR-V code 138 * [[VUID-VkShaderModuleCreateInfo-pCode-01090]] 139 pname:pCode must: not declare any capability that is not supported by 140 the API, as described by the <<spirvenv-module-validation, 141 Capabilities>> section of the <<spirvenv-capabilities,SPIR-V 142 Environment>> appendix 143 * [[VUID-VkShaderModuleCreateInfo-pCode-01091]] 144 If pname:pCode declares any of the capabilities listed as optional: in 145 the <<spirvenv-capabilities-table,SPIR-V Environment>> appendix, the 146 corresponding feature(s) must: be enabled. 147**** 148 149include::../validity/structs/VkShaderModuleCreateInfo.txt[] 150-- 151 152[open,refpage='VkShaderModuleCreateFlags',desc='Reserved for future use',type='enums'] 153-- 154include::../api/flags/VkShaderModuleCreateFlags.txt[] 155 156sname:VkShaderModuleCreateFlags is a bitmask type for setting a mask, but is 157currently reserved for future use. 158-- 159 160ifdef::VK_EXT_validation_cache[] 161include::VK_EXT_validation_cache/shader-module-validation-cache.txt[] 162endif::VK_EXT_validation_cache[] 163 164 165[open,refpage='vkDestroyShaderModule',desc='Destroy a shader module module',type='protos'] 166-- 167 168To destroy a shader module, call: 169 170include::../api/protos/vkDestroyShaderModule.txt[] 171 172 * pname:device is the logical device that destroys the shader module. 173 * pname:shaderModule is the handle of the shader module to destroy. 174 * pname:pAllocator controls host memory allocation as described in the 175 <<memory-allocation, Memory Allocation>> chapter. 176 177A shader module can: be destroyed while pipelines created using its shaders 178are still in use. 179 180.Valid Usage 181**** 182 * [[VUID-vkDestroyShaderModule-shaderModule-01092]] 183 If sname:VkAllocationCallbacks were provided when pname:shaderModule was 184 created, a compatible set of callbacks must: be provided here 185 * [[VUID-vkDestroyShaderModule-shaderModule-01093]] 186 If no sname:VkAllocationCallbacks were provided when pname:shaderModule 187 was created, pname:pAllocator must: be `NULL` 188**** 189 190include::../validity/protos/vkDestroyShaderModule.txt[] 191-- 192 193 194[[shaders-execution]] 195== Shader Execution 196 197At each stage of the pipeline, multiple invocations of a shader may: execute 198simultaneously. 199Further, invocations of a single shader produced as the result of different 200commands may: execute simultaneously. 201The relative execution order of invocations of the same shader type is 202undefined. 203Shader invocations may: complete in a different order than that in which the 204primitives they originated from were drawn or dispatched by the application. 205However, fragment shader outputs are written to attachments in 206<<primrast-order,rasterization order>>. 207 208The relative order of invocations of different shader types is largely 209undefined. 210However, when invoking a shader whose inputs are generated from a previous 211pipeline stage, the shader invocations from the previous stage are 212guaranteed to have executed far enough to generate input values for all 213required inputs. 214 215 216[[shaders-execution-memory-ordering]] 217== Shader Memory Access Ordering 218 219The order in which image or buffer memory is read or written by shaders is 220largely undefined. 221For some shader types (vertex, tessellation evaluation, and in some cases, 222fragment), even the number of shader invocations that may: perform loads and 223stores is undefined. 224 225In particular, the following rules apply: 226 227 * <<shaders-vertex-execution,Vertex>> and 228 <<shaders-tessellation-evaluation-execution,tessellation evaluation>> 229 shaders will be invoked at least once for each unique vertex, as defined 230 in those sections. 231 * <<shaders-fragment-execution,Fragment>> shaders will be invoked zero or 232 more times, as defined in that section. 233 * The relative order of invocations of the same shader type are undefined. 234 A store issued by a shader when working on primitive B might complete 235 prior to a store for primitive A, even if primitive A is specified prior 236 to primitive B. This applies even to fragment shaders; while fragment 237 shader outputs are always written to the framebuffer in 238 <<primrast-order, rasterization order>>, stores executed by fragment 239 shader invocations are not. 240 * The relative order of invocations of different shader types is largely 241 undefined. 242 243[NOTE] 244.Note 245==== 246The above limitations on shader invocation order make some forms of 247synchronization between shader invocations within a single set of primitives 248unimplementable. 249For example, having one invocation poll memory written by another invocation 250assumes that the other invocation has been launched and will complete its 251writes in finite time. 252==== 253 254Stores issued to different memory locations within a single shader 255invocation may: not be visible to other invocations, or may: not become 256visible in the order they were performed. 257 258The code:OpMemoryBarrier instruction can: be used to provide stronger 259ordering of reads and writes performed by a single invocation. 260code:OpMemoryBarrier guarantees that any memory transactions issued by the 261shader invocation prior to the instruction complete prior to the memory 262transactions issued after the instruction. 263Memory barriers are needed for algorithms that require multiple invocations 264to access the same memory and require the operations to be performed in a 265partially-defined relative order. 266For example, if one shader invocation does a series of writes, followed by 267an code:OpMemoryBarrier instruction, followed by another write, then the 268results of the series of writes before the barrier become visible to other 269shader invocations at a time earlier or equal to when the results of the 270final write become visible to those invocations. 271In practice it means that another invocation that sees the results of the 272final write would also see the previous writes. 273Without the memory barrier, the final write may: be visible before the 274previous writes. 275 276Writes that are the result of shader stores through a variable decorated 277with code:Coherent automatically have available writes to the same buffer, 278buffer view, or image view made visible to them, and are themselves 279automatically made available to access by the same buffer, buffer view, or 280image view. 281Reads that are the result of shader loads through a variable decorated with 282code:Coherent automatically have available writes to the same buffer, buffer 283view, or image view made visible to them. 284The order that coherent writes to different locations become available is 285undefined, unless enforced by a memory barrier instruction or other memory 286dependency. 287 288[NOTE] 289.Note 290==== 291Explicit memory dependencies must: still be used to guarantee availability 292and visibility for access via other buffers, buffer views, or image views. 293==== 294 295The built-in atomic memory transaction instructions can: be used to read and 296write a given memory address atomically. 297While built-in atomic functions issued by multiple shader invocations are 298executed in undefined order relative to each other, these functions perform 299both a read and a write of a memory address and guarantee that no other 300memory transaction will write to the underlying memory between the read and 301write. 302Atomic operations ensure automatic availability and visibility for writes 303and reads in the same way as those to code:Coherent variables. 304 305[NOTE] 306.Note 307==== 308Memory accesses performed on different resource descriptors with the same 309memory backing may: not be well-defined even with the code:Coherent 310decoration or via atomics, due to things such as image layouts or ownership 311of the resource - as described in the <<synchronization, Synchronization and 312Cache Control>> chapter. 313==== 314 315[NOTE] 316.Note 317==== 318Atomics allow shaders to use shared global addresses for mutual exclusion or 319as counters, among other uses. 320==== 321 322 323[[shaders-inputs]] 324== Shader Inputs and Outputs 325 326Data is passed into and out of shaders using variables with input or output 327storage class, respectively. 328User-defined inputs and outputs are connected between stages by matching 329their code:Location decorations. 330Additionally, data can: be provided by or communicated to special functions 331provided by the execution environment using code:BuiltIn decorations. 332 333In many cases, the same code:BuiltIn decoration can: be used in multiple 334shader stages with similar meaning. 335The specific behavior of variables decorated as code:BuiltIn is documented 336in the following sections. 337 338 339[[shaders-vertex]] 340== Vertex Shaders 341 342Each vertex shader invocation operates on one vertex and its associated 343<<fxvertex-attrib,vertex attribute>> data, and outputs one vertex and 344associated data. 345Graphics pipelines must: include a vertex shader, and the vertex shader 346stage is always the first shader stage in the graphics pipeline. 347 348 349[[shaders-vertex-execution]] 350=== Vertex Shader Execution 351 352A vertex shader must: be executed at least once for each vertex specified by 353a draw command. 354ifdef::VK_VERSION_1_1,VK_KHR_multiview[] 355If the subpass includes multiple views in its view mask, the shader may: be 356invoked separately for each view. 357endif::VK_VERSION_1_1,VK_KHR_multiview[] 358During execution, the shader is presented with the index of the vertex and 359instance for which it has been invoked. 360Input variables declared in the vertex shader are filled by the 361implementation with the values of vertex attributes associated with the 362invocation being executed. 363 364If the same vertex is specified multiple times in a draw command (e.g. by 365including the same index value multiple times in an index buffer) the 366implementation may: reuse the results of vertex shading if it can statically 367determine that the vertex shader invocations will produce identical results. 368 369[NOTE] 370.Note 371==== 372It is implementation-dependent when and if results of vertex shading are 373reused, and thus how many times the vertex shader will be executed. 374This is true also if the vertex shader contains stores or atomic operations 375(see <<features-features-vertexPipelineStoresAndAtomics, 376pname:vertexPipelineStoresAndAtomics>>). 377==== 378 379 380[[shaders-tessellation-control]] 381== Tessellation Control Shaders 382 383The tessellation control shader is used to read an input patch provided by 384the application and to produce an output patch. 385Each tessellation control shader invocation operates on an input patch 386(after all control points in the patch are processed by a vertex shader) and 387its associated data, and outputs a single control point of the output patch 388and its associated data, and can: also output additional per-patch data. 389The input patch is sized according to the pname:patchControlPoints member of 390slink:VkPipelineTessellationStateCreateInfo, as part of input assembly. 391The size of the output patch is controlled by the code:OpExecutionMode 392code:OutputVertices specified in the tessellation control or tessellation 393evaluation shaders, which must: be specified in at least one of the shaders. 394The size of the input and output patches must: each be greater than zero and 395less than or equal to 396sname:VkPhysicalDeviceLimits::pname:maxTessellationPatchSize. 397 398 399[[shaders-tessellation-control-execution]] 400=== Tessellation Control Shader Execution 401 402A tessellation control shader is invoked at least once for each _output_ 403vertex in a patch. 404ifdef::VK_VERSION_1_1,VK_KHR_multiview[] 405If the subpass includes multiple views in its view mask, the shader may: be 406invoked separately for each view. 407endif::VK_VERSION_1_1,VK_KHR_multiview[] 408 409Inputs to the tessellation control shader are generated by the vertex 410shader. 411Each invocation of the tessellation control shader can: read the attributes 412of any incoming vertices and their associated data. 413The invocations corresponding to a given patch execute logically in 414parallel, with undefined relative execution order. 415However, the code:OpControlBarrier instruction can: be used to provide 416limited control of the execution order by synchronizing invocations within a 417patch, effectively dividing tessellation control shader execution into a set 418of phases. 419Tessellation control shaders will read undefined values if one invocation 420reads a per-vertex or per-patch attribute written by another invocation at 421any point during the same phase, or if two invocations attempt to write 422different values to the same per-patch output in a single phase. 423 424 425[[shaders-tessellation-evaluation]] 426== Tessellation Evaluation Shaders 427 428The Tessellation Evaluation Shader operates on an input patch of control 429points and their associated data, and a single input barycentric coordinate 430indicating the invocation's relative position within the subdivided patch, 431and outputs a single vertex and its associated data. 432 433 434[[shaders-tessellation-evaluation-execution]] 435=== Tessellation Evaluation Shader Execution 436 437A tessellation evaluation shader is invoked at least once for each unique 438vertex generated by the tessellator. 439ifdef::VK_VERSION_1_1,VK_KHR_multiview[] 440If the subpass includes multiple views in its view mask, the shader may: be 441invoked separately for each view. 442endif::VK_VERSION_1_1,VK_KHR_multiview[] 443 444 445[[shaders-geometry]] 446== Geometry Shaders 447 448The geometry shader operates on a group of vertices and their associated 449data assembled from a single input primitive, and emits zero or more output 450primitives and the group of vertices and their associated data required for 451each output primitive. 452 453 454[[shaders-geometry-execution]] 455=== Geometry Shader Execution 456 457A geometry shader is invoked at least once for each primitive produced by 458the tessellation stages, or at least once for each primitive generated by 459<<drawing,primitive assembly>> when tessellation is not in use. 460A shader can request that the geometry shader runs multiple 461<<geometry-invocations, instances>>. 462A geometry shader is invoked at least once for each instance. 463ifdef::VK_VERSION_1_1,VK_KHR_multiview[] 464If the subpass includes multiple views in its view mask, the shader may: be 465invoked separately for each view. 466endif::VK_VERSION_1_1,VK_KHR_multiview[] 467 468 469[[shaders-fragment]] 470== Fragment Shaders 471 472Fragment shaders are invoked as the result of rasterization in a graphics 473pipeline. 474Each fragment shader invocation operates on a single fragment and its 475associated data. 476With few exceptions, fragment shaders do not have access to any data 477associated with other fragments and are considered to execute in isolation 478of fragment shader invocations associated with other fragments. 479 480 481[[shaders-fragment-execution]] 482=== Fragment Shader Execution 483 484For each fragment generated by rasterization, a fragment shader may: be 485invoked. 486A fragment shader must: not be invoked if the <<fragops-early,Early 487Per-Fragment Tests>> cause it to have no coverage. 488ifdef::VK_VERSION_1_1,VK_KHR_multiview[] 489If the subpass includes multiple views in its view mask, the shader may: be 490invoked separately for each view. 491endif::VK_VERSION_1_1,VK_KHR_multiview[] 492 493Furthermore, if it is determined that a fragment generated as the result of 494rasterizing a first primitive will have its outputs entirely overwritten by 495a fragment generated as the result of rasterizing a second primitive in the 496same subpass, and the fragment shader used for the fragment has no other 497side effects, then the fragment shader may: not be executed for the fragment 498from the first primitive. 499 500Relative ordering of execution of different fragment shader invocations is 501not defined. 502 503When a primitive (partially or fully) covers a pixel, the number of times 504the fragment shader is invoked is implementation-dependent, but must: obey 505the following constraints: 506 507 * Each covered sample is included in a single fragment shader invocation. 508 * When sample shading is not enabled, there is at least one fragment 509 shader invocation. 510 * When sample shading is enabled, the minimum number of fragment shader 511 invocations is as defined in <<primsrast-sampleshading,Sample Shading>>. 512 513When there is more than one fragment shader invocation per pixel, the 514association of samples to invocations is implementation-dependent. 515 516In addition to the conditions outlined above for the invocation of a 517fragment shader, a fragment shader invocation may: be produced as a _helper 518invocation_. 519A helper invocation is a fragment shader invocation that is created solely 520for the purposes of evaluating derivatives for use in non-helper fragment 521shader invocations. 522Stores and atomics performed by helper invocations must: not have any effect 523on memory, and values returned by atomic instructions in helper invocations 524are undefined. 525 526 527[[shaders-fragment-earlytest]] 528=== Early Fragment Tests 529 530An explicit control is provided to allow fragment shaders to enable early 531fragment tests. 532If the fragment shader specifies the code:EarlyFragmentTests 533code:OpExecutionMode, the per-fragment tests described in 534<<fragops-early-mode,Early Fragment Test Mode>> are performed prior to 535fragment shader execution. 536Otherwise, they are performed after fragment shader execution. 537 538ifdef::VK_EXT_post_depth_coverage[] 539[[shaders-fragment-earlytest-postdepthcoverage]] 540If the fragment shader additionally specifies the code:PostDepthCoverage 541code:OpExecutionMode, the value of a variable decorated with the 542<<interfaces-builtin-variables-samplemask,code:SampleMask>> built-in 543reflects the coverage after the early fragment tests. 544Otherwise, it reflects the coverage before the early fragment tests. 545endif::VK_EXT_post_depth_coverage[] 546 547[[shaders-compute]] 548== Compute Shaders 549 550Compute shaders are invoked via flink:vkCmdDispatch and 551flink:vkCmdDispatchIndirect commands. 552In general, they have access to similar resources as shader stages executing 553as part of a graphics pipeline. 554 555Compute workloads are formed from groups of work items called workgroups and 556processed by the compute shader in the current compute pipeline. 557A workgroup is a collection of shader invocations that execute the same 558shader, potentially in parallel. 559Compute shaders execute in _global workgroups_ which are divided into a 560number of _local workgroups_ with a size that can: be set by assigning a 561value to the code:LocalSize execution mode or via an object decorated by the 562code:WorkgroupSize decoration. 563An invocation within a local workgroup can: share data with other members of 564the local workgroup through shared variables and issue memory and control 565flow barriers to synchronize with other members of the local workgroup. 566 567 568[[shaders-interpolation-decorations]] 569== Interpolation Decorations 570 571Interpolation decorations control the behavior of attribute interpolation in 572the fragment shader stage. 573Interpolation decorations can: be applied to code:Input storage class 574variables in the fragment shader stage's interface, and control the 575interpolation behavior of those variables. 576 577Inputs that could be interpolated can: be decorated by at most one of the 578following decorations: 579 580 * code:Flat: no interpolation 581 * code:NoPerspective: linear interpolation (for 582 <<line_linear_interpolation,lines>> and 583 <<triangle_linear_interpolation,polygons>>). 584 585Fragment input variables decorated with neither code:Flat nor 586code:NoPerspective use perspective-correct interpolation (for 587<<line_perspective_interpolation,lines>> and 588<<triangle_perspective_interpolation,polygons>>). 589 590The presence of and type of interpolation is controlled by the above 591interpolation decorations as well as the auxiliary decorations code:Centroid 592and code:Sample. 593 594A variable decorated with code:Flat will not be interpolated. 595Instead, it will have the same value for every fragment within a triangle. 596This value will come from a single <<vertexpostproc-flatshading,provoking 597vertex>>. 598A variable decorated with code:Flat can: also be decorated with 599code:Centroid or code:Sample, which will mean the same thing as decorating 600it only as code:Flat. 601 602For fragment shader input variables decorated with neither code:Centroid nor 603code:Sample, the assigned variable may: be interpolated anywhere within the 604pixel and a single value may: be assigned to each sample within the pixel. 605 606code:Centroid and code:Sample can: be used to control the location and 607frequency of the sampling of the decorated fragment shader input. 608If a fragment shader input is decorated with code:Centroid, a single value 609may: be assigned to that variable for all samples in the pixel, but that 610value must: be interpolated to a location that lies in both the pixel and in 611the primitive being rendered, including any of the pixel's samples covered 612by the primitive. 613Because the location at which the variable is interpolated may: be different 614in neighboring pixels, and derivatives may: be computed by computing 615differences between neighboring pixels, derivatives of centroid-sampled 616inputs may: be less accurate than those for non-centroid interpolated 617variables. 618ifdef::VK_EXT_post_depth_coverage[] 619The <<shaders-fragment-earlytest-postdepthcoverage,code:PostDepthCoverage>> 620execution mode does not affect the determination of the centroid location. 621endif::VK_EXT_post_depth_coverage[] 622If a fragment shader input is decorated with code:Sample, a separate value 623must: be assigned to that variable for each covered sample in the pixel, and 624that value must: be sampled at the location of the individual sample. 625When pname:rasterizationSamples is ename:VK_SAMPLE_COUNT_1_BIT, the pixel 626center must: be used for code:Centroid, code:Sample, and undecorated 627attribute interpolation. 628 629Fragment shader inputs that are signed or unsigned integers, integer 630vectors, or any double-precision floating-point type must: be decorated with 631code:Flat. 632 633ifdef::VK_AMD_shader_explicit_vertex_parameter[] 634When the `<<VK_AMD_shader_explicit_vertex_parameter>>` device extension is 635enabled inputs can: be also decorated with the code:CustomInterpAMD 636interpolation decoration, including fragment shader inputs that are signed 637or unsigned integers, integer vectors, or any double-precision 638floating-point type. 639Inputs decorated with code:CustomInterpAMD can: only be accessed by the 640extended instruction code:InterpolateAtVertexAMD and allows accessing the 641value of the input for individual vertices of the primitive. 642endif::VK_AMD_shader_explicit_vertex_parameter[] 643 644 645[[shaders-staticuse]] 646== Static Use 647 648A SPIR-V module declares a global object in memory using the code:OpVariable 649instruction, which results in a pointer code:x to that object. 650A specific entry point in a SPIR-V module is said to _statically use_ that 651object if that entry point's call tree contains a function that contains a 652memory instruction or image instruction with code:x as an code:id operand. 653See the "`Memory Instructions`" and "`Image Instructions`" subsections of 654section 3 "`Binary Form`" of the SPIR-V specification for the complete list 655of SPIR-V memory instructions. 656 657Static use is not used to control the behavior of variables with code:Input 658and code:Output storage. 659The effects of those variables are applied based only on whether they are 660present in a shader entry point's interface. 661 662[[shaders-invocationgroups]] 663== Invocation and Derivative Groups 664 665An _invocation group_ (see the subsection "`Control Flow`" of section 2 of 666the SPIR-V specification) for a compute shader is the set of invocations in 667a single local workgroup. 668For graphics shaders, an invocation group is an implementation-dependent 669subset of the set of shader invocations of a given shader stage which are 670produced by a single drawing command. 671For indirect drawing commands with pname:drawCount greater than one, 672invocations from separate draws are in distinct invocation groups. 673 674[NOTE] 675.Note 676==== 677Because the partitioning of invocations into invocation groups is 678implementation-dependent and not observable, applications generally need to 679assume the worst case of all invocations in a draw belonging to a single 680invocation group. 681==== 682 683A _derivative group_ (see the subsection "`Control Flow`" of section 2 of 684the SPIR-V 1.00 Revision 4 specification) for a fragment shader is the set 685of invocations generated by a single primitive (point, line, or triangle), 686including any helper invocations generated by that primitive. 687Derivatives are undefined for a sampled image instruction if the instruction 688is in flow control that is not uniform across the derivative group. 689 690ifdef::VK_VERSION_1_1[] 691[[shaders-subgroup]] 692== Subgroups 693 694A _subgroup_ (see the subsection ``Control Flow'' of section 2 of the SPIR-V 6951.3 Revision 1 specification) is a set of invocations that can synchronize 696and share data with each other efficiently. 697An invocation group is partitioned into one or more subgroups. 698 699Subgroup operations are divided into various categories as described in 700elink:VkSubgroupFeatureFlagBits. 701 702[[shaders-subgroup-basic]] 703=== Basic Subgroup Operations 704 705The basic subgroup operations allow two classes of functionality within 706shaders 707- elect and barrier. 708Invocations within a subgroup can: choose a single invocation to perform 709some task for the subgroup as a whole using elect. 710Invocations within a subgroup can: perform a subgroup barrier to ensure the 711ordering of execution or memory accesses within a subgroup. 712Barriers can: be performed on buffer memory accesses, code:WorkgroupLocal 713memory accesses, and image memory accesses to ensure that any results 714written are visible by other invocations within the subgroup. 715An code:OpControlBarrier can: also be used to perform a full execution 716control barrier. 717A full execution control barrier will ensure that each active invocation 718within the subgroup reaches a point of execution before any are allowed to 719continue. 720 721[[shaders-subgroup-vote]] 722=== Vote Subgroup Operations 723 724The vote subgroup operations allow invocations within a subgroup to compare 725values across a subgroup. 726The types of votes enabled are: 727 728 * Do all active subgroup invocations agree that an expression is true? 729 * Do any active subgroup invocations evaluate an expression to true? 730 * Do all active subgroup invocations have the same value of an expression? 731 732[NOTE] 733.Note 734==== 735These operations are useful in combination with control flow in that they 736allow for developers to check whether conditions match across the subgroup 737and choose potentially faster code-paths in these cases. 738==== 739 740[[shaders-subgroup-arithmetic]] 741=== Arithmetic Subgroup Operations 742 743The arithmetic subgroup operations allow invocations to perform scan and 744reduction operations across a subgroup. 745For reduction operations, each invocation in a subgroup will obtain the same 746result of these arithmetic operations applied across the subgroup. 747For scan operations, each invocation in the subgroup will perform an 748inclusive or exclusive scan, cumulatively applying the operation across the 749invocations in a subgroup in linear order. 750The operations supported are add, mul, min, max, and, or, xor. 751 752[[shaders-subgroup-ballot]] 753=== Ballot Subgroup Operations 754 755The ballot subgroup operations allow invocations to perform more complex 756votes across the subgroup. 757The ballot functionality allows all invocations within a subgroup to provide 758a boolean value and get as a result what each invocation provided as their 759boolean value. 760The broadcast functionality allows values to be broadcast from an invocation 761to all other invocations within the subgroup, given that the invocation to 762be broadcast from is known at pipeline creation time. 763 764[[shaders-subgroup-shuffle]] 765=== Shuffle Subgroup Operations 766 767The shuffle subgroup operations allow invocations to read values from other 768invocations within a subgroup. 769 770[[shaders-subgroup-shuffle-relative]] 771=== Shuffle Relative Subgroup Operations 772 773The shuffle relative subgroup operations allow invocations to read values 774from other invocations within the subgroup relative to the current 775invocation in the group. 776The relative operations supported allow data to be shifted up and down 777through the invocations within a subgroup. 778 779[[shaders-subgroup-clustered]] 780=== Clustered Subgroup Operations 781 782The clustered subgroup operations allow invocations to perform an operation 783among partitions of a subgroup, such that the operation is only performed 784within the subgroup invocations within a partition. 785The partitions for clustered subgroup operations are consecutive 786power-of-two size groups of invocations and the cluster size must: be known 787at pipeline creation time. 788The operations supported are add, mul, min, max, and, or, xor. 789 790[[shaders-subgroup-quad]] 791=== Quad Subgroup Operations 792 793The quad subgroup operations allow clusters of 4 invocations (a quad), to 794share data efficiently with each other. 795 796ifdef::VK_NV_shader_subgroup_partitioned[] 797 798[[shaders-subgroup-partitioned]] 799=== Partitioned Subgroup Operations 800 801The partitioned subgroup operations allow invocations to perform an 802operation among partitions of a subgroup, such that the operation is only 803performed within the subgroup invocations within a partition. 804The partitions for partitioned subgroup operations can: group the 805invocations into arbitrary subsets and can: be computed at runtime. 806The operations supported are add, mul, min, max, and, or, xor. 807 808endif::VK_NV_shader_subgroup_partitioned[] 809 810endif::VK_VERSION_1_1[] 811 812ifdef::VK_EXT_validation_cache[] 813[[shaders-validation-cache]] 814== Validation Cache 815 816[open,refpage='VkValidationCacheEXT',desc='Opaque handle to a validation cache object',type='handles'] 817-- 818 819Validation cache objects allow the result of internal validation to be 820reused, both within a single application run and between multiple runs. 821Reuse within a single run is achieved by passing the same validation cache 822object when creating supported Vulkan objects. 823Reuse across runs of an application is achieved by retrieving validation 824cache contents in one run of an application, saving the contents, and using 825them to preinitialize a validation cache on a subsequent run. 826The contents of the validation cache objects are managed by the validation 827layers. 828Applications can: manage the host memory consumed by a validation cache 829object and control the amount of data retrieved from a validation cache 830object. 831 832Validation cache objects are represented by sname:VkValidationCacheEXT 833handles: 834 835include::../api/handles/VkValidationCacheEXT.txt[] 836 837-- 838 839[open,refpage='vkCreateValidationCacheEXT',desc='Creates a new validation cache',type='protos'] 840-- 841 842To create validation cache objects, call: 843 844include::../api/protos/vkCreateValidationCacheEXT.txt[] 845 846 * pname:device is the logical device that creates the validation cache 847 object. 848 * pname:pCreateInfo is a pointer to a slink:VkValidationCacheCreateInfoEXT 849 structure that contains the initial parameters for the validation cache 850 object. 851 * pname:pAllocator controls host memory allocation as described in the 852 <<memory-allocation, Memory Allocation>> chapter. 853 * pname:pValidationCache is a pointer to a slink:VkValidationCacheEXT 854 handle in which the resulting validation cache object is returned. 855 856[NOTE] 857.Note 858==== 859Applications can: track and manage the total host memory size of a 860validation cache object using the pname:pAllocator. 861Applications can: limit the amount of data retrieved from a validation cache 862object in fname:vkGetValidationCacheDataEXT. 863Implementations should: not internally limit the total number of entries 864added to a validation cache object or the total host memory consumed. 865==== 866 867Once created, a validation cache can: be passed to the 868fname:vkCreateShaderModule command as part of the 869sname:VkShaderModuleCreateInfo pname:pNext chain. 870If a sname:VkShaderModuleValidationCacheCreateInfoEXT object is part of the 871sname:VkShaderModuleCreateInfo::pname:pNext chain, and its 872pname:validationCache field is not dlink:VK_NULL_HANDLE, the implementation 873will query it for possible reuse opportunities and update it with new 874content. 875The use of the validation cache object in these commands is internally 876synchronized, and the same validation cache object can: be used in multiple 877threads simultaneously. 878 879[NOTE] 880.Note 881==== 882Implementations should: make every effort to limit any critical sections to 883the actual accesses to the cache, which is expected to be significantly 884shorter than the duration of the fname:vkCreateShaderModule command. 885==== 886 887include::../validity/protos/vkCreateValidationCacheEXT.txt[] 888-- 889 890[open,refpage='VkValidationCacheCreateInfoEXT',desc='Structure specifying parameters of a newly created validation cache',type='structs'] 891-- 892 893The sname:VkValidationCacheCreateInfoEXT structure is defined as: 894 895include::../api/structs/VkValidationCacheCreateInfoEXT.txt[] 896 897 * pname:sType is the type of this structure. 898 * pname:pNext is `NULL` or a pointer to an extension-specific structure. 899 * pname:flags is reserved for future use. 900 * pname:initialDataSize is the number of bytes in pname:pInitialData. 901 If pname:initialDataSize is zero, the validation cache will initially be 902 empty. 903 * pname:pInitialData is a pointer to previously retrieved validation cache 904 data. 905 If the validation cache data is incompatible (as defined below) with the 906 device, the validation cache will be initially empty. 907 If pname:initialDataSize is zero, pname:pInitialData is ignored. 908 909.Valid Usage 910**** 911 * [[VUID-VkValidationCacheCreateInfoEXT-initialDataSize-01534]] 912 If pname:initialDataSize is not `0`, it must: be equal to the size of 913 pname:pInitialData, as returned by fname:vkGetValidationCacheDataEXT 914 when pname:pInitialData was originally retrieved 915 * [[VUID-VkValidationCacheCreateInfoEXT-initialDataSize-01535]] 916 If pname:initialDataSize is not `0`, pname:pInitialData must: have been 917 retrieved from a previous call to fname:vkGetValidationCacheDataEXT 918**** 919 920include::../validity/structs/VkValidationCacheCreateInfoEXT.txt[] 921-- 922 923[open,refpage='VkValidationCacheCreateFlagsEXT',desc='Reserved for future use',type='enums'] 924-- 925include::../api/flags/VkValidationCacheCreateFlagsEXT.txt[] 926 927sname:VkValidationCacheCreateFlagsEXT is a bitmask type for setting a mask, 928but is currently reserved for future use. 929-- 930 931[open,refpage='vkMergeValidationCachesEXT',desc='Combine the data stores of validation caches',type='protos'] 932-- 933 934Validation cache objects can: be merged using the command: 935 936include::../api/protos/vkMergeValidationCachesEXT.txt[] 937 938 * pname:device is the logical device that owns the validation cache 939 objects. 940 * pname:dstCache is the handle of the validation cache to merge results 941 into. 942 * pname:srcCacheCount is the length of the pname:pSrcCaches array. 943 * pname:pSrcCaches is an array of validation cache handles, which will be 944 merged into pname:dstCache. 945 The previous contents of pname:dstCache are included after the merge. 946 947[NOTE] 948.Note 949==== 950The details of the merge operation are implementation dependent, but 951implementations should: merge the contents of the specified validation 952caches and prune duplicate entries. 953==== 954 955.Valid Usage 956**** 957 * [[VUID-vkMergeValidationCachesEXT-dstCache-01536]] 958 pname:dstCache must: not appear in the list of source caches 959**** 960 961include::../validity/protos/vkMergeValidationCachesEXT.txt[] 962-- 963 964[open,refpage='vkGetValidationCacheDataEXT',desc='Get the data store from a validation cache',type='protos'] 965-- 966 967Data can: be retrieved from a validation cache object using the command: 968 969include::../api/protos/vkGetValidationCacheDataEXT.txt[] 970 971 * pname:device is the logical device that owns the validation cache. 972 * pname:validationCache is the validation cache to retrieve data from. 973 * pname:pDataSize is a pointer to a value related to the amount of data in 974 the validation cache, as described below. 975 * pname:pData is either `NULL` or a pointer to a buffer. 976 977If pname:pData is `NULL`, then the maximum size of the data that can: be 978retrieved from the validation cache, in bytes, is returned in 979pname:pDataSize. 980Otherwise, pname:pDataSize must: point to a variable set by the user to the 981size of the buffer, in bytes, pointed to by pname:pData, and on return the 982variable is overwritten with the amount of data actually written to 983pname:pData. 984 985If pname:pDataSize is less than the maximum size that can: be retrieved by 986the validation cache, at most pname:pDataSize bytes will be written to 987pname:pData, and fname:vkGetValidationCacheDataEXT will return 988ename:VK_INCOMPLETE. 989Any data written to pname:pData is valid and can: be provided as the 990pname:pInitialData member of the sname:VkValidationCacheCreateInfoEXT 991structure passed to fname:vkCreateValidationCacheEXT. 992 993Two calls to fname:vkGetValidationCacheDataEXT with the same parameters 994must: retrieve the same data unless a command that modifies the contents of 995the cache is called between them. 996 997[[validation-cache-header]] 998Applications can: store the data retrieved from the validation cache, and 999use these data, possibly in a future run of the application, to populate new 1000validation cache objects. 1001The results of validation, however, may: depend on the vendor ID, device ID, 1002driver version, and other details of the device. 1003To enable applications to detect when previously retrieved data is 1004incompatible with the device, the initial bytes written to pname:pData must: 1005be a header consisting of the following members: 1006 1007.Layout for validation cache header version ename:VK_VALIDATION_CACHE_HEADER_VERSION_ONE_EXT 1008[width="85%",cols="8%,21%,71%",options="header"] 1009|==== 1010| Offset | Size | Meaning 1011| 0 | 4 | length in bytes of the entire validation cache header 1012 written as a stream of bytes, with the least 1013 significant byte first 1014| 4 | 4 | a elink:VkValidationCacheHeaderVersionEXT value 1015 written as a stream of bytes, with the least 1016 significant byte first 1017| 8 | ename:VK_UUID_SIZE | a layer commit ID expressed as a UUID, which uniquely 1018 identifies the version of the validation layers used 1019 to generate these validation results 1020|==== 1021 1022The first four bytes encode the length of the entire validation cache 1023header, in bytes. 1024This value includes all fields in the header including the validation cache 1025version field and the size of the length field. 1026 1027The next four bytes encode the validation cache version, as described for 1028elink:VkValidationCacheHeaderVersionEXT. 1029A consumer of the validation cache should: use the cache version to 1030interpret the remainder of the cache header. 1031 1032If pname:pDataSize is less than what is necessary to store this header, 1033nothing will be written to pname:pData and zero will be written to 1034pname:pDataSize. 1035 1036include::../validity/protos/vkGetValidationCacheDataEXT.txt[] 1037-- 1038 1039[open,refpage='VkValidationCacheHeaderVersionEXT',desc='Encode validation cache version',type='enums',xrefs='vkCreateValdiationCacheEXT vkGetValidationCacheDataEXT'] 1040-- 1041Possible values of the second group of four bytes in the header returned by 1042flink:vkGetValidationCacheDataEXT, encoding the validation cache version, 1043are: 1044 1045include::../api/enums/VkValidationCacheHeaderVersionEXT.txt[] 1046 1047 * ename:VK_VALIDATION_CACHE_HEADER_VERSION_ONE_EXT specifies version one 1048 of the validation cache. 1049-- 1050 1051[open,refpage='vkDestroyValidationCacheEXT',desc='Destroy a validation cache object',type='protos'] 1052-- 1053 1054To destroy a validation cache, call: 1055 1056include::../api/protos/vkDestroyValidationCacheEXT.txt[] 1057 1058 * pname:device is the logical device that destroys the validation cache 1059 object. 1060 * pname:validationCache is the handle of the validation cache to destroy. 1061 * pname:pAllocator controls host memory allocation as described in the 1062 <<memory-allocation, Memory Allocation>> chapter. 1063 1064.Valid Usage 1065**** 1066 * [[VUID-vkDestroyValidationCacheEXT-validationCache-01537]] 1067 If sname:VkAllocationCallbacks were provided when pname:validationCache 1068 was created, a compatible set of callbacks must: be provided here 1069 * [[VUID-vkDestroyValidationCacheEXT-validationCache-01538]] 1070 If no sname:VkAllocationCallbacks were provided when 1071 pname:validationCache was created, pname:pAllocator must: be `NULL` 1072**** 1073 1074include::../validity/protos/vkDestroyValidationCacheEXT.txt[] 1075-- 1076endif::VK_EXT_validation_cache[] 1077